diff --git a/blocks/waves/editor.scss b/blocks/waves/editor.scss new file mode 100644 index 00000000..83f31785 --- /dev/null +++ b/blocks/waves/editor.scss @@ -0,0 +1,21 @@ +/* Editor styles */ + +.wp-block-a8c-waves { + &__inner-container + > .block-editor-inner-blocks + > .block-editor-block-list__layout { + margin-left: 0; + margin-right: 0; + } + + &__resize-container:not( .is-resizing ) { + // Important is used to have higher specificity than the inline style set by re-resizable library. + height: auto !important; + } + + [data-align='left'] > &, + [data-align='right'] > & { + max-width: 290px; + width: 100%; + } +} diff --git a/blocks/waves/index.json b/blocks/waves/index.json new file mode 100644 index 00000000..e1863049 --- /dev/null +++ b/blocks/waves/index.json @@ -0,0 +1 @@ +[ "twgl/twgl.js", "waves.js" ] diff --git a/blocks/waves/index.php b/blocks/waves/index.php new file mode 100644 index 00000000..a888541e --- /dev/null +++ b/blocks/waves/index.php @@ -0,0 +1,31 @@ + 'block-experiments', + 'style' => 'block-experiments', + 'editor_style' => 'block-experiments-editor', + 'render_callback' => function( $attribs, $content ) { + wp_enqueue_script( 'a8c-waves-js' ); + return $content; + }, + ] ); + wp_register_script( + 'a8c-twgl-js', + plugins_url( 'twgl/twgl.js', __FILE__ ), + [], // no dependencies + filemtime( plugin_dir_path( __FILE__ ) . 'twgl/twgl.js' ), + true // in footer + ); + wp_register_script( + 'a8c-waves-js', + plugins_url( 'waves.js', __FILE__ ), + [ 'a8c-twgl-js', 'wp-dom-ready' ], + filemtime( plugin_dir_path( __FILE__ ) . 'waves.js' ), + true // in footer + ); +} ); + +add_action( 'enqueue_block_editor_assets', function() { + wp_enqueue_script( 'a8c-waves-js' ); +} ); diff --git a/blocks/waves/src/edit.js b/blocks/waves/src/edit.js new file mode 100644 index 00000000..6152b07a --- /dev/null +++ b/blocks/waves/src/edit.js @@ -0,0 +1,325 @@ +/** + * External dependencies + */ +import classnames from 'classnames'; + +/** + * WordPress dependencies + */ +import { + InspectorControls, + PanelColorSettings, + InnerBlocks, + __experimentalUnitControl as UnitControl, +} from '@wordpress/block-editor'; +import { + PanelBody, + RangeControl, + ResizableBox, + BaseControl, +} from '@wordpress/components'; +import { useInstanceId } from '@wordpress/compose'; +import { useDispatch, useSelect } from '@wordpress/data'; +import { useState, useEffect, useRef } from '@wordpress/element'; +import { __ } from '@wordpress/i18n'; + +const DEFAULT_COLORS = { + color1: '#000', + color2: '#555', + color3: '#AAA', + color4: '#FFF', +}; + +const MIN_HEIGHT = 50; + +const CSS_UNITS = [ + { value: 'px', label: 'px', default: 430 }, + { value: 'em', label: 'em', default: 20 }, + { value: 'rem', label: 'rem', default: 20 }, + { value: 'vw', label: 'vw', default: 20 }, + { value: 'vh', label: 'vh', default: 50 }, +]; + +const RESIZABLE_BOX_ENABLE_OPTION = { + top: false, + right: false, + bottom: true, + left: false, + topRight: false, + bottomRight: false, + bottomLeft: false, + topLeft: false, +}; + +function HeightInput( { onChange, onUnitChange, unit = 'px', value = '' } ) { + const [ temporaryInput, setTemporaryInput ] = useState( null ); + const instanceId = useInstanceId( UnitControl ); + const inputId = `a8c-waves-height-input-${ instanceId }`; + const isPx = unit === 'px'; + + const handleOnChange = ( unprocessedValue ) => { + const inputValue = + unprocessedValue !== '' + ? parseInt( unprocessedValue, 10 ) + : undefined; + + if ( isNaN( inputValue ) && inputValue !== undefined ) { + setTemporaryInput( unprocessedValue ); + return; + } + setTemporaryInput( null ); + onChange( inputValue ); + }; + + const handleOnBlur = () => { + if ( temporaryInput !== null ) { + setTemporaryInput( null ); + } + }; + + const inputValue = temporaryInput !== null ? temporaryInput : value; + const min = isPx ? MIN_HEIGHT : 0; + + return ( + + + + ); +} + +function Edit( { attributes, className, isSelected, setAttributes } ) { + const { toggleSelection } = useDispatch( 'core/block-editor' ); + const [ temporaryMinHeight, setTemporaryMinHeight ] = useState( null ); + const [ isResizing, setIsResizing ] = useState( false ); + + const themeColors = useSelect( + ( select ) => select( 'core/block-editor' ).getSettings().colors, + [] + ); + const colors = { + color1: + attributes.color1 || + themeColors[ 0 ].color || + DEFAULT_COLORS.color1, + color2: + attributes.color2 || + themeColors[ 0 ].color || + DEFAULT_COLORS.color2, + color3: + attributes.color3 || + themeColors[ 1 % themeColors.length ].color || + DEFAULT_COLORS.color3, + color4: + attributes.color4 || + themeColors[ 2 % themeColors.length ].color || + DEFAULT_COLORS.color4, + }; + + const renderPreview = ( newAttributes = {} ) => + window.a8cColorEffects.renderPreview( { + complexity: attributes.complexity, + mouseSpeed: 1, + fluidSpeed: 1, + ...colors, + ...newAttributes, + } ); + + useEffect( () => { + // Defaults need to be saved in the attributes because they are dynamic + // based on theme, and theme settings are not available from save. + Object.entries( colors ).forEach( ( [ key, value ] ) => { + if ( attributes[ key ] === undefined ) { + setAttributes( { [ key ]: value } ); + } + } ); + + // Save the initial preview in the attributes + if ( attributes.previewImage === undefined ) { + const previewImage = renderPreview(); + setAttributes( { previewImage } ); + } + }, [] ); + + const minHeightWithUnit = attributes.minHeightUnit + ? `${ attributes.minHeight }${ attributes.minHeightUnit }` + : attributes.minHeight; + const style = { + minHeight: temporaryMinHeight || minHeightWithUnit || undefined, + backgroundImage: `url( "${ attributes.previewImage }" )`, + }; + + const canvasRef = useRef(); + useEffect( () => { + return window.a8cColorEffects.run( canvasRef.current ); + }, [ canvasRef.current ] ); + + return ( + <> + + + { + const previewImage = renderPreview( { + complexity, + } ); + setAttributes( { complexity, previewImage } ); + } } + min={ 1 } + max={ 10 } + /> + + setAttributes( { mouseSpeed } ) + } + min={ 1 } + max={ 100 } + /> + + setAttributes( { fluidSpeed } ) + } + min={ 1 } + max={ 100 } + /> + + { + const previewImage = renderPreview( { + color1, + } ); + setAttributes( { color1, previewImage } ); + }, + }, + { + label: __( 'Color 2', 'waves' ), + value: colors.color2, + onChange: ( color2 ) => { + const previewImage = renderPreview( { + color2, + } ); + setAttributes( { color2, previewImage } ); + }, + }, + { + label: __( 'Color 3', 'waves' ), + value: colors.color3, + onChange: ( color3 ) => { + const previewImage = renderPreview( { + color3, + } ); + setAttributes( { color3, previewImage } ); + }, + }, + { + label: __( 'Color 4', 'waves' ), + value: colors.color4, + onChange: ( color4 ) => { + const previewImage = renderPreview( { + color4, + } ); + setAttributes( { color4, previewImage } ); + }, + }, + ] } + /> + + + setAttributes( { minHeight } ) + } + onUnitChange={ ( minHeightUnit ) => + setAttributes( { minHeightUnit } ) + } + /> + + + { + toggleSelection( false ); + setAttributes( { minHeightUnit: 'px' } ); + setTemporaryMinHeight( elt.clientHeight ); + } } + onResize={ ( event, direction, elt ) => { + // Setting is-resizing here instead of onResizeStart fixes + // an issue with the positioning of the resize bar when + // starting a resize after having resized smaller than the + // auto height + setIsResizing( true ); + setTemporaryMinHeight( elt.clientHeight ); + } } + onResizeStop={ ( event, direction, elt ) => { + toggleSelection( true ); + setIsResizing( false ); + setAttributes( { minHeight: elt.clientHeight } ); + setTemporaryMinHeight( null ); + } } + minHeight={ MIN_HEIGHT } + showHandle={ isSelected } + > +
+ +
+ +
+
+
+ + ); +} + +export default Edit; diff --git a/blocks/waves/src/icon.js b/blocks/waves/src/icon.js new file mode 100644 index 00000000..f6615da9 --- /dev/null +++ b/blocks/waves/src/icon.js @@ -0,0 +1,22 @@ +/** + * WordPress dependencies + */ +import { Path, SVG } from '@wordpress/components'; + +const WavesIcon = ( props ) => { + return ( + + + + ); +}; + +export default WavesIcon; diff --git a/blocks/waves/src/index.js b/blocks/waves/src/index.js new file mode 100644 index 00000000..55e7a7e7 --- /dev/null +++ b/blocks/waves/src/index.js @@ -0,0 +1,62 @@ +/** + * WordPress dependencies + */ +import { registerBlockType } from '@wordpress/blocks'; +import { __ } from '@wordpress/i18n'; + +/** + * Internal dependencies + */ +import WavesIcon from './icon'; +import Edit from './edit'; +import Save from './save'; + +export const registerBlock = () => { + registerBlockType( 'a8c/waves', { + title: __( 'Waves', 'waves' ), + description: __( 'Create content with waves in motion.', 'waves' ), + icon: , + category: 'widgets', + supports: { + align: true, + html: false, + }, + attributes: { + complexity: { + type: 'integer', + default: 2, + }, + mouseSpeed: { + type: 'integer', + default: 20, + }, + fluidSpeed: { + type: 'integer', + default: 20, + }, + color1: { + type: 'string', + }, + color2: { + type: 'string', + }, + color3: { + type: 'string', + }, + color4: { + type: 'string', + }, + minHeight: { + type: 'number', + }, + minHeightUnit: { + type: 'string', + }, + previewImage: { + type: 'string', + }, + }, + edit: Edit, + save: Save, + } ); +}; diff --git a/blocks/waves/src/save.js b/blocks/waves/src/save.js new file mode 100644 index 00000000..4ee82c43 --- /dev/null +++ b/blocks/waves/src/save.js @@ -0,0 +1,32 @@ +/** + * WordPress dependencies + */ +import { InnerBlocks } from '@wordpress/block-editor'; + +const Save = ( { attributes } ) => { + const minHeightWithUnit = attributes.minHeightUnit + ? `${ attributes.minHeight }${ attributes.minHeightUnit }` + : attributes.minHeight; + const style = { + minHeight: minHeightWithUnit || undefined, + backgroundImage: `url( "${ attributes.previewImage }" )`, + }; + return ( +
+ +
+ +
+
+ ); +}; + +export default Save; diff --git a/blocks/waves/style.scss b/blocks/waves/style.scss new file mode 100644 index 00000000..d54a5519 --- /dev/null +++ b/blocks/waves/style.scss @@ -0,0 +1,55 @@ +/* Editor styles */ + +.wp-block-a8c-waves { + position: relative; + min-height: 430px; + height: 100%; + width: 100%; + display: flex; + justify-content: center; + align-items: center; + overflow: hidden; + + // Bottom left is consistent with how the WebGL behaves, so this will be the most similar to what is shown in the editor. + background: bottom left / cover no-repeat; + + // Using flexbox without an assigned height property breaks vertical center alignment in IE11. + // Appending an empty ::after element tricks IE11 into giving the cover image an implicit height, which sidesteps this issue. + &::after { + display: block; + content: ''; + font-size: 0; + min-height: inherit; + + // IE doesn't support flex so omit that. + @supports ( position: sticky ) { + content: none; + } + } + + &__inner-container { + width: calc( 100% - 70px ); + padding: 2rem 0; + z-index: 1; + } + + // Apply max-width to floated items that have no intrinsic width + &.alignleft, + &.alignright { + max-width: 290px; + width: 100%; + } + + // Aligned cover blocks should not use our global alignment rules + &.aligncenter, + &.alignleft, + &.alignright { + display: flex; + } + + canvas { + position: absolute; + width: 100%; + height: 100%; + } +} diff --git a/blocks/waves/twgl/twgl-full.d.ts b/blocks/waves/twgl/twgl-full.d.ts new file mode 100755 index 00000000..98450f7c --- /dev/null +++ b/blocks/waves/twgl/twgl-full.d.ts @@ -0,0 +1,502 @@ + +export type Defaults = { + attribPrefix?: string; + textureColor?: number[]; + crossOrigin?: string; + addExtensionsToContext?: boolean; +}; +export function setDefaults(newDefaults: Defaults): void; +export function addExtensionsToContext(gl: WebGLRenderingContext): void; +export function getWebGLContext(canvas: HTMLCanvasElement, opt_attribs?: WebGLContextAttributes): WebGLRenderingContext; +export function createContext(canvas: HTMLCanvasElement): WebGLRenderingContext; +export function getContext(canvas: HTMLCanvasElement, opt_attribs?: WebGLContextAttributes): WebGLRenderingContext; +export function resizeCanvasToDisplaySize(canvas: HTMLCanvasElement, multiplier?: number): boolean; +export type AttribInfo = { + value?: number[] | ArrayBufferView; + numComponents?: number; + size?: number; + type?: number; + normalize?: boolean; + offset?: number; + stride?: number; + divisor?: number; + buffer: WebGLBuffer; + drawType?: number; +}; +export type FullArraySpec = { + value?: number[] | ArrayBufferView; + data: number | number[] | ArrayBufferView; + numComponents?: number; + type?: Function; + size?: number; + normalize?: boolean; + stride?: number; + offset?: number; + divisor?: number; + attrib?: string; + name?: string; + attribName?: string; + buffer?: WebGLBuffer; +}; +export type ArraySpec = number | number[] | ArrayBufferView | FullArraySpec; +export type Arrays = { + [key: string]: ArraySpec; +}; +export type BufferInfo = { + numElements: number; + elementType?: number; + indices?: WebGLBuffer; + attribs?: { + [key: string]: AttribInfo; + }; +}; +export type DrawObject = { + active?: boolean; + type?: number; + programInfo: ProgramInfo; + bufferInfo?: BufferInfo; + vertexArrayInfo?: VertexArrayInfo; + uniforms: { + [key: string]: any; + }; + offset?: number; + count?: number; + instanceCount?: number; +}; +export type AttachmentOptions = TextureOptions & { + attach?: number; + format?: number; + type?: number; + target?: number; + level?: number; + layer?: number; + attachment?: WebGLObject; +}; +export type FramebufferInfo = { + framebuffer: WebGLFramebuffer; + attachments: WebGLObject[]; + width: number; + height: number; +}; +export type ErrorCallback = (msg: string, lineOffset?: number) => void; +export type ProgramOptions = { + errorCallback?: (...params: any[]) => any; + attribLocations?: { + [key: string]: number; + }; + transformFeedbackVaryings?: BufferInfo | { + [key: string]: AttribInfo; + } | string[]; + transformFeedbackMode?: number; +}; +export type TransformFeedbackInfo = { + index: number; + type: number; + size: number; +}; +export function createTransformFeedbackInfo(gl: WebGLRenderingContext, program: WebGLProgram): { + [key: string]: TransformFeedbackInfo; +}; +export function bindTransformFeedbackInfo(gl: WebGLRenderingContext, transformFeedbackInfo: ProgramInfo | { + [key: string]: TransformFeedbackInfo; +}, bufferInfo?: BufferInfo | { + [key: string]: AttribInfo; +}): void; +export function createTransformFeedback(gl: WebGLRenderingContext, programInfo: ProgramInfo, bufferInfo?: BufferInfo | { + [key: string]: AttribInfo; +}): WebGLTransformFeedback; +export type UniformData = { + type: number; + size: number; + blockNdx: number; + offset: number; +}; +export type BlockSpec = { + index: number; + size: number; + uniformIndices: number[]; + usedByVertexShader: boolean; + usedByFragmentShader: boolean; + used: boolean; +}; +export type UniformBlockSpec = { + uniformData: UniformData[]; +}; +export type UniformBlockInfo = { + name: string; + array: ArrayBuffer; + asFloat: Float32Array; + buffer: WebGLBuffer; + offset?: number; + uniforms: { + [key: string]: ArrayBufferView; + }; +}; +export type ProgramInfo = { + program: WebGLProgram; + uniformSetters: { + [key: string]: (...params: any[]) => any; + }; + attribSetters: { + [key: string]: (...params: any[]) => any; + }; + uniformBlockSpace?: UniformBlockSpec; + transformFeedbackInfo?: { + [key: string]: TransformFeedbackInfo; + }; +}; +export type TextureFunc = (gl: WebGLRenderingContext, options: TextureOptions) => any; +export type TextureOptions = { + target?: number; + level?: number; + width?: number; + height?: number; + depth?: number; + min?: number; + mag?: number; + minMag?: number; + internalFormat?: number; + format?: number; + type?: number; + wrap?: number; + wrapS?: number; + wrapT?: number; + wrapR?: number; + minLod?: number; + maxLod?: number; + baseLevel?: number; + maxLevel?: number; + unpackAlignment?: number; + color?: number[] | ArrayBufferView; + premultiplyAlpha?: number; + flipY?: number; + colorspaceConversion?: number; + auto?: boolean; + cubeFaceOrder?: number[]; + src?: number[] | ArrayBufferView | TexImageSource | TexImageSource[] | string | string[] | TextureFunc; + crossOrigin?: string; +}; +export type TextureSrc = HTMLImageElement | HTMLImageElement[]; +export type TextureReadyCallback = (err: any, texture: WebGLTexture, source: TextureSrc) => void; +export type TexturesReadyCallback = (err: any, textures: { + [key: string]: WebGLTexture; +}, sources: { + [key: string]: TextureSrc; +}) => void; +export type CubemapReadyCallback = (err: any, tex: WebGLTexture, imgs: HTMLImageElement[]) => void; +export type ThreeDReadyCallback = (err: any, tex: WebGLTexture, imgs: HTMLImageElement[]) => void; +export function isWebGL2(gl: WebGLRenderingContext): boolean; +export function isWebGL1(gl: WebGLRenderingContext): boolean; +export function glEnumToString(gl: WebGLRenderingContext, value: number): string; +export type VertexArrayInfo = { + numElements: number; + elementType?: number; + vertexArrayObject?: WebGLVertexArrayObject; +}; +export function setAttribInfoBufferFromArray(gl: WebGLRenderingContext, attribInfo: AttribInfo, array: ArraySpec, offset?: number): void; +export function createBufferInfoFromArrays(gl: WebGLRenderingContext, arrays: Arrays, srcBufferInfo?: BufferInfo): BufferInfo; +export function drawBufferInfo(gl: WebGLRenderingContext, bufferInfo: BufferInfo | VertexArrayInfo, type?: number, count?: number, offset?: number, instanceCount?: number): void; +export function drawObjectList(gl: WebGLRenderingContext, objectsToDraw: DrawObject[]): void; +export function createFramebufferInfo(gl: WebGLRenderingContext, attachments?: AttachmentOptions[], width?: number, height?: number): FramebufferInfo; +export function resizeFramebufferInfo(gl: WebGLRenderingContext, framebufferInfo: FramebufferInfo, attachments?: AttachmentOptions[], width?: number, height?: number): void; +export function bindFramebufferInfo(gl: WebGLRenderingContext, framebufferInfo?: FramebufferInfo | null, target?: number): void; +export function createProgramInfo(gl: WebGLRenderingContext, shaderSources: string[], opt_attribs?: ProgramOptions | string[] | ErrorCallback, opt_errorCallback?: ErrorCallback): ProgramInfo; +export function createUniformBlockInfo(gl: WebGL2RenderingContext, programInfo: ProgramInfo, blockName: string): UniformBlockInfo; +export function bindUniformBlock(gl: WebGL2RenderingContext, programInfo: ProgramInfo | UniformBlockSpec, uniformBlockInfo: UniformBlockInfo): boolean; +export function setUniformBlock(gl: WebGL2RenderingContext, programInfo: ProgramInfo | UniformBlockSpec, uniformBlockInfo: UniformBlockInfo): void; +export function setBlockUniforms(uniformBlockInfo: UniformBlockInfo, values: { + [key: string]: any; +}): void; +export function setUniforms(setters: ProgramInfo | { + [key: string]: (...params: any[]) => any; +}, values: { + [key: string]: any; +}): void; +export function setBuffersAndAttributes(gl: WebGLRenderingContext, setters: ProgramInfo | { + [key: string]: (...params: any[]) => any; +}, buffers: BufferInfo | VertexArrayInfo): void; +export function setTextureFromArray(gl: WebGLRenderingContext, tex: WebGLTexture, src: number[] | ArrayBufferView, options?: TextureOptions): void; +export function createTexture(gl: WebGLRenderingContext, options?: TextureOptions, callback?: TextureReadyCallback): WebGLTexture; +export function resizeTexture(gl: WebGLRenderingContext, tex: WebGLTexture, options: TextureOptions, width?: number, height?: number, depth?: number): void; +export function createTextures(gl: WebGLRenderingContext, options: { + [key: string]: TextureOptions; +}, callback?: TexturesReadyCallback): { + [key: string]: WebGLTexture; +}; + + +export function setAttributePrefix(prefix: string): void; +export function createBufferFromTypedArray(gl: WebGLRenderingContext, typedArray: ArrayBuffer | SharedArrayBuffer | ArrayBufferView | WebGLBuffer, type?: number, drawType?: number): WebGLBuffer; +export function createAttribsFromArrays(gl: WebGLRenderingContext, arrays: Arrays, srcBufferInfo?: BufferInfo): { + [key: string]: AttribInfo; +}; +export function setAttribInfoBufferFromArray(gl: WebGLRenderingContext, attribInfo: AttribInfo, array: ArraySpec, offset?: number): void; +export function createBufferInfoFromArrays(gl: WebGLRenderingContext, arrays: Arrays, srcBufferInfo?: BufferInfo): BufferInfo; +export function createBufferFromArray(gl: WebGLRenderingContext, array: ArraySpec, arrayName: string): WebGLBuffer; +export function createBuffersFromArrays(gl: WebGLRenderingContext, arrays: Arrays): { + [key: string]: WebGLBuffer; +}; + + +export function drawBufferInfo(gl: WebGLRenderingContext, bufferInfo: BufferInfo | VertexArrayInfo, type?: number, count?: number, offset?: number, instanceCount?: number): void; +export function drawObjectList(gl: WebGLRenderingContext, objectsToDraw: DrawObject[]): void; + + +export function createFramebufferInfo(gl: WebGLRenderingContext, attachments?: AttachmentOptions[], width?: number, height?: number): FramebufferInfo; +export function resizeFramebufferInfo(gl: WebGLRenderingContext, framebufferInfo: FramebufferInfo, attachments?: AttachmentOptions[], width?: number, height?: number): void; +export function bindFramebufferInfo(gl: WebGLRenderingContext, framebufferInfo?: FramebufferInfo | null, target?: number): void; + + +export function getBindPointForSamplerType(): void; +export function createProgram(gl: WebGLRenderingContext, shaders: WebGLShader[] | string[], opt_attribs?: ProgramOptions | string[] | ErrorCallback, opt_errorCallback?: ErrorCallback): WebGLProgram; +export function createProgramFromScripts(gl: WebGLRenderingContext, shaderScriptIds: string[], opt_attribs?: ProgramOptions | string[] | ErrorCallback, opt_errorCallback?: ErrorCallback): WebGLProgram; +export function createProgramFromSources(gl: WebGLRenderingContext, shaderSources: string[], opt_attribs?: ProgramOptions | string[] | ErrorCallback, opt_errorCallback?: ErrorCallback): WebGLProgram; +export function createUniformSetters(gl: WebGLRenderingContext, program: WebGLProgram): { + [key: string]: (...params: any[]) => any; +}; +export function createUniformBlockSpecFromProgram(gl: WebGL2RenderingContext, program: WebGLProgram): UniformBlockSpec; +export function createUniformBlockInfoFromProgram(gl: WebGL2RenderingContext, program: WebGLProgram, blockName: string): UniformBlockInfo; +export function createUniformBlockInfo(gl: WebGL2RenderingContext, programInfo: ProgramInfo, blockName: string): UniformBlockInfo; +export function bindUniformBlock(gl: WebGL2RenderingContext, programInfo: ProgramInfo | UniformBlockSpec, uniformBlockInfo: UniformBlockInfo): boolean; +export function setUniformBlock(gl: WebGL2RenderingContext, programInfo: ProgramInfo | UniformBlockSpec, uniformBlockInfo: UniformBlockInfo): void; +export function setBlockUniforms(uniformBlockInfo: UniformBlockInfo, values: { + [key: string]: any; +}): void; +export function setUniforms(setters: ProgramInfo | { + [key: string]: (...params: any[]) => any; +}, values: { + [key: string]: any; +}): void; +export function setUniformsAndBindTextures(setters: ProgramInfo | { + [key: string]: (...params: any[]) => any; +}, values: { + [key: string]: any; +}): void; +export function createAttributeSetters(gl: WebGLRenderingContext, program: WebGLProgram): { + [key: string]: (...params: any[]) => any; +}; +export function setAttributes(setters: { + [key: string]: (...params: any[]) => any; +}, buffers: { + [key: string]: AttribInfo; +}): void; +export function setBuffersAndAttributes(gl: WebGLRenderingContext, setters: ProgramInfo | { + [key: string]: (...params: any[]) => any; +}, buffers: BufferInfo | VertexArrayInfo): void; +export function createProgramInfoFromProgram(gl: WebGLRenderingContext, program: WebGLProgram): ProgramInfo; +export function createProgramInfo(gl: WebGLRenderingContext, shaderSources: string[], opt_attribs?: ProgramOptions | string[] | ErrorCallback, opt_errorCallback?: ErrorCallback): ProgramInfo; + + +export function getBytesPerElementForInternalFormat(internalFormat: number, type: number): number; +export type TextureFormatInfo = { + format: number; + type: number; +}; +export function getFormatAndTypeForInternalFormat(internalFormat: number): TextureFormatInfo; +export function canGenerateMipmap(gl: WebGLRenderingContext, width: number, height: number, internalFormat: number): boolean; +export function canFilter(internalFormat: number): boolean; +export function getNumComponentsForFormat(format: number): number; +export function setDefaultTextureColor(color: number[]): void; +export function setTextureParameters(gl: WebGLRenderingContext, tex: WebGLTexture, options: TextureOptions): void; +export function setSamplerParameters(gl: WebGLRenderingContext, sampler: WebGLSampler, options: TextureOptions): void; +export function setTextureFilteringForSize(gl: WebGLRenderingContext, tex: WebGLTexture, options?: TextureOptions, width?: number, height?: number, internalFormat?: number): void; +export function setTextureFromElement(gl: WebGLRenderingContext, tex: WebGLTexture, element: HTMLElement, options?: TextureOptions): void; +export function setTextureTo1PixelColor(gl: WebGLRenderingContext, tex: WebGLTexture, options?: TextureOptions): void; +export function loadTextureFromUrl(gl: WebGLRenderingContext, tex: WebGLTexture, options?: TextureOptions, callback?: TextureReadyCallback): HTMLImageElement; +export function loadCubemapFromUrls(gl: WebGLRenderingContext, tex: WebGLTexture, options: TextureOptions, callback?: CubemapReadyCallback): void; +export function loadSlicesFromUrls(gl: WebGLRenderingContext, tex: WebGLTexture, options: TextureOptions, callback?: ThreeDReadyCallback): void; +export function setTextureFromArray(gl: WebGLRenderingContext, tex: WebGLTexture, src: number[] | ArrayBufferView, options?: TextureOptions): void; +export function setEmptyTexture(gl: WebGLRenderingContext, tex: WebGLTexture, options: TextureOptions): void; +export function createTexture(gl: WebGLRenderingContext, options?: TextureOptions, callback?: TextureReadyCallback): WebGLTexture; +export function resizeTexture(gl: WebGLRenderingContext, tex: WebGLTexture, options: TextureOptions, width?: number, height?: number, depth?: number): void; +export function createTextures(gl: WebGLRenderingContext, options: { + [key: string]: TextureOptions; +}, callback?: TexturesReadyCallback): { + [key: string]: WebGLTexture; +}; + + +export function getGLTypeForTypedArray(typedArray: ArrayBufferView): number; +export function getGLTypeForTypedArrayType(typedArrayType: ArrayBufferView): number; +export function getTypedArrayTypeForGLType(type: number): (...params: any[]) => any; + + +export function createVertexArrayInfo(gl: WebGLRenderingContext, programInfo: ProgramInfo | ProgramInfo[], bufferInfo: BufferInfo): VertexArrayInfo; +export function createVAOAndSetAttributes(gl: WebGLRenderingContext, setters: { + [key: string]: (...params: any[]) => any; +}, attribs: { + [key: string]: AttribInfo; +}, indices?: WebGLBuffer): void; +export function createVAOFromBufferInfo(gl: WebGLRenderingContext, programInfo: { + [key: string]: (...params: any[]) => any; +} | ProgramInfo, bufferInfo: BufferInfo, indices?: WebGLBuffer): void; + +declare module v3 { + export type Vec3 = number[] | Float32Array; + export function setDefaultType(ctor: Function): Function; + export function create(x?: number, y?: number, z?: number): v3.Vec3; + export function add(a: v3.Vec3, b: v3.Vec3, dst?: v3.Vec3): v3.Vec3; + export function subtract(a: v3.Vec3, b: v3.Vec3, dst?: v3.Vec3): v3.Vec3; + export function lerp(a: v3.Vec3, b: v3.Vec3, t: number, dst?: v3.Vec3): v3.Vec3; + export function lerpV(a: v3.Vec3, b: v3.Vec3, t: v3.Vec3, dst?: v3.Vec3): v3.Vec3; + export function max(a: v3.Vec3, b: v3.Vec3, dst?: v3.Vec3): v3.Vec3; + export function min(a: v3.Vec3, b: v3.Vec3, dst?: v3.Vec3): v3.Vec3; + export function mulScalar(v: v3.Vec3, k: number, dst?: v3.Vec3): v3.Vec3; + export function divScalar(v: v3.Vec3, k: number, dst?: v3.Vec3): v3.Vec3; + export function cross(a: v3.Vec3, b: v3.Vec3, dst?: v3.Vec3): v3.Vec3; + export function dot(a: v3.Vec3, b: v3.Vec3): number; + export function length(v: v3.Vec3): number; + export function lengthSq(v: v3.Vec3): number; + export function distance(a: v3.Vec3, b: v3.Vec3): number; + export function distanceSq(a: v3.Vec3, b: v3.Vec3): number; + export function normalize(a: v3.Vec3, dst?: v3.Vec3): v3.Vec3; + export function negate(v: v3.Vec3, dst?: v3.Vec3): v3.Vec3; + export function copy(v: v3.Vec3, dst?: v3.Vec3): v3.Vec3; + export function multiply(a: v3.Vec3, b: v3.Vec3, dst?: v3.Vec3): v3.Vec3; + export function divide(a: v3.Vec3, b: v3.Vec3, dst?: v3.Vec3): v3.Vec3; +} +declare module m4 { + export type Mat4 = number[] | Float32Array; + export function setDefaultType(ctor: Function): Function; + export function negate(m: m4.Mat4, dst?: m4.Mat4): m4.Mat4; + export function copy(m: m4.Mat4, dst?: m4.Mat4): m4.Mat4; + export function identity(dst?: m4.Mat4): m4.Mat4; + export function transpose(m: m4.Mat4, dst?: m4.Mat4): m4.Mat4; + export function inverse(m: m4.Mat4, dst?: m4.Mat4): m4.Mat4; + export function multiply(a: m4.Mat4, b: m4.Mat4, dst?: m4.Mat4): m4.Mat4; + export function setTranslation(a: m4.Mat4, v: v3.Vec3, dst?: m4.Mat4): m4.Mat4; + export function getTranslation(m: m4.Mat4, dst?: v3.Vec3): v3.Vec3; + export function getAxis(m: m4.Mat4, axis: number): void; + export function setAxis(m: m4.Mat4, v: v3.Vec3, axis: number, dst?: m4.Mat4): m4.Mat4; + export function perspective(fieldOfViewYInRadians: number, aspect: number, zNear: number, zFar: number, dst?: m4.Mat4): m4.Mat4; + export function ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: m4.Mat4): m4.Mat4; + export function frustum(left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: m4.Mat4): m4.Mat4; + export function lookAt(eye: v3.Vec3, target: v3.Vec3, up: v3.Vec3, dst?: m4.Mat4): m4.Mat4; + export function translation(v: v3.Vec3, dst?: m4.Mat4): m4.Mat4; + export function translate(m: m4.Mat4, v: v3.Vec3, dst?: m4.Mat4): m4.Mat4; + export function rotationX(angleInRadians: number, dst?: m4.Mat4): m4.Mat4; + export function rotateX(m: m4.Mat4, angleInRadians: number, dst?: m4.Mat4): m4.Mat4; + export function rotationY(angleInRadians: number, dst?: m4.Mat4): m4.Mat4; + export function rotateY(m: m4.Mat4, angleInRadians: number, dst?: m4.Mat4): m4.Mat4; + export function rotationZ(angleInRadians: number, dst?: m4.Mat4): m4.Mat4; + export function rotateZ(m: m4.Mat4, angleInRadians: number, dst?: m4.Mat4): m4.Mat4; + export function axisRotation(axis: v3.Vec3, angleInRadians: number, dst?: m4.Mat4): m4.Mat4; + export function axisRotate(m: m4.Mat4, axis: v3.Vec3, angleInRadians: number, dst?: m4.Mat4): m4.Mat4; + export function scaling(v: v3.Vec3, dst?: m4.Mat4): m4.Mat4; + export function scale(m: m4.Mat4, v: v3.Vec3, dst?: m4.Mat4): m4.Mat4; + export function transformPoint(m: m4.Mat4, v: v3.Vec3, dst?: v3.Vec3): v3.Vec3; + export function transformDirection(m: m4.Mat4, v: v3.Vec3, dst?: v3.Vec3): v3.Vec3; + export function transformNormal(m: m4.Mat4, v: v3.Vec3, dst?: v3.Vec3): v3.Vec3; +} +declare module primitives { + export type TypedArray = Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Float32Array; + export function createAugmentedTypedArray(numComponents: number, numElements: number, opt_type: Function): ArrayBufferView; + export function deindexVertices(vertices: { + [key: string]: TypedArray; + }): { + [key: string]: TypedArray; + }; + export function flattenNormals(vertices: { + [key: string]: TypedArray; + }): { + [key: string]: TypedArray; + }; + export function reorientDirections(array: number[] | TypedArray, matrix: m4.Mat4): number[] | TypedArray; + export function reorientNormals(array: number[] | TypedArray, matrix: m4.Mat4): number[] | TypedArray; + export function reorientPositions(array: number[] | TypedArray, matrix: m4.Mat4): number[] | TypedArray; + export type NativeArrayOrTypedArray = number[] | TypedArray; + export function reorientVertices(arrays: { + [key: string]: NativeArrayOrTypedArray; + }, matrix: m4.Mat4): { + [key: string]: NativeArrayOrTypedArray; + }; + export function createXYQuadBuffers(gl: WebGLRenderingContext, size?: number, xOffset?: number, yOffset?: number): { + [key: string]: WebGLBuffer; + }; + export function createXYQuadBufferInfo(gl: WebGLRenderingContext, size?: number, xOffset?: number, yOffset?: number): BufferInfo; + export function createXYQuadVertices(size?: number, xOffset?: number, yOffset?: number): { + [key: string]: TypedArray; + }; + export function createPlaneBufferInfo(gl: WebGLRenderingContext, width?: number, depth?: number, subdivisionsWidth?: number, subdivisionsDepth?: number, matrix?: m4.Mat4): BufferInfo; + export function createPlaneBuffers(gl: WebGLRenderingContext, width?: number, depth?: number, subdivisionsWidth?: number, subdivisionsDepth?: number, matrix?: m4.Mat4): { + [key: string]: WebGLBuffer; + }; + export function createPlaneVertices(width?: number, depth?: number, subdivisionsWidth?: number, subdivisionsDepth?: number, matrix?: m4.Mat4): { + [key: string]: TypedArray; + }; + export function createSphereBufferInfo(gl: WebGLRenderingContext, radius: number, subdivisionsAxis: number, subdivisionsHeight: number, opt_startLatitudeInRadians?: number, opt_endLatitudeInRadians?: number, opt_startLongitudeInRadians?: number, opt_endLongitudeInRadians?: number): BufferInfo; + export function createSphereBuffers(gl: WebGLRenderingContext, radius: number, subdivisionsAxis: number, subdivisionsHeight: number, opt_startLatitudeInRadians?: number, opt_endLatitudeInRadians?: number, opt_startLongitudeInRadians?: number, opt_endLongitudeInRadians?: number): { + [key: string]: WebGLBuffer; + }; + export function createSphereVertices(radius: number, subdivisionsAxis: number, subdivisionsHeight: number, opt_startLatitudeInRadians?: number, opt_endLatitudeInRadians?: number, opt_startLongitudeInRadians?: number, opt_endLongitudeInRadians?: number): { + [key: string]: TypedArray; + }; + export function createCubeBufferInfo(gl: WebGLRenderingContext, size?: number): BufferInfo; + export function createCubeBuffers(gl: WebGLRenderingContext, size?: number): { + [key: string]: WebGLBuffer; + }; + export function createCubeVertices(size?: number): { + [key: string]: TypedArray; + }; + export function createTruncatedConeBufferInfo(gl: WebGLRenderingContext, bottomRadius: number, topRadius: number, height: number, radialSubdivisions: number, verticalSubdivisions: number, opt_topCap?: boolean, opt_bottomCap?: boolean): BufferInfo; + export function createTruncatedConeBuffers(gl: WebGLRenderingContext, bottomRadius: number, topRadius: number, height: number, radialSubdivisions: number, verticalSubdivisions: number, opt_topCap?: boolean, opt_bottomCap?: boolean): { + [key: string]: WebGLBuffer; + }; + export function createTruncatedConeVertices(bottomRadius: number, topRadius: number, height: number, radialSubdivisions: number, verticalSubdivisions: number, opt_topCap?: boolean, opt_bottomCap?: boolean): { + [key: string]: TypedArray; + }; + export function create3DFBufferInfo(gl: WebGLRenderingContext): BufferInfo; + export function create3DFBuffers(gl: WebGLRenderingContext): { + [key: string]: WebGLBuffer; + }; + export function create3DFVertices(): { + [key: string]: TypedArray; + }; + export function createCresentBufferInfo(gl: WebGLRenderingContext, verticalRadius: number, outerRadius: number, innerRadius: number, thickness: number, subdivisionsDown: number, startOffset?: number, endOffset?: number): BufferInfo; + export function createCresentBuffers(gl: WebGLRenderingContext, verticalRadius: number, outerRadius: number, innerRadius: number, thickness: number, subdivisionsDown: number, startOffset?: number, endOffset?: number): { + [key: string]: WebGLBuffer; + }; + export function createCresentBuffers(gl: WebGLRenderingContext, verticalRadius: number, outerRadius: number, innerRadius: number, thickness: number, subdivisionsDown: number, startOffset?: number, endOffset?: number): { + [key: string]: WebGLBuffer; + }; + export function createCrescentBufferInfo(gl: WebGLRenderingContext, verticalRadius: number, outerRadius: number, innerRadius: number, thickness: number, subdivisionsDown: number, startOffset?: number, endOffset?: number): BufferInfo; + export function createCrescentBuffers(gl: WebGLRenderingContext, verticalRadius: number, outerRadius: number, innerRadius: number, thickness: number, subdivisionsDown: number, startOffset?: number, endOffset?: number): { + [key: string]: WebGLBuffer; + }; + export function createCrescentVertices(verticalRadius: number, outerRadius: number, innerRadius: number, thickness: number, subdivisionsDown: number, startOffset?: number, endOffset?: number): { + [key: string]: TypedArray; + }; + export function createCylinderBufferInfo(gl: WebGLRenderingContext, radius: number, height: number, radialSubdivisions: number, verticalSubdivisions: number, topCap?: boolean, bottomCap?: boolean): BufferInfo; + export function createCylinderBuffers(gl: WebGLRenderingContext, radius: number, height: number, radialSubdivisions: number, verticalSubdivisions: number, topCap?: boolean, bottomCap?: boolean): { + [key: string]: WebGLBuffer; + }; + export function createCylinderVertices(radius: number, height: number, radialSubdivisions: number, verticalSubdivisions: number, topCap?: boolean, bottomCap?: boolean): { + [key: string]: TypedArray; + }; + export function createTorusBufferInfo(gl: WebGLRenderingContext, radius: number, thickness: number, radialSubdivisions: number, bodySubdivisions: number, startAngle?: boolean, endAngle?: boolean): BufferInfo; + export function createTorusBuffers(gl: WebGLRenderingContext, radius: number, thickness: number, radialSubdivisions: number, bodySubdivisions: number, startAngle?: boolean, endAngle?: boolean): { + [key: string]: WebGLBuffer; + }; + export function createTorusVertices(radius: number, thickness: number, radialSubdivisions: number, bodySubdivisions: number, startAngle?: boolean, endAngle?: boolean): { + [key: string]: TypedArray; + }; + export function createDiscBufferInfo(gl: WebGLRenderingContext, radius: number, divisions: number, stacks?: number, innerRadius?: number, stackPower?: number): BufferInfo; + export function createDiscBuffers(gl: WebGLRenderingContext, radius: number, divisions: number, stacks?: number, innerRadius?: number, stackPower?: number): { + [key: string]: WebGLBuffer; + }; + export function createDiscVertices(radius: number, divisions: number, stacks?: number, innerRadius?: number, stackPower?: number): { + [key: string]: TypedArray; + }; + export type RandomColorFunc = (ndx: number, channel: number) => number; + export type RandomVerticesOptions = { + vertsPerColor?: number; + rand?: primitives.RandomColorFunc; + }; + export function makeRandomVertexColors(vertices: { + [key: string]: ArrayBufferView; + }, options?: primitives.RandomVerticesOptions): { + [key: string]: ArrayBufferView; + }; + export function concatVertices(arrays: Arrays[]): Arrays; + export function duplicateVertices(arrays: Arrays): Arrays; +} \ No newline at end of file diff --git a/blocks/waves/twgl/twgl-full.js b/blocks/waves/twgl/twgl-full.js new file mode 100755 index 00000000..8a84195b --- /dev/null +++ b/blocks/waves/twgl/twgl-full.js @@ -0,0 +1,10591 @@ +/*! + * @license twgl.js 4.14.2 Copyright (c) 2015, Gregg Tavares All Rights Reserved. + * Available via the MIT license. + * see: http://github.com/greggman/twgl.js for details + */ +(function webpackUniversalModuleDefinition(root, factory) { + if(typeof exports === 'object' && typeof module === 'object') + module.exports = factory(); + else if(typeof define === 'function' && define.amd) + define([], factory); + else if(typeof exports === 'object') + exports["twgl"] = factory(); + else + root["twgl"] = factory(); +})(typeof self !== 'undefined' ? self : this, function() { +return /******/ (function(modules) { // webpackBootstrap +/******/ // The module cache +/******/ var installedModules = {}; +/******/ +/******/ // The require function +/******/ function __webpack_require__(moduleId) { +/******/ +/******/ // Check if module is in cache +/******/ if(installedModules[moduleId]) { +/******/ return installedModules[moduleId].exports; +/******/ } +/******/ // Create a new module (and put it into the cache) +/******/ var module = installedModules[moduleId] = { +/******/ i: moduleId, +/******/ l: false, +/******/ exports: {} +/******/ }; +/******/ +/******/ // Execute the module function +/******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__); +/******/ +/******/ // Flag the module as loaded +/******/ module.l = true; +/******/ +/******/ // Return the exports of the module +/******/ return module.exports; +/******/ } +/******/ +/******/ +/******/ // expose the modules object (__webpack_modules__) +/******/ __webpack_require__.m = modules; +/******/ +/******/ // expose the module cache +/******/ __webpack_require__.c = installedModules; +/******/ +/******/ // define getter function for harmony exports +/******/ __webpack_require__.d = function(exports, name, getter) { +/******/ if(!__webpack_require__.o(exports, name)) { +/******/ Object.defineProperty(exports, name, { enumerable: true, get: getter }); +/******/ } +/******/ }; +/******/ +/******/ // define __esModule on exports +/******/ __webpack_require__.r = function(exports) { +/******/ if(typeof Symbol !== 'undefined' && Symbol.toStringTag) { +/******/ Object.defineProperty(exports, Symbol.toStringTag, { value: 'Module' }); +/******/ } +/******/ Object.defineProperty(exports, '__esModule', { value: true }); +/******/ }; +/******/ +/******/ // create a fake namespace object +/******/ // mode & 1: value is a module id, require it +/******/ // mode & 2: merge all properties of value into the ns +/******/ // mode & 4: return value when already ns object +/******/ // mode & 8|1: behave like require +/******/ __webpack_require__.t = function(value, mode) { +/******/ if(mode & 1) value = __webpack_require__(value); +/******/ if(mode & 8) return value; +/******/ if((mode & 4) && typeof value === 'object' && value && value.__esModule) return value; +/******/ var ns = Object.create(null); +/******/ __webpack_require__.r(ns); +/******/ Object.defineProperty(ns, 'default', { enumerable: true, value: value }); +/******/ if(mode & 2 && typeof value != 'string') for(var key in value) __webpack_require__.d(ns, key, function(key) { return value[key]; }.bind(null, key)); +/******/ return ns; +/******/ }; +/******/ +/******/ // getDefaultExport function for compatibility with non-harmony modules +/******/ __webpack_require__.n = function(module) { +/******/ var getter = module && module.__esModule ? +/******/ function getDefault() { return module['default']; } : +/******/ function getModuleExports() { return module; }; +/******/ __webpack_require__.d(getter, 'a', getter); +/******/ return getter; +/******/ }; +/******/ +/******/ // Object.prototype.hasOwnProperty.call +/******/ __webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); }; +/******/ +/******/ // __webpack_public_path__ +/******/ __webpack_require__.p = ""; +/******/ +/******/ +/******/ // Load entry module and return exports +/******/ return __webpack_require__(__webpack_require__.s = "./src/twgl-full.js"); +/******/ }) +/************************************************************************/ +/******/ ({ + +/***/ "./src/attributes.js": +/*!***************************!*\ + !*** ./src/attributes.js ***! + \***************************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +exports.createAttribsFromArrays = createAttribsFromArrays; +exports.createBuffersFromArrays = createBuffersFromArrays; +exports.createBufferFromArray = createBufferFromArray; +exports.createBufferFromTypedArray = createBufferFromTypedArray; +exports.createBufferInfoFromArrays = createBufferInfoFromArrays; +exports.setAttribInfoBufferFromArray = setAttribInfoBufferFromArray; +exports.setAttributePrefix = setAttributePrefix; +exports.setAttributeDefaults_ = setDefaults; +exports.getNumComponents_ = getNumComponents; +exports.getArray_ = getArray; + +var typedArrays = _interopRequireWildcard(__webpack_require__(/*! ./typedarrays.js */ "./src/typedarrays.js")); + +var helper = _interopRequireWildcard(__webpack_require__(/*! ./helper.js */ "./src/helper.js")); + +function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; } + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ +var STATIC_DRAW = 0x88e4; +var ARRAY_BUFFER = 0x8892; +var ELEMENT_ARRAY_BUFFER = 0x8893; +var BUFFER_SIZE = 0x8764; +var BYTE = 0x1400; +var UNSIGNED_BYTE = 0x1401; +var SHORT = 0x1402; +var UNSIGNED_SHORT = 0x1403; +var INT = 0x1404; +var UNSIGNED_INT = 0x1405; +var FLOAT = 0x1406; +/** + * Low level attribute and buffer related functions + * + * You should generally not need to use these functions. They are provided + * for those cases where you're doing something out of the ordinary + * and you need lower level access. + * + * For backward compatibility they are available at both `twgl.attributes` and `twgl` + * itself + * + * See {@link module:twgl} for core functions + * + * @module twgl/attributes + */ +// make sure we don't see a global gl + +var gl = undefined; +/* eslint-disable-line */ + +/* lgtm [js/unused-local-variable] */ + +var defaults = { + attribPrefix: "" +}; +/** + * Sets the default attrib prefix + * + * When writing shaders I prefer to name attributes with `a_`, uniforms with `u_` and varyings with `v_` + * as it makes it clear where they came from. But, when building geometry I prefer using un-prefixed names. + * + * In other words I'll create arrays of geometry like this + * + * var arrays = { + * position: ... + * normal: ... + * texcoord: ... + * }; + * + * But need those mapped to attributes and my attributes start with `a_`. + * + * @deprecated see {@link module:twgl.setDefaults} + * @param {string} prefix prefix for attribs + * @memberOf module:twgl/attributes + */ + +function setAttributePrefix(prefix) { + defaults.attribPrefix = prefix; +} + +function setDefaults(newDefaults) { + helper.copyExistingProperties(newDefaults, defaults); +} + +function setBufferFromTypedArray(gl, type, buffer, array, drawType) { + gl.bindBuffer(type, buffer); + gl.bufferData(type, array, drawType || STATIC_DRAW); +} +/** + * Given typed array creates a WebGLBuffer and copies the typed array + * into it. + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @param {ArrayBuffer|SharedArrayBuffer|ArrayBufferView|WebGLBuffer} typedArray the typed array. Note: If a WebGLBuffer is passed in it will just be returned. No action will be taken + * @param {number} [type] the GL bind type for the buffer. Default = `gl.ARRAY_BUFFER`. + * @param {number} [drawType] the GL draw type for the buffer. Default = 'gl.STATIC_DRAW`. + * @return {WebGLBuffer} the created WebGLBuffer + * @memberOf module:twgl/attributes + */ + + +function createBufferFromTypedArray(gl, typedArray, type, drawType) { + if (helper.isBuffer(gl, typedArray)) { + return typedArray; + } + + type = type || ARRAY_BUFFER; + var buffer = gl.createBuffer(); + setBufferFromTypedArray(gl, type, buffer, typedArray, drawType); + return buffer; +} + +function isIndices(name) { + return name === "indices"; +} // This is really just a guess. Though I can't really imagine using +// anything else? Maybe for some compression? + + +function getNormalizationForTypedArray(typedArray) { + if (typedArray instanceof Int8Array) { + return true; + } // eslint-disable-line + + + if (typedArray instanceof Uint8Array) { + return true; + } // eslint-disable-line + + + return false; +} // This is really just a guess. Though I can't really imagine using +// anything else? Maybe for some compression? + + +function getNormalizationForTypedArrayType(typedArrayType) { + if (typedArrayType === Int8Array) { + return true; + } // eslint-disable-line + + + if (typedArrayType === Uint8Array) { + return true; + } // eslint-disable-line + + + return false; +} + +function getArray(array) { + return array.length ? array : array.data; +} + +var texcoordRE = /coord|texture/i; +var colorRE = /color|colour/i; + +function guessNumComponentsFromName(name, length) { + var numComponents; + + if (texcoordRE.test(name)) { + numComponents = 2; + } else if (colorRE.test(name)) { + numComponents = 4; + } else { + numComponents = 3; // position, normals, indices ... + } + + if (length % numComponents > 0) { + throw new Error("Can not guess numComponents for attribute '".concat(name, "'. Tried ").concat(numComponents, " but ").concat(length, " values is not evenly divisible by ").concat(numComponents, ". You should specify it.")); + } + + return numComponents; +} + +function getNumComponents(array, arrayName) { + return array.numComponents || array.size || guessNumComponentsFromName(arrayName, getArray(array).length); +} + +function makeTypedArray(array, name) { + if (typedArrays.isArrayBuffer(array)) { + return array; + } + + if (typedArrays.isArrayBuffer(array.data)) { + return array.data; + } + + if (Array.isArray(array)) { + array = { + data: array + }; + } + + var Type = array.type; + + if (!Type) { + if (isIndices(name)) { + Type = Uint16Array; + } else { + Type = Float32Array; + } + } + + return new Type(array.data); +} +/** + * The info for an attribute. This is effectively just the arguments to `gl.vertexAttribPointer` plus the WebGLBuffer + * for the attribute. + * + * @typedef {Object} AttribInfo + * @property {number[]|ArrayBufferView} [value] a constant value for the attribute. Note: if this is set the attribute will be + * disabled and set to this constant value and all other values will be ignored. + * @property {number} [numComponents] the number of components for this attribute. + * @property {number} [size] synonym for `numComponents`. + * @property {number} [type] the type of the attribute (eg. `gl.FLOAT`, `gl.UNSIGNED_BYTE`, etc...) Default = `gl.FLOAT` + * @property {boolean} [normalize] whether or not to normalize the data. Default = false + * @property {number} [offset] offset into buffer in bytes. Default = 0 + * @property {number} [stride] the stride in bytes per element. Default = 0 + * @property {number} [divisor] the divisor in instances. Default = undefined. Note: undefined = don't call gl.vertexAttribDivisor + * where as anything else = do call it with this value + * @property {WebGLBuffer} buffer the buffer that contains the data for this attribute + * @property {number} [drawType] the draw type passed to gl.bufferData. Default = gl.STATIC_DRAW + * @memberOf module:twgl + */ + +/** + * Use this type of array spec when TWGL can't guess the type or number of components of an array + * @typedef {Object} FullArraySpec + * @property {number[]|ArrayBufferView} [value] a constant value for the attribute. Note: if this is set the attribute will be + * disabled and set to this constant value and all other values will be ignored. + * @property {(number|number[]|ArrayBufferView)} data The data of the array. A number alone becomes the number of elements of type. + * @property {number} [numComponents] number of components for `vertexAttribPointer`. Default is based on the name of the array. + * If `coord` is in the name assumes `numComponents = 2`. + * If `color` is in the name assumes `numComponents = 4`. + * otherwise assumes `numComponents = 3` + * @property {constructor} [type] type. This is only used if `data` is a JavaScript array. It is the constructor for the typedarray. (eg. `Uint8Array`). + * For example if you want colors in a `Uint8Array` you might have a `FullArraySpec` like `{ type: Uint8Array, data: [255,0,255,255, ...], }`. + * @property {number} [size] synonym for `numComponents`. + * @property {boolean} [normalize] normalize for `vertexAttribPointer`. Default is true if type is `Int8Array` or `Uint8Array` otherwise false. + * @property {number} [stride] stride for `vertexAttribPointer`. Default = 0 + * @property {number} [offset] offset for `vertexAttribPointer`. Default = 0 + * @property {number} [divisor] divisor for `vertexAttribDivisor`. Default = undefined. Note: undefined = don't call gl.vertexAttribDivisor + * where as anything else = do call it with this value + * @property {string} [attrib] name of attribute this array maps to. Defaults to same name as array prefixed by the default attribPrefix. + * @property {string} [name] synonym for `attrib`. + * @property {string} [attribName] synonym for `attrib`. + * @property {WebGLBuffer} [buffer] Buffer to use for this attribute. This lets you use your own buffer + * but you will need to supply `numComponents` and `type`. You can effectively pass an `AttribInfo` + * to provide this. Example: + * + * const bufferInfo1 = twgl.createBufferInfoFromArrays(gl, { + * position: [1, 2, 3, ... ], + * }); + * const bufferInfo2 = twgl.createBufferInfoFromArrays(gl, { + * position: bufferInfo1.attribs.position, // use the same buffer from bufferInfo1 + * }); + * + * @memberOf module:twgl + */ + +/** + * An individual array in {@link module:twgl.Arrays} + * + * When passed to {@link module:twgl.createBufferInfoFromArrays} if an ArraySpec is `number[]` or `ArrayBufferView` + * the types will be guessed based on the name. `indices` will be `Uint16Array`, everything else will + * be `Float32Array`. If an ArraySpec is a number it's the number of floats for an empty (zeroed) buffer. + * + * @typedef {(number|number[]|ArrayBufferView|module:twgl.FullArraySpec)} ArraySpec + * @memberOf module:twgl + */ + +/** + * This is a JavaScript object of arrays by name. The names should match your shader's attributes. If your + * attributes have a common prefix you can specify it by calling {@link module:twgl.setAttributePrefix}. + * + * Bare JavaScript Arrays + * + * var arrays = { + * position: [-1, 1, 0], + * normal: [0, 1, 0], + * ... + * } + * + * Bare TypedArrays + * + * var arrays = { + * position: new Float32Array([-1, 1, 0]), + * color: new Uint8Array([255, 128, 64, 255]), + * ... + * } + * + * * Will guess at `numComponents` if not specified based on name. + * + * If `coord` is in the name assumes `numComponents = 2` + * + * If `color` is in the name assumes `numComponents = 4` + * + * otherwise assumes `numComponents = 3` + * + * Objects with various fields. See {@link module:twgl.FullArraySpec}. + * + * var arrays = { + * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], }, + * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], }, + * normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], }, + * indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], }, + * }; + * + * @typedef {Object.} Arrays + * @memberOf module:twgl + */ + +/** + * Creates a set of attribute data and WebGLBuffers from set of arrays + * + * Given + * + * var arrays = { + * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], }, + * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], }, + * normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], }, + * color: { numComponents: 4, data: [255, 255, 255, 255, 255, 0, 0, 255, 0, 0, 255, 255], type: Uint8Array, }, + * indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], }, + * }; + * + * returns something like + * + * var attribs = { + * position: { numComponents: 3, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, }, + * texcoord: { numComponents: 2, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, }, + * normal: { numComponents: 3, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, }, + * color: { numComponents: 4, type: gl.UNSIGNED_BYTE, normalize: true, buffer: WebGLBuffer, }, + * }; + * + * notes: + * + * * Arrays can take various forms + * + * Bare JavaScript Arrays + * + * var arrays = { + * position: [-1, 1, 0], + * normal: [0, 1, 0], + * ... + * } + * + * Bare TypedArrays + * + * var arrays = { + * position: new Float32Array([-1, 1, 0]), + * color: new Uint8Array([255, 128, 64, 255]), + * ... + * } + * + * * Will guess at `numComponents` if not specified based on name. + * + * If `coord` is in the name assumes `numComponents = 2` + * + * If `color` is in the name assumes `numComponents = 4` + * + * otherwise assumes `numComponents = 3` + * + * @param {WebGLRenderingContext} gl The webgl rendering context. + * @param {module:twgl.Arrays} arrays The arrays + * @param {module:twgl.BufferInfo} [srcBufferInfo] a BufferInfo to copy from + * This lets you share buffers. Any arrays you supply will override + * the buffers from srcBufferInfo. + * @return {Object.} the attribs + * @memberOf module:twgl/attributes + */ + + +function createAttribsFromArrays(gl, arrays) { + var attribs = {}; + Object.keys(arrays).forEach(function (arrayName) { + if (!isIndices(arrayName)) { + var array = arrays[arrayName]; + var attribName = array.attrib || array.name || array.attribName || defaults.attribPrefix + arrayName; + + if (array.value) { + if (!Array.isArray(array.value) && !typedArrays.isArrayBuffer(array.value)) { + throw new Error('array.value is not array or typedarray'); + } + + attribs[attribName] = { + value: array.value + }; + } else { + var buffer; + var type; + var normalization; + var numComponents; + + if (array.buffer && array.buffer instanceof WebGLBuffer) { + buffer = array.buffer; + numComponents = array.numComponents || array.size; + type = array.type; + normalization = array.normalize; + } else if (typeof array === "number" || typeof array.data === "number") { + var numValues = array.data || array; + var arrayType = array.type || Float32Array; + var numBytes = numValues * arrayType.BYTES_PER_ELEMENT; + type = typedArrays.getGLTypeForTypedArrayType(arrayType); + normalization = array.normalize !== undefined ? array.normalize : getNormalizationForTypedArrayType(arrayType); + numComponents = array.numComponents || array.size || guessNumComponentsFromName(arrayName, numValues); + buffer = gl.createBuffer(); + gl.bindBuffer(ARRAY_BUFFER, buffer); + gl.bufferData(ARRAY_BUFFER, numBytes, array.drawType || STATIC_DRAW); + } else { + var typedArray = makeTypedArray(array, arrayName); + buffer = createBufferFromTypedArray(gl, typedArray, undefined, array.drawType); + type = typedArrays.getGLTypeForTypedArray(typedArray); + normalization = array.normalize !== undefined ? array.normalize : getNormalizationForTypedArray(typedArray); + numComponents = getNumComponents(array, arrayName); + } + + attribs[attribName] = { + buffer: buffer, + numComponents: numComponents, + type: type, + normalize: normalization, + stride: array.stride || 0, + offset: array.offset || 0, + divisor: array.divisor === undefined ? undefined : array.divisor, + drawType: array.drawType + }; + } + } + }); + gl.bindBuffer(ARRAY_BUFFER, null); + return attribs; +} +/** + * Sets the contents of a buffer attached to an attribInfo + * + * This is helper function to dynamically update a buffer. + * + * Let's say you make a bufferInfo + * + * var arrays = { + * position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]), + * texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]), + * normal: new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]), + * indices: new Uint16Array([0, 1, 2, 1, 2, 3]), + * }; + * var bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays); + * + * And you want to dynamically update the positions. You could do this + * + * // assuming arrays.position has already been updated with new data. + * twgl.setAttribInfoBufferFromArray(gl, bufferInfo.attribs.position, arrays.position); + * + * @param {WebGLRenderingContext} gl + * @param {AttribInfo} attribInfo The attribInfo who's buffer contents to set. NOTE: If you have an attribute prefix + * the name of the attribute will include the prefix. + * @param {ArraySpec} array Note: it is arguably inefficient to pass in anything but a typed array because anything + * else will have to be converted to a typed array before it can be used by WebGL. During init time that + * inefficiency is usually not important but if you're updating data dynamically best to be efficient. + * @param {number} [offset] an optional offset into the buffer. This is only an offset into the WebGL buffer + * not the array. To pass in an offset into the array itself use a typed array and create an `ArrayBufferView` + * for the portion of the array you want to use. + * + * var someArray = new Float32Array(1000); // an array with 1000 floats + * var someSubArray = new Float32Array(someArray.buffer, offsetInBytes, sizeInUnits); // a view into someArray + * + * Now you can pass `someSubArray` into setAttribInfoBufferFromArray` + * @memberOf module:twgl/attributes + */ + + +function setAttribInfoBufferFromArray(gl, attribInfo, array, offset) { + array = makeTypedArray(array); + + if (offset !== undefined) { + gl.bindBuffer(ARRAY_BUFFER, attribInfo.buffer); + gl.bufferSubData(ARRAY_BUFFER, offset, array); + } else { + setBufferFromTypedArray(gl, ARRAY_BUFFER, attribInfo.buffer, array, attribInfo.drawType); + } +} + +function getBytesPerValueForGLType(gl, type) { + if (type === BYTE) return 1; // eslint-disable-line + + if (type === UNSIGNED_BYTE) return 1; // eslint-disable-line + + if (type === SHORT) return 2; // eslint-disable-line + + if (type === UNSIGNED_SHORT) return 2; // eslint-disable-line + + if (type === INT) return 4; // eslint-disable-line + + if (type === UNSIGNED_INT) return 4; // eslint-disable-line + + if (type === FLOAT) return 4; // eslint-disable-line + + return 0; +} // Tries to get the number of elements from a set of arrays. + + +var positionKeys = ['position', 'positions', 'a_position']; + +function getNumElementsFromNonIndexedArrays(arrays) { + var key; + var ii; + + for (ii = 0; ii < positionKeys.length; ++ii) { + key = positionKeys[ii]; + + if (key in arrays) { + break; + } + } + + if (ii === positionKeys.length) { + key = Object.keys(arrays)[0]; + } + + var array = arrays[key]; + var length = getArray(array).length; + var numComponents = getNumComponents(array, key); + var numElements = length / numComponents; + + if (length % numComponents > 0) { + throw new Error("numComponents ".concat(numComponents, " not correct for length ").concat(length)); + } + + return numElements; +} + +function getNumElementsFromAttributes(gl, attribs) { + var key; + var ii; + + for (ii = 0; ii < positionKeys.length; ++ii) { + key = positionKeys[ii]; + + if (key in attribs) { + break; + } + + key = defaults.attribPrefix + key; + + if (key in attribs) { + break; + } + } + + if (ii === positionKeys.length) { + key = Object.keys(attribs)[0]; + } + + var attrib = attribs[key]; + gl.bindBuffer(ARRAY_BUFFER, attrib.buffer); + var numBytes = gl.getBufferParameter(ARRAY_BUFFER, BUFFER_SIZE); + gl.bindBuffer(ARRAY_BUFFER, null); + var bytesPerValue = getBytesPerValueForGLType(gl, attrib.type); + var totalElements = numBytes / bytesPerValue; + var numComponents = attrib.numComponents || attrib.size; // TODO: check stride + + var numElements = totalElements / numComponents; + + if (numElements % 1 !== 0) { + throw new Error("numComponents ".concat(numComponents, " not correct for length ").concat(length)); + } + + return numElements; +} +/** + * @typedef {Object} BufferInfo + * @property {number} numElements The number of elements to pass to `gl.drawArrays` or `gl.drawElements`. + * @property {number} [elementType] The type of indices `UNSIGNED_BYTE`, `UNSIGNED_SHORT` etc.. + * @property {WebGLBuffer} [indices] The indices `ELEMENT_ARRAY_BUFFER` if any indices exist. + * @property {Object.} [attribs] The attribs appropriate to call `setAttributes` + * @memberOf module:twgl + */ + +/** + * Creates a BufferInfo from an object of arrays. + * + * This can be passed to {@link module:twgl.setBuffersAndAttributes} and to + * {@link module:twgl:drawBufferInfo}. + * + * Given an object like + * + * var arrays = { + * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], }, + * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], }, + * normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], }, + * indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], }, + * }; + * + * Creates an BufferInfo like this + * + * bufferInfo = { + * numElements: 4, // or whatever the number of elements is + * indices: WebGLBuffer, // this property will not exist if there are no indices + * attribs: { + * position: { buffer: WebGLBuffer, numComponents: 3, }, + * normal: { buffer: WebGLBuffer, numComponents: 3, }, + * texcoord: { buffer: WebGLBuffer, numComponents: 2, }, + * }, + * }; + * + * The properties of arrays can be JavaScript arrays in which case the number of components + * will be guessed. + * + * var arrays = { + * position: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], + * texcoord: [0, 0, 0, 1, 1, 0, 1, 1], + * normal: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], + * indices: [0, 1, 2, 1, 2, 3], + * }; + * + * They can also be TypedArrays + * + * var arrays = { + * position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]), + * texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]), + * normal: new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]), + * indices: new Uint16Array([0, 1, 2, 1, 2, 3]), + * }; + * + * Or AugmentedTypedArrays + * + * var positions = createAugmentedTypedArray(3, 4); + * var texcoords = createAugmentedTypedArray(2, 4); + * var normals = createAugmentedTypedArray(3, 4); + * var indices = createAugmentedTypedArray(3, 2, Uint16Array); + * + * positions.push([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]); + * texcoords.push([0, 0, 0, 1, 1, 0, 1, 1]); + * normals.push([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]); + * indices.push([0, 1, 2, 1, 2, 3]); + * + * var arrays = { + * position: positions, + * texcoord: texcoords, + * normal: normals, + * indices: indices, + * }; + * + * For the last example it is equivalent to + * + * var bufferInfo = { + * attribs: { + * position: { numComponents: 3, buffer: gl.createBuffer(), }, + * texcoord: { numComponents: 2, buffer: gl.createBuffer(), }, + * normal: { numComponents: 3, buffer: gl.createBuffer(), }, + * }, + * indices: gl.createBuffer(), + * numElements: 6, + * }; + * + * gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.position.buffer); + * gl.bufferData(gl.ARRAY_BUFFER, arrays.position, gl.STATIC_DRAW); + * gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.texcoord.buffer); + * gl.bufferData(gl.ARRAY_BUFFER, arrays.texcoord, gl.STATIC_DRAW); + * gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.normal.buffer); + * gl.bufferData(gl.ARRAY_BUFFER, arrays.normal, gl.STATIC_DRAW); + * gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferInfo.indices); + * gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, arrays.indices, gl.STATIC_DRAW); + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @param {module:twgl.Arrays} arrays Your data + * @param {module:twgl.BufferInfo} [srcBufferInfo] An existing + * buffer info to start from. WebGLBuffers etc specified + * in the srcBufferInfo will be used in a new BufferInfo + * with any arrays specified overriding the ones in + * srcBufferInfo. + * @return {module:twgl.BufferInfo} A BufferInfo + * @memberOf module:twgl/attributes + */ + + +function createBufferInfoFromArrays(gl, arrays, srcBufferInfo) { + var newAttribs = createAttribsFromArrays(gl, arrays); + var bufferInfo = Object.assign({}, srcBufferInfo ? srcBufferInfo : {}); + bufferInfo.attribs = Object.assign({}, srcBufferInfo ? srcBufferInfo.attribs : {}, newAttribs); + var indices = arrays.indices; + + if (indices) { + var newIndices = makeTypedArray(indices, "indices"); + bufferInfo.indices = createBufferFromTypedArray(gl, newIndices, ELEMENT_ARRAY_BUFFER); + bufferInfo.numElements = newIndices.length; + bufferInfo.elementType = typedArrays.getGLTypeForTypedArray(newIndices); + } else if (!bufferInfo.numElements) { + bufferInfo.numElements = getNumElementsFromAttributes(gl, bufferInfo.attribs); + } + + return bufferInfo; +} +/** + * Creates a buffer from an array, typed array, or array spec + * + * Given something like this + * + * [1, 2, 3], + * + * or + * + * new Uint16Array([1,2,3]); + * + * or + * + * { + * data: [1, 2, 3], + * type: Uint8Array, + * } + * + * returns a WebGLBuffer that contains the given data. + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext. + * @param {module:twgl.ArraySpec} array an array, typed array, or array spec. + * @param {string} arrayName name of array. Used to guess the type if type can not be derived otherwise. + * @return {WebGLBuffer} a WebGLBuffer containing the data in array. + * @memberOf module:twgl/attributes + */ + + +function createBufferFromArray(gl, array, arrayName) { + var type = arrayName === "indices" ? ELEMENT_ARRAY_BUFFER : ARRAY_BUFFER; + var typedArray = makeTypedArray(array, arrayName); + return createBufferFromTypedArray(gl, typedArray, type); +} +/** + * Creates buffers from arrays or typed arrays + * + * Given something like this + * + * var arrays = { + * positions: [1, 2, 3], + * normals: [0, 0, 1], + * } + * + * returns something like + * + * buffers = { + * positions: WebGLBuffer, + * normals: WebGLBuffer, + * } + * + * If the buffer is named 'indices' it will be made an ELEMENT_ARRAY_BUFFER. + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext. + * @param {module:twgl.Arrays} arrays + * @return {Object} returns an object with one WebGLBuffer per array + * @memberOf module:twgl/attributes + */ + + +function createBuffersFromArrays(gl, arrays) { + var buffers = {}; + Object.keys(arrays).forEach(function (key) { + buffers[key] = createBufferFromArray(gl, arrays[key], key); + }); // Ugh! + + if (arrays.indices) { + buffers.numElements = arrays.indices.length; + buffers.elementType = typedArrays.getGLTypeForTypedArray(makeTypedArray(arrays.indices), 'indices'); + } else { + buffers.numElements = getNumElementsFromNonIndexedArrays(arrays); + } + + return buffers; +} + +/***/ }), + +/***/ "./src/draw.js": +/*!*********************!*\ + !*** ./src/draw.js ***! + \*********************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +exports.drawBufferInfo = drawBufferInfo; +exports.drawObjectList = drawObjectList; + +var programs = _interopRequireWildcard(__webpack_require__(/*! ./programs.js */ "./src/programs.js")); + +function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; } + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ +var TRIANGLES = 0x0004; +var UNSIGNED_SHORT = 0x1403; +/** + * Drawing related functions + * + * For backward compatibility they are available at both `twgl.draw` and `twgl` + * itself + * + * See {@link module:twgl} for core functions + * + * @module twgl/draw + */ + +/** + * Calls `gl.drawElements` or `gl.drawArrays`, whichever is appropriate + * + * normally you'd call `gl.drawElements` or `gl.drawArrays` yourself + * but calling this means if you switch from indexed data to non-indexed + * data you don't have to remember to update your draw call. + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @param {(module:twgl.BufferInfo|module:twgl.VertexArrayInfo)} bufferInfo A BufferInfo as returned from {@link module:twgl.createBufferInfoFromArrays} or + * a VertexArrayInfo as returned from {@link module:twgl.createVertexArrayInfo} + * @param {number} [type] eg (gl.TRIANGLES, gl.LINES, gl.POINTS, gl.TRIANGLE_STRIP, ...). Defaults to `gl.TRIANGLES` + * @param {number} [count] An optional count. Defaults to bufferInfo.numElements + * @param {number} [offset] An optional offset. Defaults to 0. + * @param {number} [instanceCount] An optional instanceCount. if set then `drawArraysInstanced` or `drawElementsInstanced` will be called + * @memberOf module:twgl/draw + */ + +function drawBufferInfo(gl, bufferInfo, type, count, offset, instanceCount) { + type = type === undefined ? TRIANGLES : type; + var indices = bufferInfo.indices; + var elementType = bufferInfo.elementType; + var numElements = count === undefined ? bufferInfo.numElements : count; + offset = offset === undefined ? 0 : offset; + + if (elementType || indices) { + if (instanceCount !== undefined) { + gl.drawElementsInstanced(type, numElements, elementType === undefined ? UNSIGNED_SHORT : bufferInfo.elementType, offset, instanceCount); + } else { + gl.drawElements(type, numElements, elementType === undefined ? UNSIGNED_SHORT : bufferInfo.elementType, offset); + } + } else { + if (instanceCount !== undefined) { + gl.drawArraysInstanced(type, offset, numElements, instanceCount); + } else { + gl.drawArrays(type, offset, numElements); + } + } +} +/** + * A DrawObject is useful for putting objects in to an array and passing them to {@link module:twgl.drawObjectList}. + * + * You need either a `BufferInfo` or a `VertexArrayInfo`. + * + * @typedef {Object} DrawObject + * @property {boolean} [active] whether or not to draw. Default = `true` (must be `false` to be not true). In other words `undefined` = `true` + * @property {number} [type] type to draw eg. `gl.TRIANGLES`, `gl.LINES`, etc... + * @property {module:twgl.ProgramInfo} programInfo A ProgramInfo as returned from {@link module:twgl.createProgramInfo} + * @property {module:twgl.BufferInfo} [bufferInfo] A BufferInfo as returned from {@link module:twgl.createBufferInfoFromArrays} + * @property {module:twgl.VertexArrayInfo} [vertexArrayInfo] A VertexArrayInfo as returned from {@link module:twgl.createVertexArrayInfo} + * @property {Object} uniforms The values for the uniforms. + * You can pass multiple objects by putting them in an array. For example + * + * var sharedUniforms = { + * u_fogNear: 10, + * u_projection: ... + * ... + * }; + * + * var localUniforms = { + * u_world: ... + * u_diffuseColor: ... + * }; + * + * var drawObj = { + * ... + * uniforms: [sharedUniforms, localUniforms], + * }; + * + * @property {number} [offset] the offset to pass to `gl.drawArrays` or `gl.drawElements`. Defaults to 0. + * @property {number} [count] the count to pass to `gl.drawArrays` or `gl.drawElements`. Defaults to bufferInfo.numElements. + * @property {number} [instanceCount] the number of instances. Defaults to undefined. + * @memberOf module:twgl + */ + +/** + * Draws a list of objects + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @param {DrawObject[]} objectsToDraw an array of objects to draw. + * @memberOf module:twgl/draw + */ + + +function drawObjectList(gl, objectsToDraw) { + var lastUsedProgramInfo = null; + var lastUsedBufferInfo = null; + objectsToDraw.forEach(function (object) { + if (object.active === false) { + return; + } + + var programInfo = object.programInfo; + var bufferInfo = object.vertexArrayInfo || object.bufferInfo; + var bindBuffers = false; + var type = object.type === undefined ? TRIANGLES : object.type; + + if (programInfo !== lastUsedProgramInfo) { + lastUsedProgramInfo = programInfo; + gl.useProgram(programInfo.program); // We have to rebind buffers when changing programs because we + // only bind buffers the program uses. So if 2 programs use the same + // bufferInfo but the 1st one uses only positions the when the + // we switch to the 2nd one some of the attributes will not be on. + + bindBuffers = true; + } // Setup all the needed attributes. + + + if (bindBuffers || bufferInfo !== lastUsedBufferInfo) { + if (lastUsedBufferInfo && lastUsedBufferInfo.vertexArrayObject && !bufferInfo.vertexArrayObject) { + gl.bindVertexArray(null); + } + + lastUsedBufferInfo = bufferInfo; + programs.setBuffersAndAttributes(gl, programInfo, bufferInfo); + } // Set the uniforms. + + + programs.setUniforms(programInfo, object.uniforms); // Draw + + drawBufferInfo(gl, bufferInfo, type, object.count, object.offset, object.instanceCount); + }); + + if (lastUsedBufferInfo && lastUsedBufferInfo.vertexArrayObject) { + gl.bindVertexArray(null); + } +} + +/***/ }), + +/***/ "./src/framebuffers.js": +/*!*****************************!*\ + !*** ./src/framebuffers.js ***! + \*****************************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +exports.bindFramebufferInfo = bindFramebufferInfo; +exports.createFramebufferInfo = createFramebufferInfo; +exports.resizeFramebufferInfo = resizeFramebufferInfo; + +var textures = _interopRequireWildcard(__webpack_require__(/*! ./textures.js */ "./src/textures.js")); + +var helper = _interopRequireWildcard(__webpack_require__(/*! ./helper.js */ "./src/helper.js")); + +function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; } + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * Framebuffer related functions + * + * For backward compatibility they are available at both `twgl.framebuffer` and `twgl` + * itself + * + * See {@link module:twgl} for core functions + * + * @module twgl/framebuffers + */ +// make sure we don't see a global gl +var gl = undefined; +/* eslint-disable-line */ + +/* lgtm [js/unused-local-variable] */ + +var FRAMEBUFFER = 0x8d40; +var RENDERBUFFER = 0x8d41; +var TEXTURE_2D = 0x0de1; +var UNSIGNED_BYTE = 0x1401; +/* PixelFormat */ + +var DEPTH_COMPONENT = 0x1902; +var RGBA = 0x1908; +/* Framebuffer Object. */ + +var RGBA4 = 0x8056; +var RGB5_A1 = 0x8057; +var RGB565 = 0x8D62; +var DEPTH_COMPONENT16 = 0x81A5; +var STENCIL_INDEX = 0x1901; +var STENCIL_INDEX8 = 0x8D48; +var DEPTH_STENCIL = 0x84F9; +var COLOR_ATTACHMENT0 = 0x8CE0; +var DEPTH_ATTACHMENT = 0x8D00; +var STENCIL_ATTACHMENT = 0x8D20; +var DEPTH_STENCIL_ATTACHMENT = 0x821A; +/* TextureWrapMode */ + +var REPEAT = 0x2901; // eslint-disable-line + +var CLAMP_TO_EDGE = 0x812F; +var MIRRORED_REPEAT = 0x8370; // eslint-disable-line + +/* TextureMagFilter */ + +var NEAREST = 0x2600; // eslint-disable-line + +var LINEAR = 0x2601; +/* TextureMinFilter */ + +var NEAREST_MIPMAP_NEAREST = 0x2700; // eslint-disable-line + +var LINEAR_MIPMAP_NEAREST = 0x2701; // eslint-disable-line + +var NEAREST_MIPMAP_LINEAR = 0x2702; // eslint-disable-line + +var LINEAR_MIPMAP_LINEAR = 0x2703; // eslint-disable-line + +/** + * The options for a framebuffer attachment. + * + * Note: For a `format` that is a texture include all the texture + * options from {@link module:twgl.TextureOptions} for example + * `min`, `mag`, `clamp`, etc... Note that unlike {@link module:twgl.TextureOptions} + * `auto` defaults to `false` for attachment textures but `min` and `mag` default + * to `gl.LINEAR` and `wrap` defaults to `CLAMP_TO_EDGE` + * + * @typedef {Object} AttachmentOptions + * @property {number} [attach] The attachment point. Defaults + * to `gl.COLOR_ATTACHMENT0 + ndx` unless type is a depth or stencil type + * then it's gl.DEPTH_ATTACHMENT or `gl.DEPTH_STENCIL_ATTACHMENT` depending + * on the format or attachment type. + * @property {number} [format] The format. If one of `gl.RGBA4`, + * `gl.RGB565`, `gl.RGB5_A1`, `gl.DEPTH_COMPONENT16`, + * `gl.STENCIL_INDEX8` or `gl.DEPTH_STENCIL` then will create a + * renderbuffer. Otherwise will create a texture. Default = `gl.RGBA` + * @property {number} [type] The type. Used for texture. Default = `gl.UNSIGNED_BYTE`. + * @property {number} [target] The texture target for `gl.framebufferTexture2D`. + * Defaults to `gl.TEXTURE_2D`. Set to appropriate face for cube maps. + * @property {number} [level] level for `gl.framebufferTexture2D`. Defaults to 0. + * @property {number} [layer] layer for `gl.framebufferTextureLayer`. Defaults to undefined. + * If set then `gl.framebufferTextureLayer` is called, if not then `gl.framebufferTexture2D` + * @property {WebGLObject} [attachment] An existing renderbuffer or texture. + * If provided will attach this Object. This allows you to share + * attachments across framebuffers. + * @memberOf module:twgl + * @mixes module:twgl.TextureOptions + */ + +var defaultAttachments = [{ + format: RGBA, + type: UNSIGNED_BYTE, + min: LINEAR, + wrap: CLAMP_TO_EDGE +}, { + format: DEPTH_STENCIL +}]; +var attachmentsByFormat = {}; +attachmentsByFormat[DEPTH_STENCIL] = DEPTH_STENCIL_ATTACHMENT; +attachmentsByFormat[STENCIL_INDEX] = STENCIL_ATTACHMENT; +attachmentsByFormat[STENCIL_INDEX8] = STENCIL_ATTACHMENT; +attachmentsByFormat[DEPTH_COMPONENT] = DEPTH_ATTACHMENT; +attachmentsByFormat[DEPTH_COMPONENT16] = DEPTH_ATTACHMENT; + +function getAttachmentPointForFormat(format) { + return attachmentsByFormat[format]; +} + +var renderbufferFormats = {}; +renderbufferFormats[RGBA4] = true; +renderbufferFormats[RGB5_A1] = true; +renderbufferFormats[RGB565] = true; +renderbufferFormats[DEPTH_STENCIL] = true; +renderbufferFormats[DEPTH_COMPONENT16] = true; +renderbufferFormats[STENCIL_INDEX] = true; +renderbufferFormats[STENCIL_INDEX8] = true; + +function isRenderbufferFormat(format) { + return renderbufferFormats[format]; +} +/** + * @typedef {Object} FramebufferInfo + * @property {WebGLFramebuffer} framebuffer The WebGLFramebuffer for this framebufferInfo + * @property {WebGLObject[]} attachments The created attachments in the same order as passed in to {@link module:twgl.createFramebufferInfo}. + * @property {number} width The width of the framebuffer and its attachments + * @property {number} height The width of the framebuffer and its attachments + * @memberOf module:twgl + */ + +/** + * Creates a framebuffer and attachments. + * + * This returns a {@link module:twgl.FramebufferInfo} because it needs to return the attachments as well as the framebuffer. + * + * The simplest usage + * + * // create an RGBA/UNSIGNED_BYTE texture and DEPTH_STENCIL renderbuffer + * const fbi = twgl.createFramebufferInfo(gl); + * + * More complex usage + * + * // create an RGB565 renderbuffer and a STENCIL_INDEX8 renderbuffer + * const attachments = [ + * { format: RGB565, mag: NEAREST }, + * { format: STENCIL_INDEX8 }, + * ] + * const fbi = twgl.createFramebufferInfo(gl, attachments); + * + * Passing in a specific size + * + * const width = 256; + * const height = 256; + * const fbi = twgl.createFramebufferInfo(gl, attachments, width, height); + * + * **Note!!** It is up to you to check if the framebuffer is renderable by calling `gl.checkFramebufferStatus`. + * [WebGL1 only guarantees 3 combinations of attachments work](https://www.khronos.org/registry/webgl/specs/latest/1.0/#6.6). + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {module:twgl.AttachmentOptions[]} [attachments] which attachments to create. If not provided the default is a framebuffer with an + * `RGBA`, `UNSIGNED_BYTE` texture `COLOR_ATTACHMENT0` and a `DEPTH_STENCIL` renderbuffer `DEPTH_STENCIL_ATTACHMENT`. + * @param {number} [width] the width for the attachments. Default = size of drawingBuffer + * @param {number} [height] the height for the attachments. Default = size of drawingBuffer + * @return {module:twgl.FramebufferInfo} the framebuffer and attachments. + * @memberOf module:twgl/framebuffers + */ + + +function createFramebufferInfo(gl, attachments, width, height) { + var target = FRAMEBUFFER; + var fb = gl.createFramebuffer(); + gl.bindFramebuffer(target, fb); + width = width || gl.drawingBufferWidth; + height = height || gl.drawingBufferHeight; + attachments = attachments || defaultAttachments; + var colorAttachmentCount = 0; + var framebufferInfo = { + framebuffer: fb, + attachments: [], + width: width, + height: height + }; + attachments.forEach(function (attachmentOptions) { + var attachment = attachmentOptions.attachment; + var format = attachmentOptions.format; + var attachmentPoint = getAttachmentPointForFormat(format); + + if (!attachmentPoint) { + attachmentPoint = COLOR_ATTACHMENT0 + colorAttachmentCount++; + } + + if (!attachment) { + if (isRenderbufferFormat(format)) { + attachment = gl.createRenderbuffer(); + gl.bindRenderbuffer(RENDERBUFFER, attachment); + gl.renderbufferStorage(RENDERBUFFER, format, width, height); + } else { + var textureOptions = Object.assign({}, attachmentOptions); + textureOptions.width = width; + textureOptions.height = height; + + if (textureOptions.auto === undefined) { + textureOptions.auto = false; + textureOptions.min = textureOptions.min || textureOptions.minMag || LINEAR; + textureOptions.mag = textureOptions.mag || textureOptions.minMag || LINEAR; + textureOptions.wrapS = textureOptions.wrapS || textureOptions.wrap || CLAMP_TO_EDGE; + textureOptions.wrapT = textureOptions.wrapT || textureOptions.wrap || CLAMP_TO_EDGE; + } + + attachment = textures.createTexture(gl, textureOptions); + } + } + + if (helper.isRenderbuffer(gl, attachment)) { + gl.framebufferRenderbuffer(target, attachmentPoint, RENDERBUFFER, attachment); + } else if (helper.isTexture(gl, attachment)) { + if (attachmentOptions.layer !== undefined) { + gl.framebufferTextureLayer(target, attachmentPoint, attachment, attachmentOptions.level || 0, attachmentOptions.layer); + } else { + gl.framebufferTexture2D(target, attachmentPoint, attachmentOptions.texTarget || TEXTURE_2D, attachment, attachmentOptions.level || 0); + } + } else { + throw new Error('unknown attachment type'); + } + + framebufferInfo.attachments.push(attachment); + }); + return framebufferInfo; +} +/** + * Resizes the attachments of a framebuffer. + * + * You need to pass in the same `attachments` as you passed in {@link module:twgl.createFramebufferInfo} + * because TWGL has no idea the format/type of each attachment. + * + * The simplest usage + * + * // create an RGBA/UNSIGNED_BYTE texture and DEPTH_STENCIL renderbuffer + * const fbi = twgl.createFramebufferInfo(gl); + * + * ... + * + * function render() { + * if (twgl.resizeCanvasToDisplaySize(gl.canvas)) { + * // resize the attachments + * twgl.resizeFramebufferInfo(gl, fbi); + * } + * + * More complex usage + * + * // create an RGB565 renderbuffer and a STENCIL_INDEX8 renderbuffer + * const attachments = [ + * { format: RGB565, mag: NEAREST }, + * { format: STENCIL_INDEX8 }, + * ] + * const fbi = twgl.createFramebufferInfo(gl, attachments); + * + * ... + * + * function render() { + * if (twgl.resizeCanvasToDisplaySize(gl.canvas)) { + * // resize the attachments to match + * twgl.resizeFramebufferInfo(gl, fbi, attachments); + * } + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {module:twgl.FramebufferInfo} framebufferInfo a framebufferInfo as returned from {@link module:twgl.createFramebufferInfo}. + * @param {module:twgl.AttachmentOptions[]} [attachments] the same attachments options as passed to {@link module:twgl.createFramebufferInfo}. + * @param {number} [width] the width for the attachments. Default = size of drawingBuffer + * @param {number} [height] the height for the attachments. Default = size of drawingBuffer + * @memberOf module:twgl/framebuffers + */ + + +function resizeFramebufferInfo(gl, framebufferInfo, attachments, width, height) { + width = width || gl.drawingBufferWidth; + height = height || gl.drawingBufferHeight; + framebufferInfo.width = width; + framebufferInfo.height = height; + attachments = attachments || defaultAttachments; + attachments.forEach(function (attachmentOptions, ndx) { + var attachment = framebufferInfo.attachments[ndx]; + var format = attachmentOptions.format; + + if (helper.isRenderbuffer(gl, attachment)) { + gl.bindRenderbuffer(RENDERBUFFER, attachment); + gl.renderbufferStorage(RENDERBUFFER, format, width, height); + } else if (helper.isTexture(gl, attachment)) { + textures.resizeTexture(gl, attachment, attachmentOptions, width, height); + } else { + throw new Error('unknown attachment type'); + } + }); +} +/** + * Binds a framebuffer + * + * This function pretty much solely exists because I spent hours + * trying to figure out why something I wrote wasn't working only + * to realize I forget to set the viewport dimensions. + * My hope is this function will fix that. + * + * It is effectively the same as + * + * gl.bindFramebuffer(gl.FRAMEBUFFER, someFramebufferInfo.framebuffer); + * gl.viewport(0, 0, someFramebufferInfo.width, someFramebufferInfo.height); + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {module:twgl.FramebufferInfo|null} [framebufferInfo] a framebufferInfo as returned from {@link module:twgl.createFramebufferInfo}. + * If falsy will bind the canvas. + * @param {number} [target] The target. If not passed `gl.FRAMEBUFFER` will be used. + * @memberOf module:twgl/framebuffers + */ + + +function bindFramebufferInfo(gl, framebufferInfo, target) { + target = target || FRAMEBUFFER; + + if (framebufferInfo) { + gl.bindFramebuffer(target, framebufferInfo.framebuffer); + gl.viewport(0, 0, framebufferInfo.width, framebufferInfo.height); + } else { + gl.bindFramebuffer(target, null); + gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); + } +} + +/***/ }), + +/***/ "./src/helper.js": +/*!***********************!*\ + !*** ./src/helper.js ***! + \***********************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +exports.copyExistingProperties = copyExistingProperties; +exports.copyNamedProperties = copyNamedProperties; +exports.error = error; +exports.warn = warn; +exports.isBuffer = isBuffer; +exports.isRenderbuffer = isRenderbuffer; +exports.isShader = isShader; +exports.isTexture = isTexture; +exports.isSampler = isSampler; + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/* eslint no-console: "off" */ + +/** + * Copy named properties + * + * @param {string[]} names names of properties to copy + * @param {object} src object to copy properties from + * @param {object} dst object to copy properties to + * @private + */ +function copyNamedProperties(names, src, dst) { + names.forEach(function (name) { + var value = src[name]; + + if (value !== undefined) { + dst[name] = value; + } + }); +} +/** + * Copies properties from source to dest only if a matching key is in dest + * + * @param {Object.} src the source + * @param {Object.} dst the dest + * @private + */ + + +function copyExistingProperties(src, dst) { + Object.keys(dst).forEach(function (key) { + if (dst.hasOwnProperty(key) && src.hasOwnProperty(key)) { + /* eslint no-prototype-builtins: 0 */ + dst[key] = src[key]; + } + }); +} + +function error() { + var _console; + + (_console = console).error.apply(_console, arguments); +} + +function warn() { + var _console2; + + (_console2 = console).warn.apply(_console2, arguments); +} + +function isBuffer(gl, t) { + return typeof WebGLBuffer !== 'undefined' && t instanceof WebGLBuffer; +} + +function isRenderbuffer(gl, t) { + return typeof WebGLRenderbuffer !== 'undefined' && t instanceof WebGLRenderbuffer; +} + +function isShader(gl, t) { + return typeof WebGLShader !== 'undefined' && t instanceof WebGLShader; +} + +function isTexture(gl, t) { + return typeof WebGLTexture !== 'undefined' && t instanceof WebGLTexture; +} + +function isSampler(gl, t) { + return typeof WebGLSampler !== 'undefined' && t instanceof WebGLSampler; +} + +/***/ }), + +/***/ "./src/m4.js": +/*!*******************!*\ + !*** ./src/m4.js ***! + \*******************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +exports.axisRotate = axisRotate; +exports.axisRotation = axisRotation; +exports.copy = copy; +exports.frustum = frustum; +exports.getAxis = getAxis; +exports.getTranslation = getTranslation; +exports.identity = identity; +exports.inverse = inverse; +exports.lookAt = lookAt; +exports.multiply = multiply; +exports.negate = negate; +exports.ortho = ortho; +exports.perspective = perspective; +exports.rotateX = rotateX; +exports.rotateY = rotateY; +exports.rotateZ = rotateZ; +exports.rotationX = rotationX; +exports.rotationY = rotationY; +exports.rotationZ = rotationZ; +exports.scale = scale; +exports.scaling = scaling; +exports.setAxis = setAxis; +exports.setDefaultType = setDefaultType; +exports.setTranslation = setTranslation; +exports.transformDirection = transformDirection; +exports.transformNormal = transformNormal; +exports.transformPoint = transformPoint; +exports.translate = translate; +exports.translation = translation; +exports.transpose = transpose; + +var v3 = _interopRequireWildcard(__webpack_require__(/*! ./v3.js */ "./src/v3.js")); + +function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; } + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * 4x4 Matrix math math functions. + * + * Almost all functions take an optional `dst` argument. If it is not passed in the + * functions will create a new matrix. In other words you can do this + * + * const mat = m4.translation([1, 2, 3]); // Creates a new translation matrix + * + * or + * + * const mat = m4.create(); + * m4.translation([1, 2, 3], mat); // Puts translation matrix in mat. + * + * The first style is often easier but depending on where it's used it generates garbage where + * as there is almost never allocation with the second style. + * + * It is always save to pass any matrix as the destination. So for example + * + * const mat = m4.identity(); + * const trans = m4.translation([1, 2, 3]); + * m4.multiply(mat, trans, mat); // Multiplies mat * trans and puts result in mat. + * + * @module twgl/m4 + */ +var MatType = Float32Array; +/** + * A JavaScript array with 16 values or a Float32Array with 16 values. + * When created by the library will create the default type which is `Float32Array` + * but can be set by calling {@link module:twgl/m4.setDefaultType}. + * @typedef {(number[]|Float32Array)} Mat4 + * @memberOf module:twgl/m4 + */ + +/** + * Sets the type this library creates for a Mat4 + * @param {constructor} ctor the constructor for the type. Either `Float32Array` or `Array` + * @return {constructor} previous constructor for Mat4 + * @memberOf module:twgl/m4 + */ + +function setDefaultType(ctor) { + var oldType = MatType; + MatType = ctor; + return oldType; +} +/** + * Negates a matrix. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} -m. + * @memberOf module:twgl/m4 + */ + + +function negate(m, dst) { + dst = dst || new MatType(16); + dst[0] = -m[0]; + dst[1] = -m[1]; + dst[2] = -m[2]; + dst[3] = -m[3]; + dst[4] = -m[4]; + dst[5] = -m[5]; + dst[6] = -m[6]; + dst[7] = -m[7]; + dst[8] = -m[8]; + dst[9] = -m[9]; + dst[10] = -m[10]; + dst[11] = -m[11]; + dst[12] = -m[12]; + dst[13] = -m[13]; + dst[14] = -m[14]; + dst[15] = -m[15]; + return dst; +} +/** + * Copies a matrix. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/m4.Mat4} [dst] The matrix. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} A copy of m. + * @memberOf module:twgl/m4 + */ + + +function copy(m, dst) { + dst = dst || new MatType(16); + dst[0] = m[0]; + dst[1] = m[1]; + dst[2] = m[2]; + dst[3] = m[3]; + dst[4] = m[4]; + dst[5] = m[5]; + dst[6] = m[6]; + dst[7] = m[7]; + dst[8] = m[8]; + dst[9] = m[9]; + dst[10] = m[10]; + dst[11] = m[11]; + dst[12] = m[12]; + dst[13] = m[13]; + dst[14] = m[14]; + dst[15] = m[15]; + return dst; +} +/** + * Creates an n-by-n identity matrix. + * + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} An n-by-n identity matrix. + * @memberOf module:twgl/m4 + */ + + +function identity(dst) { + dst = dst || new MatType(16); + dst[0] = 1; + dst[1] = 0; + dst[2] = 0; + dst[3] = 0; + dst[4] = 0; + dst[5] = 1; + dst[6] = 0; + dst[7] = 0; + dst[8] = 0; + dst[9] = 0; + dst[10] = 1; + dst[11] = 0; + dst[12] = 0; + dst[13] = 0; + dst[14] = 0; + dst[15] = 1; + return dst; +} +/** + * Takes the transpose of a matrix. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The transpose of m. + * @memberOf module:twgl/m4 + */ + + +function transpose(m, dst) { + dst = dst || new MatType(16); + + if (dst === m) { + var t; + t = m[1]; + m[1] = m[4]; + m[4] = t; + t = m[2]; + m[2] = m[8]; + m[8] = t; + t = m[3]; + m[3] = m[12]; + m[12] = t; + t = m[6]; + m[6] = m[9]; + m[9] = t; + t = m[7]; + m[7] = m[13]; + m[13] = t; + t = m[11]; + m[11] = m[14]; + m[14] = t; + return dst; + } + + var m00 = m[0 * 4 + 0]; + var m01 = m[0 * 4 + 1]; + var m02 = m[0 * 4 + 2]; + var m03 = m[0 * 4 + 3]; + var m10 = m[1 * 4 + 0]; + var m11 = m[1 * 4 + 1]; + var m12 = m[1 * 4 + 2]; + var m13 = m[1 * 4 + 3]; + var m20 = m[2 * 4 + 0]; + var m21 = m[2 * 4 + 1]; + var m22 = m[2 * 4 + 2]; + var m23 = m[2 * 4 + 3]; + var m30 = m[3 * 4 + 0]; + var m31 = m[3 * 4 + 1]; + var m32 = m[3 * 4 + 2]; + var m33 = m[3 * 4 + 3]; + dst[0] = m00; + dst[1] = m10; + dst[2] = m20; + dst[3] = m30; + dst[4] = m01; + dst[5] = m11; + dst[6] = m21; + dst[7] = m31; + dst[8] = m02; + dst[9] = m12; + dst[10] = m22; + dst[11] = m32; + dst[12] = m03; + dst[13] = m13; + dst[14] = m23; + dst[15] = m33; + return dst; +} +/** + * Computes the inverse of a 4-by-4 matrix. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The inverse of m. + * @memberOf module:twgl/m4 + */ + + +function inverse(m, dst) { + dst = dst || new MatType(16); + var m00 = m[0 * 4 + 0]; + var m01 = m[0 * 4 + 1]; + var m02 = m[0 * 4 + 2]; + var m03 = m[0 * 4 + 3]; + var m10 = m[1 * 4 + 0]; + var m11 = m[1 * 4 + 1]; + var m12 = m[1 * 4 + 2]; + var m13 = m[1 * 4 + 3]; + var m20 = m[2 * 4 + 0]; + var m21 = m[2 * 4 + 1]; + var m22 = m[2 * 4 + 2]; + var m23 = m[2 * 4 + 3]; + var m30 = m[3 * 4 + 0]; + var m31 = m[3 * 4 + 1]; + var m32 = m[3 * 4 + 2]; + var m33 = m[3 * 4 + 3]; + var tmp_0 = m22 * m33; + var tmp_1 = m32 * m23; + var tmp_2 = m12 * m33; + var tmp_3 = m32 * m13; + var tmp_4 = m12 * m23; + var tmp_5 = m22 * m13; + var tmp_6 = m02 * m33; + var tmp_7 = m32 * m03; + var tmp_8 = m02 * m23; + var tmp_9 = m22 * m03; + var tmp_10 = m02 * m13; + var tmp_11 = m12 * m03; + var tmp_12 = m20 * m31; + var tmp_13 = m30 * m21; + var tmp_14 = m10 * m31; + var tmp_15 = m30 * m11; + var tmp_16 = m10 * m21; + var tmp_17 = m20 * m11; + var tmp_18 = m00 * m31; + var tmp_19 = m30 * m01; + var tmp_20 = m00 * m21; + var tmp_21 = m20 * m01; + var tmp_22 = m00 * m11; + var tmp_23 = m10 * m01; + var t0 = tmp_0 * m11 + tmp_3 * m21 + tmp_4 * m31 - (tmp_1 * m11 + tmp_2 * m21 + tmp_5 * m31); + var t1 = tmp_1 * m01 + tmp_6 * m21 + tmp_9 * m31 - (tmp_0 * m01 + tmp_7 * m21 + tmp_8 * m31); + var t2 = tmp_2 * m01 + tmp_7 * m11 + tmp_10 * m31 - (tmp_3 * m01 + tmp_6 * m11 + tmp_11 * m31); + var t3 = tmp_5 * m01 + tmp_8 * m11 + tmp_11 * m21 - (tmp_4 * m01 + tmp_9 * m11 + tmp_10 * m21); + var d = 1.0 / (m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3); + dst[0] = d * t0; + dst[1] = d * t1; + dst[2] = d * t2; + dst[3] = d * t3; + dst[4] = d * (tmp_1 * m10 + tmp_2 * m20 + tmp_5 * m30 - (tmp_0 * m10 + tmp_3 * m20 + tmp_4 * m30)); + dst[5] = d * (tmp_0 * m00 + tmp_7 * m20 + tmp_8 * m30 - (tmp_1 * m00 + tmp_6 * m20 + tmp_9 * m30)); + dst[6] = d * (tmp_3 * m00 + tmp_6 * m10 + tmp_11 * m30 - (tmp_2 * m00 + tmp_7 * m10 + tmp_10 * m30)); + dst[7] = d * (tmp_4 * m00 + tmp_9 * m10 + tmp_10 * m20 - (tmp_5 * m00 + tmp_8 * m10 + tmp_11 * m20)); + dst[8] = d * (tmp_12 * m13 + tmp_15 * m23 + tmp_16 * m33 - (tmp_13 * m13 + tmp_14 * m23 + tmp_17 * m33)); + dst[9] = d * (tmp_13 * m03 + tmp_18 * m23 + tmp_21 * m33 - (tmp_12 * m03 + tmp_19 * m23 + tmp_20 * m33)); + dst[10] = d * (tmp_14 * m03 + tmp_19 * m13 + tmp_22 * m33 - (tmp_15 * m03 + tmp_18 * m13 + tmp_23 * m33)); + dst[11] = d * (tmp_17 * m03 + tmp_20 * m13 + tmp_23 * m23 - (tmp_16 * m03 + tmp_21 * m13 + tmp_22 * m23)); + dst[12] = d * (tmp_14 * m22 + tmp_17 * m32 + tmp_13 * m12 - (tmp_16 * m32 + tmp_12 * m12 + tmp_15 * m22)); + dst[13] = d * (tmp_20 * m32 + tmp_12 * m02 + tmp_19 * m22 - (tmp_18 * m22 + tmp_21 * m32 + tmp_13 * m02)); + dst[14] = d * (tmp_18 * m12 + tmp_23 * m32 + tmp_15 * m02 - (tmp_22 * m32 + tmp_14 * m02 + tmp_19 * m12)); + dst[15] = d * (tmp_22 * m22 + tmp_16 * m02 + tmp_21 * m12 - (tmp_20 * m12 + tmp_23 * m22 + tmp_17 * m02)); + return dst; +} +/** + * Multiplies two 4-by-4 matrices with a on the left and b on the right + * @param {module:twgl/m4.Mat4} a The matrix on the left. + * @param {module:twgl/m4.Mat4} b The matrix on the right. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The matrix product of a and b. + * @memberOf module:twgl/m4 + */ + + +function multiply(a, b, dst) { + dst = dst || new MatType(16); + var a00 = a[0]; + var a01 = a[1]; + var a02 = a[2]; + var a03 = a[3]; + var a10 = a[4 + 0]; + var a11 = a[4 + 1]; + var a12 = a[4 + 2]; + var a13 = a[4 + 3]; + var a20 = a[8 + 0]; + var a21 = a[8 + 1]; + var a22 = a[8 + 2]; + var a23 = a[8 + 3]; + var a30 = a[12 + 0]; + var a31 = a[12 + 1]; + var a32 = a[12 + 2]; + var a33 = a[12 + 3]; + var b00 = b[0]; + var b01 = b[1]; + var b02 = b[2]; + var b03 = b[3]; + var b10 = b[4 + 0]; + var b11 = b[4 + 1]; + var b12 = b[4 + 2]; + var b13 = b[4 + 3]; + var b20 = b[8 + 0]; + var b21 = b[8 + 1]; + var b22 = b[8 + 2]; + var b23 = b[8 + 3]; + var b30 = b[12 + 0]; + var b31 = b[12 + 1]; + var b32 = b[12 + 2]; + var b33 = b[12 + 3]; + dst[0] = a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03; + dst[1] = a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03; + dst[2] = a02 * b00 + a12 * b01 + a22 * b02 + a32 * b03; + dst[3] = a03 * b00 + a13 * b01 + a23 * b02 + a33 * b03; + dst[4] = a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13; + dst[5] = a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13; + dst[6] = a02 * b10 + a12 * b11 + a22 * b12 + a32 * b13; + dst[7] = a03 * b10 + a13 * b11 + a23 * b12 + a33 * b13; + dst[8] = a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23; + dst[9] = a01 * b20 + a11 * b21 + a21 * b22 + a31 * b23; + dst[10] = a02 * b20 + a12 * b21 + a22 * b22 + a32 * b23; + dst[11] = a03 * b20 + a13 * b21 + a23 * b22 + a33 * b23; + dst[12] = a00 * b30 + a10 * b31 + a20 * b32 + a30 * b33; + dst[13] = a01 * b30 + a11 * b31 + a21 * b32 + a31 * b33; + dst[14] = a02 * b30 + a12 * b31 + a22 * b32 + a32 * b33; + dst[15] = a03 * b30 + a13 * b31 + a23 * b32 + a33 * b33; + return dst; +} +/** + * Sets the translation component of a 4-by-4 matrix to the given + * vector. + * @param {module:twgl/m4.Mat4} a The matrix. + * @param {module:twgl/v3.Vec3} v The vector. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The matrix with translation set. + * @memberOf module:twgl/m4 + */ + + +function setTranslation(a, v, dst) { + dst = dst || identity(); + + if (a !== dst) { + dst[0] = a[0]; + dst[1] = a[1]; + dst[2] = a[2]; + dst[3] = a[3]; + dst[4] = a[4]; + dst[5] = a[5]; + dst[6] = a[6]; + dst[7] = a[7]; + dst[8] = a[8]; + dst[9] = a[9]; + dst[10] = a[10]; + dst[11] = a[11]; + } + + dst[12] = v[0]; + dst[13] = v[1]; + dst[14] = v[2]; + dst[15] = 1; + return dst; +} +/** + * Returns the translation component of a 4-by-4 matrix as a vector with 3 + * entries. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not passed a new one is created. + * @return {module:twgl/v3.Vec3} The translation component of m. + * @memberOf module:twgl/m4 + */ + + +function getTranslation(m, dst) { + dst = dst || v3.create(); + dst[0] = m[12]; + dst[1] = m[13]; + dst[2] = m[14]; + return dst; +} +/** + * Returns an axis of a 4x4 matrix as a vector with 3 entries + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {number} axis The axis 0 = x, 1 = y, 2 = z; + * @return {module:twgl/v3.Vec3} [dst] vector. + * @return {module:twgl/v3.Vec3} The axis component of m. + * @memberOf module:twgl/m4 + */ + + +function getAxis(m, axis, dst) { + dst = dst || v3.create(); + var off = axis * 4; + dst[0] = m[off + 0]; + dst[1] = m[off + 1]; + dst[2] = m[off + 2]; + return dst; +} +/** + * Sets an axis of a 4x4 matrix as a vector with 3 entries + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/v3.Vec3} v the axis vector + * @param {number} axis The axis 0 = x, 1 = y, 2 = z; + * @param {module:twgl/m4.Mat4} [dst] The matrix to set. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The matrix with axis set. + * @memberOf module:twgl/m4 + */ + + +function setAxis(a, v, axis, dst) { + if (dst !== a) { + dst = copy(a, dst); + } + + var off = axis * 4; + dst[off + 0] = v[0]; + dst[off + 1] = v[1]; + dst[off + 2] = v[2]; + return dst; +} +/** + * Computes a 4-by-4 perspective transformation matrix given the angular height + * of the frustum, the aspect ratio, and the near and far clipping planes. The + * arguments define a frustum extending in the negative z direction. The given + * angle is the vertical angle of the frustum, and the horizontal angle is + * determined to produce the given aspect ratio. The arguments near and far are + * the distances to the near and far clipping planes. Note that near and far + * are not z coordinates, but rather they are distances along the negative + * z-axis. The matrix generated sends the viewing frustum to the unit box. + * We assume a unit box extending from -1 to 1 in the x and y dimensions and + * from 0 to 1 in the z dimension. + * @param {number} fieldOfViewYInRadians The camera angle from top to bottom (in radians). + * @param {number} aspect The aspect ratio width / height. + * @param {number} zNear The depth (negative z coordinate) + * of the near clipping plane. + * @param {number} zFar The depth (negative z coordinate) + * of the far clipping plane. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The perspective matrix. + * @memberOf module:twgl/m4 + */ + + +function perspective(fieldOfViewYInRadians, aspect, zNear, zFar, dst) { + dst = dst || new MatType(16); + var f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewYInRadians); + var rangeInv = 1.0 / (zNear - zFar); + dst[0] = f / aspect; + dst[1] = 0; + dst[2] = 0; + dst[3] = 0; + dst[4] = 0; + dst[5] = f; + dst[6] = 0; + dst[7] = 0; + dst[8] = 0; + dst[9] = 0; + dst[10] = (zNear + zFar) * rangeInv; + dst[11] = -1; + dst[12] = 0; + dst[13] = 0; + dst[14] = zNear * zFar * rangeInv * 2; + dst[15] = 0; + return dst; +} +/** + * Computes a 4-by-4 orthogonal transformation matrix given the left, right, + * bottom, and top dimensions of the near clipping plane as well as the + * near and far clipping plane distances. + * @param {number} left Left side of the near clipping plane viewport. + * @param {number} right Right side of the near clipping plane viewport. + * @param {number} bottom Bottom of the near clipping plane viewport. + * @param {number} top Top of the near clipping plane viewport. + * @param {number} near The depth (negative z coordinate) + * of the near clipping plane. + * @param {number} far The depth (negative z coordinate) + * of the far clipping plane. + * @param {module:twgl/m4.Mat4} [dst] Output matrix. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The perspective matrix. + * @memberOf module:twgl/m4 + */ + + +function ortho(left, right, bottom, top, near, far, dst) { + dst = dst || new MatType(16); + dst[0] = 2 / (right - left); + dst[1] = 0; + dst[2] = 0; + dst[3] = 0; + dst[4] = 0; + dst[5] = 2 / (top - bottom); + dst[6] = 0; + dst[7] = 0; + dst[8] = 0; + dst[9] = 0; + dst[10] = 2 / (near - far); + dst[11] = 0; + dst[12] = (right + left) / (left - right); + dst[13] = (top + bottom) / (bottom - top); + dst[14] = (far + near) / (near - far); + dst[15] = 1; + return dst; +} +/** + * Computes a 4-by-4 perspective transformation matrix given the left, right, + * top, bottom, near and far clipping planes. The arguments define a frustum + * extending in the negative z direction. The arguments near and far are the + * distances to the near and far clipping planes. Note that near and far are not + * z coordinates, but rather they are distances along the negative z-axis. The + * matrix generated sends the viewing frustum to the unit box. We assume a unit + * box extending from -1 to 1 in the x and y dimensions and from 0 to 1 in the z + * dimension. + * @param {number} left The x coordinate of the left plane of the box. + * @param {number} right The x coordinate of the right plane of the box. + * @param {number} bottom The y coordinate of the bottom plane of the box. + * @param {number} top The y coordinate of the right plane of the box. + * @param {number} near The negative z coordinate of the near plane of the box. + * @param {number} far The negative z coordinate of the far plane of the box. + * @param {module:twgl/m4.Mat4} [dst] Output matrix. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The perspective projection matrix. + * @memberOf module:twgl/m4 + */ + + +function frustum(left, right, bottom, top, near, far, dst) { + dst = dst || new MatType(16); + var dx = right - left; + var dy = top - bottom; + var dz = near - far; + dst[0] = 2 * near / dx; + dst[1] = 0; + dst[2] = 0; + dst[3] = 0; + dst[4] = 0; + dst[5] = 2 * near / dy; + dst[6] = 0; + dst[7] = 0; + dst[8] = (left + right) / dx; + dst[9] = (top + bottom) / dy; + dst[10] = far / dz; + dst[11] = -1; + dst[12] = 0; + dst[13] = 0; + dst[14] = near * far / dz; + dst[15] = 0; + return dst; +} + +var xAxis; +var yAxis; +var zAxis; +/** + * Computes a 4-by-4 look-at transformation. + * + * This is a matrix which positions the camera itself. If you want + * a view matrix (a matrix which moves things in front of the camera) + * take the inverse of this. + * + * @param {module:twgl/v3.Vec3} eye The position of the eye. + * @param {module:twgl/v3.Vec3} target The position meant to be viewed. + * @param {module:twgl/v3.Vec3} up A vector pointing up. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The look-at matrix. + * @memberOf module:twgl/m4 + */ + +function lookAt(eye, target, up, dst) { + dst = dst || new MatType(16); + xAxis = xAxis || v3.create(); + yAxis = yAxis || v3.create(); + zAxis = zAxis || v3.create(); + v3.normalize(v3.subtract(eye, target, zAxis), zAxis); + v3.normalize(v3.cross(up, zAxis, xAxis), xAxis); + v3.normalize(v3.cross(zAxis, xAxis, yAxis), yAxis); + dst[0] = xAxis[0]; + dst[1] = xAxis[1]; + dst[2] = xAxis[2]; + dst[3] = 0; + dst[4] = yAxis[0]; + dst[5] = yAxis[1]; + dst[6] = yAxis[2]; + dst[7] = 0; + dst[8] = zAxis[0]; + dst[9] = zAxis[1]; + dst[10] = zAxis[2]; + dst[11] = 0; + dst[12] = eye[0]; + dst[13] = eye[1]; + dst[14] = eye[2]; + dst[15] = 1; + return dst; +} +/** + * Creates a 4-by-4 matrix which translates by the given vector v. + * @param {module:twgl/v3.Vec3} v The vector by + * which to translate. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The translation matrix. + * @memberOf module:twgl/m4 + */ + + +function translation(v, dst) { + dst = dst || new MatType(16); + dst[0] = 1; + dst[1] = 0; + dst[2] = 0; + dst[3] = 0; + dst[4] = 0; + dst[5] = 1; + dst[6] = 0; + dst[7] = 0; + dst[8] = 0; + dst[9] = 0; + dst[10] = 1; + dst[11] = 0; + dst[12] = v[0]; + dst[13] = v[1]; + dst[14] = v[2]; + dst[15] = 1; + return dst; +} +/** + * Translates the given 4-by-4 matrix by the given vector v. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/v3.Vec3} v The vector by + * which to translate. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The translated matrix. + * @memberOf module:twgl/m4 + */ + + +function translate(m, v, dst) { + dst = dst || new MatType(16); + var v0 = v[0]; + var v1 = v[1]; + var v2 = v[2]; + var m00 = m[0]; + var m01 = m[1]; + var m02 = m[2]; + var m03 = m[3]; + var m10 = m[1 * 4 + 0]; + var m11 = m[1 * 4 + 1]; + var m12 = m[1 * 4 + 2]; + var m13 = m[1 * 4 + 3]; + var m20 = m[2 * 4 + 0]; + var m21 = m[2 * 4 + 1]; + var m22 = m[2 * 4 + 2]; + var m23 = m[2 * 4 + 3]; + var m30 = m[3 * 4 + 0]; + var m31 = m[3 * 4 + 1]; + var m32 = m[3 * 4 + 2]; + var m33 = m[3 * 4 + 3]; + + if (m !== dst) { + dst[0] = m00; + dst[1] = m01; + dst[2] = m02; + dst[3] = m03; + dst[4] = m10; + dst[5] = m11; + dst[6] = m12; + dst[7] = m13; + dst[8] = m20; + dst[9] = m21; + dst[10] = m22; + dst[11] = m23; + } + + dst[12] = m00 * v0 + m10 * v1 + m20 * v2 + m30; + dst[13] = m01 * v0 + m11 * v1 + m21 * v2 + m31; + dst[14] = m02 * v0 + m12 * v1 + m22 * v2 + m32; + dst[15] = m03 * v0 + m13 * v1 + m23 * v2 + m33; + return dst; +} +/** + * Creates a 4-by-4 matrix which rotates around the x-axis by the given angle. + * @param {number} angleInRadians The angle by which to rotate (in radians). + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The rotation matrix. + * @memberOf module:twgl/m4 + */ + + +function rotationX(angleInRadians, dst) { + dst = dst || new MatType(16); + var c = Math.cos(angleInRadians); + var s = Math.sin(angleInRadians); + dst[0] = 1; + dst[1] = 0; + dst[2] = 0; + dst[3] = 0; + dst[4] = 0; + dst[5] = c; + dst[6] = s; + dst[7] = 0; + dst[8] = 0; + dst[9] = -s; + dst[10] = c; + dst[11] = 0; + dst[12] = 0; + dst[13] = 0; + dst[14] = 0; + dst[15] = 1; + return dst; +} +/** + * Rotates the given 4-by-4 matrix around the x-axis by the given + * angle. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {number} angleInRadians The angle by which to rotate (in radians). + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The rotated matrix. + * @memberOf module:twgl/m4 + */ + + +function rotateX(m, angleInRadians, dst) { + dst = dst || new MatType(16); + var m10 = m[4]; + var m11 = m[5]; + var m12 = m[6]; + var m13 = m[7]; + var m20 = m[8]; + var m21 = m[9]; + var m22 = m[10]; + var m23 = m[11]; + var c = Math.cos(angleInRadians); + var s = Math.sin(angleInRadians); + dst[4] = c * m10 + s * m20; + dst[5] = c * m11 + s * m21; + dst[6] = c * m12 + s * m22; + dst[7] = c * m13 + s * m23; + dst[8] = c * m20 - s * m10; + dst[9] = c * m21 - s * m11; + dst[10] = c * m22 - s * m12; + dst[11] = c * m23 - s * m13; + + if (m !== dst) { + dst[0] = m[0]; + dst[1] = m[1]; + dst[2] = m[2]; + dst[3] = m[3]; + dst[12] = m[12]; + dst[13] = m[13]; + dst[14] = m[14]; + dst[15] = m[15]; + } + + return dst; +} +/** + * Creates a 4-by-4 matrix which rotates around the y-axis by the given angle. + * @param {number} angleInRadians The angle by which to rotate (in radians). + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The rotation matrix. + * @memberOf module:twgl/m4 + */ + + +function rotationY(angleInRadians, dst) { + dst = dst || new MatType(16); + var c = Math.cos(angleInRadians); + var s = Math.sin(angleInRadians); + dst[0] = c; + dst[1] = 0; + dst[2] = -s; + dst[3] = 0; + dst[4] = 0; + dst[5] = 1; + dst[6] = 0; + dst[7] = 0; + dst[8] = s; + dst[9] = 0; + dst[10] = c; + dst[11] = 0; + dst[12] = 0; + dst[13] = 0; + dst[14] = 0; + dst[15] = 1; + return dst; +} +/** + * Rotates the given 4-by-4 matrix around the y-axis by the given + * angle. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {number} angleInRadians The angle by which to rotate (in radians). + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The rotated matrix. + * @memberOf module:twgl/m4 + */ + + +function rotateY(m, angleInRadians, dst) { + dst = dst || new MatType(16); + var m00 = m[0 * 4 + 0]; + var m01 = m[0 * 4 + 1]; + var m02 = m[0 * 4 + 2]; + var m03 = m[0 * 4 + 3]; + var m20 = m[2 * 4 + 0]; + var m21 = m[2 * 4 + 1]; + var m22 = m[2 * 4 + 2]; + var m23 = m[2 * 4 + 3]; + var c = Math.cos(angleInRadians); + var s = Math.sin(angleInRadians); + dst[0] = c * m00 - s * m20; + dst[1] = c * m01 - s * m21; + dst[2] = c * m02 - s * m22; + dst[3] = c * m03 - s * m23; + dst[8] = c * m20 + s * m00; + dst[9] = c * m21 + s * m01; + dst[10] = c * m22 + s * m02; + dst[11] = c * m23 + s * m03; + + if (m !== dst) { + dst[4] = m[4]; + dst[5] = m[5]; + dst[6] = m[6]; + dst[7] = m[7]; + dst[12] = m[12]; + dst[13] = m[13]; + dst[14] = m[14]; + dst[15] = m[15]; + } + + return dst; +} +/** + * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle. + * @param {number} angleInRadians The angle by which to rotate (in radians). + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The rotation matrix. + * @memberOf module:twgl/m4 + */ + + +function rotationZ(angleInRadians, dst) { + dst = dst || new MatType(16); + var c = Math.cos(angleInRadians); + var s = Math.sin(angleInRadians); + dst[0] = c; + dst[1] = s; + dst[2] = 0; + dst[3] = 0; + dst[4] = -s; + dst[5] = c; + dst[6] = 0; + dst[7] = 0; + dst[8] = 0; + dst[9] = 0; + dst[10] = 1; + dst[11] = 0; + dst[12] = 0; + dst[13] = 0; + dst[14] = 0; + dst[15] = 1; + return dst; +} +/** + * Rotates the given 4-by-4 matrix around the z-axis by the given + * angle. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {number} angleInRadians The angle by which to rotate (in radians). + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The rotated matrix. + * @memberOf module:twgl/m4 + */ + + +function rotateZ(m, angleInRadians, dst) { + dst = dst || new MatType(16); + var m00 = m[0 * 4 + 0]; + var m01 = m[0 * 4 + 1]; + var m02 = m[0 * 4 + 2]; + var m03 = m[0 * 4 + 3]; + var m10 = m[1 * 4 + 0]; + var m11 = m[1 * 4 + 1]; + var m12 = m[1 * 4 + 2]; + var m13 = m[1 * 4 + 3]; + var c = Math.cos(angleInRadians); + var s = Math.sin(angleInRadians); + dst[0] = c * m00 + s * m10; + dst[1] = c * m01 + s * m11; + dst[2] = c * m02 + s * m12; + dst[3] = c * m03 + s * m13; + dst[4] = c * m10 - s * m00; + dst[5] = c * m11 - s * m01; + dst[6] = c * m12 - s * m02; + dst[7] = c * m13 - s * m03; + + if (m !== dst) { + dst[8] = m[8]; + dst[9] = m[9]; + dst[10] = m[10]; + dst[11] = m[11]; + dst[12] = m[12]; + dst[13] = m[13]; + dst[14] = m[14]; + dst[15] = m[15]; + } + + return dst; +} +/** + * Creates a 4-by-4 matrix which rotates around the given axis by the given + * angle. + * @param {module:twgl/v3.Vec3} axis The axis + * about which to rotate. + * @param {number} angleInRadians The angle by which to rotate (in radians). + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} A matrix which rotates angle radians + * around the axis. + * @memberOf module:twgl/m4 + */ + + +function axisRotation(axis, angleInRadians, dst) { + dst = dst || new MatType(16); + var x = axis[0]; + var y = axis[1]; + var z = axis[2]; + var n = Math.sqrt(x * x + y * y + z * z); + x /= n; + y /= n; + z /= n; + var xx = x * x; + var yy = y * y; + var zz = z * z; + var c = Math.cos(angleInRadians); + var s = Math.sin(angleInRadians); + var oneMinusCosine = 1 - c; + dst[0] = xx + (1 - xx) * c; + dst[1] = x * y * oneMinusCosine + z * s; + dst[2] = x * z * oneMinusCosine - y * s; + dst[3] = 0; + dst[4] = x * y * oneMinusCosine - z * s; + dst[5] = yy + (1 - yy) * c; + dst[6] = y * z * oneMinusCosine + x * s; + dst[7] = 0; + dst[8] = x * z * oneMinusCosine + y * s; + dst[9] = y * z * oneMinusCosine - x * s; + dst[10] = zz + (1 - zz) * c; + dst[11] = 0; + dst[12] = 0; + dst[13] = 0; + dst[14] = 0; + dst[15] = 1; + return dst; +} +/** + * Rotates the given 4-by-4 matrix around the given axis by the + * given angle. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/v3.Vec3} axis The axis + * about which to rotate. + * @param {number} angleInRadians The angle by which to rotate (in radians). + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The rotated matrix. + * @memberOf module:twgl/m4 + */ + + +function axisRotate(m, axis, angleInRadians, dst) { + dst = dst || new MatType(16); + var x = axis[0]; + var y = axis[1]; + var z = axis[2]; + var n = Math.sqrt(x * x + y * y + z * z); + x /= n; + y /= n; + z /= n; + var xx = x * x; + var yy = y * y; + var zz = z * z; + var c = Math.cos(angleInRadians); + var s = Math.sin(angleInRadians); + var oneMinusCosine = 1 - c; + var r00 = xx + (1 - xx) * c; + var r01 = x * y * oneMinusCosine + z * s; + var r02 = x * z * oneMinusCosine - y * s; + var r10 = x * y * oneMinusCosine - z * s; + var r11 = yy + (1 - yy) * c; + var r12 = y * z * oneMinusCosine + x * s; + var r20 = x * z * oneMinusCosine + y * s; + var r21 = y * z * oneMinusCosine - x * s; + var r22 = zz + (1 - zz) * c; + var m00 = m[0]; + var m01 = m[1]; + var m02 = m[2]; + var m03 = m[3]; + var m10 = m[4]; + var m11 = m[5]; + var m12 = m[6]; + var m13 = m[7]; + var m20 = m[8]; + var m21 = m[9]; + var m22 = m[10]; + var m23 = m[11]; + dst[0] = r00 * m00 + r01 * m10 + r02 * m20; + dst[1] = r00 * m01 + r01 * m11 + r02 * m21; + dst[2] = r00 * m02 + r01 * m12 + r02 * m22; + dst[3] = r00 * m03 + r01 * m13 + r02 * m23; + dst[4] = r10 * m00 + r11 * m10 + r12 * m20; + dst[5] = r10 * m01 + r11 * m11 + r12 * m21; + dst[6] = r10 * m02 + r11 * m12 + r12 * m22; + dst[7] = r10 * m03 + r11 * m13 + r12 * m23; + dst[8] = r20 * m00 + r21 * m10 + r22 * m20; + dst[9] = r20 * m01 + r21 * m11 + r22 * m21; + dst[10] = r20 * m02 + r21 * m12 + r22 * m22; + dst[11] = r20 * m03 + r21 * m13 + r22 * m23; + + if (m !== dst) { + dst[12] = m[12]; + dst[13] = m[13]; + dst[14] = m[14]; + dst[15] = m[15]; + } + + return dst; +} +/** + * Creates a 4-by-4 matrix which scales in each dimension by an amount given by + * the corresponding entry in the given vector; assumes the vector has three + * entries. + * @param {module:twgl/v3.Vec3} v A vector of + * three entries specifying the factor by which to scale in each dimension. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The scaling matrix. + * @memberOf module:twgl/m4 + */ + + +function scaling(v, dst) { + dst = dst || new MatType(16); + dst[0] = v[0]; + dst[1] = 0; + dst[2] = 0; + dst[3] = 0; + dst[4] = 0; + dst[5] = v[1]; + dst[6] = 0; + dst[7] = 0; + dst[8] = 0; + dst[9] = 0; + dst[10] = v[2]; + dst[11] = 0; + dst[12] = 0; + dst[13] = 0; + dst[14] = 0; + dst[15] = 1; + return dst; +} +/** + * Scales the given 4-by-4 matrix in each dimension by an amount + * given by the corresponding entry in the given vector; assumes the vector has + * three entries. + * @param {module:twgl/m4.Mat4} m The matrix to be modified. + * @param {module:twgl/v3.Vec3} v A vector of three entries specifying the + * factor by which to scale in each dimension. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The scaled matrix. + * @memberOf module:twgl/m4 + */ + + +function scale(m, v, dst) { + dst = dst || new MatType(16); + var v0 = v[0]; + var v1 = v[1]; + var v2 = v[2]; + dst[0] = v0 * m[0 * 4 + 0]; + dst[1] = v0 * m[0 * 4 + 1]; + dst[2] = v0 * m[0 * 4 + 2]; + dst[3] = v0 * m[0 * 4 + 3]; + dst[4] = v1 * m[1 * 4 + 0]; + dst[5] = v1 * m[1 * 4 + 1]; + dst[6] = v1 * m[1 * 4 + 2]; + dst[7] = v1 * m[1 * 4 + 3]; + dst[8] = v2 * m[2 * 4 + 0]; + dst[9] = v2 * m[2 * 4 + 1]; + dst[10] = v2 * m[2 * 4 + 2]; + dst[11] = v2 * m[2 * 4 + 3]; + + if (m !== dst) { + dst[12] = m[12]; + dst[13] = m[13]; + dst[14] = m[14]; + dst[15] = m[15]; + } + + return dst; +} +/** + * Takes a 4-by-4 matrix and a vector with 3 entries, + * interprets the vector as a point, transforms that point by the matrix, and + * returns the result as a vector with 3 entries. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/v3.Vec3} v The point. + * @param {module:twgl/v3.Vec3} [dst] optional vec3 to store result. If not passed a new one is created. + * @return {module:twgl/v3.Vec3} The transformed point. + * @memberOf module:twgl/m4 + */ + + +function transformPoint(m, v, dst) { + dst = dst || v3.create(); + var v0 = v[0]; + var v1 = v[1]; + var v2 = v[2]; + var d = v0 * m[0 * 4 + 3] + v1 * m[1 * 4 + 3] + v2 * m[2 * 4 + 3] + m[3 * 4 + 3]; + dst[0] = (v0 * m[0 * 4 + 0] + v1 * m[1 * 4 + 0] + v2 * m[2 * 4 + 0] + m[3 * 4 + 0]) / d; + dst[1] = (v0 * m[0 * 4 + 1] + v1 * m[1 * 4 + 1] + v2 * m[2 * 4 + 1] + m[3 * 4 + 1]) / d; + dst[2] = (v0 * m[0 * 4 + 2] + v1 * m[1 * 4 + 2] + v2 * m[2 * 4 + 2] + m[3 * 4 + 2]) / d; + return dst; +} +/** + * Takes a 4-by-4 matrix and a vector with 3 entries, interprets the vector as a + * direction, transforms that direction by the matrix, and returns the result; + * assumes the transformation of 3-dimensional space represented by the matrix + * is parallel-preserving, i.e. any combination of rotation, scaling and + * translation, but not a perspective distortion. Returns a vector with 3 + * entries. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/v3.Vec3} v The direction. + * @param {module:twgl/v3.Vec3} [dst] optional Vec3 to store result. If not passed a new one is created. + * @return {module:twgl/v3.Vec3} The transformed direction. + * @memberOf module:twgl/m4 + */ + + +function transformDirection(m, v, dst) { + dst = dst || v3.create(); + var v0 = v[0]; + var v1 = v[1]; + var v2 = v[2]; + dst[0] = v0 * m[0 * 4 + 0] + v1 * m[1 * 4 + 0] + v2 * m[2 * 4 + 0]; + dst[1] = v0 * m[0 * 4 + 1] + v1 * m[1 * 4 + 1] + v2 * m[2 * 4 + 1]; + dst[2] = v0 * m[0 * 4 + 2] + v1 * m[1 * 4 + 2] + v2 * m[2 * 4 + 2]; + return dst; +} +/** + * Takes a 4-by-4 matrix m and a vector v with 3 entries, interprets the vector + * as a normal to a surface, and computes a vector which is normal upon + * transforming that surface by the matrix. The effect of this function is the + * same as transforming v (as a direction) by the inverse-transpose of m. This + * function assumes the transformation of 3-dimensional space represented by the + * matrix is parallel-preserving, i.e. any combination of rotation, scaling and + * translation, but not a perspective distortion. Returns a vector with 3 + * entries. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/v3.Vec3} v The normal. + * @param {module:twgl/v3.Vec3} [dst] The direction. If not passed a new one is created. + * @return {module:twgl/v3.Vec3} The transformed normal. + * @memberOf module:twgl/m4 + */ + + +function transformNormal(m, v, dst) { + dst = dst || v3.create(); + var mi = inverse(m); + var v0 = v[0]; + var v1 = v[1]; + var v2 = v[2]; + dst[0] = v0 * mi[0 * 4 + 0] + v1 * mi[0 * 4 + 1] + v2 * mi[0 * 4 + 2]; + dst[1] = v0 * mi[1 * 4 + 0] + v1 * mi[1 * 4 + 1] + v2 * mi[1 * 4 + 2]; + dst[2] = v0 * mi[2 * 4 + 0] + v1 * mi[2 * 4 + 1] + v2 * mi[2 * 4 + 2]; + return dst; +} + +/***/ }), + +/***/ "./src/primitives.js": +/*!***************************!*\ + !*** ./src/primitives.js ***! + \***************************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +exports.create3DFVertices = create3DFVertices; +exports.createAugmentedTypedArray = createAugmentedTypedArray; +exports.createCubeVertices = createCubeVertices; +exports.createPlaneVertices = createPlaneVertices; +exports.createSphereVertices = createSphereVertices; +exports.createTruncatedConeVertices = createTruncatedConeVertices; +exports.createXYQuadVertices = createXYQuadVertices; +exports.createCrescentVertices = createCrescentVertices; +exports.createCylinderVertices = createCylinderVertices; +exports.createTorusVertices = createTorusVertices; +exports.createDiscVertices = createDiscVertices; +exports.deindexVertices = deindexVertices; +exports.flattenNormals = flattenNormals; +exports.makeRandomVertexColors = makeRandomVertexColors; +exports.reorientDirections = reorientDirections; +exports.reorientNormals = reorientNormals; +exports.reorientPositions = reorientPositions; +exports.reorientVertices = reorientVertices; +exports.concatVertices = concatVertices; +exports.duplicateVertices = duplicateVertices; +exports.createDiscBuffers = exports.createDiscBufferInfo = exports.createTorusBuffers = exports.createTorusBufferInfo = exports.createCylinderBuffers = exports.createCylinderBufferInfo = exports.createCrescentBuffers = exports.createCrescentBufferInfo = exports.createCresentVertices = exports.createCresentBuffers = exports.createCresentBufferInfo = exports.createXYQuadBuffers = exports.createXYQuadBufferInfo = exports.createTruncatedConeBuffers = exports.createTruncatedConeBufferInfo = exports.createSphereBuffers = exports.createSphereBufferInfo = exports.createPlaneBuffers = exports.createPlaneBufferInfo = exports.createCubeBuffers = exports.createCubeBufferInfo = exports.create3DFBuffers = exports.create3DFBufferInfo = void 0; + +var attributes = _interopRequireWildcard(__webpack_require__(/*! ./attributes.js */ "./src/attributes.js")); + +var helper = _interopRequireWildcard(__webpack_require__(/*! ./helper.js */ "./src/helper.js")); + +var typedArrays = _interopRequireWildcard(__webpack_require__(/*! ./typedarrays.js */ "./src/typedarrays.js")); + +var m4 = _interopRequireWildcard(__webpack_require__(/*! ./m4.js */ "./src/m4.js")); + +var v3 = _interopRequireWildcard(__webpack_require__(/*! ./v3.js */ "./src/v3.js")); + +function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; } + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * Various functions to make simple primitives + * + * note: Most primitive functions come in 3 styles + * + * * `createSomeShapeBufferInfo` + * + * These functions are almost always the functions you want to call. They + * create vertices then make WebGLBuffers and create {@link module:twgl.AttribInfo}s + * returning a {@link module:twgl.BufferInfo} you can pass to {@link module:twgl.setBuffersAndAttributes} + * and {@link module:twgl.drawBufferInfo} etc... + * + * * `createSomeShapeBuffers` + * + * These create WebGLBuffers and put your data in them but nothing else. + * It's a shortcut to doing it yourself if you don't want to use + * the higher level functions. + * + * * `createSomeShapeVertices` + * + * These just create vertices, no buffers. This allows you to manipulate the vertices + * or add more data before generating a {@link module:twgl.BufferInfo}. Once you're finished + * manipulating the vertices call {@link module:twgl.createBufferInfoFromArrays}. + * + * example: + * + * const arrays = twgl.primitives.createPlaneArrays(1); + * twgl.primitives.reorientVertices(arrays, m4.rotationX(Math.PI * 0.5)); + * const bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays); + * + * @module twgl/primitives + */ +var getArray = attributes.getArray_; // eslint-disable-line + +var getNumComponents = attributes.getNumComponents_; // eslint-disable-line + +/** + * @typedef {(Int8Array|Uint8Array|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array)} TypedArray + */ + +/** + * Add `push` to a typed array. It just keeps a 'cursor' + * and allows use to `push` values into the array so we + * don't have to manually compute offsets + * @param {TypedArray} typedArray TypedArray to augment + * @param {number} numComponents number of components. + * @private + */ + +function augmentTypedArray(typedArray, numComponents) { + var cursor = 0; + + typedArray.push = function () { + for (var ii = 0; ii < arguments.length; ++ii) { + var value = arguments[ii]; + + if (value instanceof Array || typedArrays.isArrayBuffer(value)) { + for (var jj = 0; jj < value.length; ++jj) { + typedArray[cursor++] = value[jj]; + } + } else { + typedArray[cursor++] = value; + } + } + }; + + typedArray.reset = function (opt_index) { + cursor = opt_index || 0; + }; + + typedArray.numComponents = numComponents; + Object.defineProperty(typedArray, 'numElements', { + get: function get() { + return this.length / this.numComponents | 0; + } + }); + return typedArray; +} +/** + * creates a typed array with a `push` function attached + * so that you can easily *push* values. + * + * `push` can take multiple arguments. If an argument is an array each element + * of the array will be added to the typed array. + * + * Example: + * + * const array = createAugmentedTypedArray(3, 2); // creates a Float32Array with 6 values + * array.push(1, 2, 3); + * array.push([4, 5, 6]); + * // array now contains [1, 2, 3, 4, 5, 6] + * + * Also has `numComponents` and `numElements` properties. + * + * @param {number} numComponents number of components + * @param {number} numElements number of elements. The total size of the array will be `numComponents * numElements`. + * @param {constructor} opt_type A constructor for the type. Default = `Float32Array`. + * @return {ArrayBufferView} A typed array. + * @memberOf module:twgl/primitives + */ + + +function createAugmentedTypedArray(numComponents, numElements, opt_type) { + var Type = opt_type || Float32Array; + return augmentTypedArray(new Type(numComponents * numElements), numComponents); +} + +function allButIndices(name) { + return name !== "indices"; +} +/** + * Given indexed vertices creates a new set of vertices un-indexed by expanding the indexed vertices. + * @param {Object.} vertices The indexed vertices to deindex + * @return {Object.} The deindexed vertices + * @memberOf module:twgl/primitives + */ + + +function deindexVertices(vertices) { + var indices = vertices.indices; + var newVertices = {}; + var numElements = indices.length; + + function expandToUnindexed(channel) { + var srcBuffer = vertices[channel]; + var numComponents = srcBuffer.numComponents; + var dstBuffer = createAugmentedTypedArray(numComponents, numElements, srcBuffer.constructor); + + for (var ii = 0; ii < numElements; ++ii) { + var ndx = indices[ii]; + var offset = ndx * numComponents; + + for (var jj = 0; jj < numComponents; ++jj) { + dstBuffer.push(srcBuffer[offset + jj]); + } + } + + newVertices[channel] = dstBuffer; + } + + Object.keys(vertices).filter(allButIndices).forEach(expandToUnindexed); + return newVertices; +} +/** + * flattens the normals of deindexed vertices in place. + * @param {Object.} vertices The deindexed vertices who's normals to flatten + * @return {Object.} The flattened vertices (same as was passed in) + * @memberOf module:twgl/primitives + */ + + +function flattenNormals(vertices) { + if (vertices.indices) { + throw new Error('can not flatten normals of indexed vertices. deindex them first'); + } + + var normals = vertices.normal; + var numNormals = normals.length; + + for (var ii = 0; ii < numNormals; ii += 9) { + // pull out the 3 normals for this triangle + var nax = normals[ii + 0]; + var nay = normals[ii + 1]; + var naz = normals[ii + 2]; + var nbx = normals[ii + 3]; + var nby = normals[ii + 4]; + var nbz = normals[ii + 5]; + var ncx = normals[ii + 6]; + var ncy = normals[ii + 7]; + var ncz = normals[ii + 8]; // add them + + var nx = nax + nbx + ncx; + var ny = nay + nby + ncy; + var nz = naz + nbz + ncz; // normalize them + + var length = Math.sqrt(nx * nx + ny * ny + nz * nz); + nx /= length; + ny /= length; + nz /= length; // copy them back in + + normals[ii + 0] = nx; + normals[ii + 1] = ny; + normals[ii + 2] = nz; + normals[ii + 3] = nx; + normals[ii + 4] = ny; + normals[ii + 5] = nz; + normals[ii + 6] = nx; + normals[ii + 7] = ny; + normals[ii + 8] = nz; + } + + return vertices; +} + +function applyFuncToV3Array(array, matrix, fn) { + var len = array.length; + var tmp = new Float32Array(3); + + for (var ii = 0; ii < len; ii += 3) { + fn(matrix, [array[ii], array[ii + 1], array[ii + 2]], tmp); + array[ii] = tmp[0]; + array[ii + 1] = tmp[1]; + array[ii + 2] = tmp[2]; + } +} + +function transformNormal(mi, v, dst) { + dst = dst || v3.create(); + var v0 = v[0]; + var v1 = v[1]; + var v2 = v[2]; + dst[0] = v0 * mi[0 * 4 + 0] + v1 * mi[0 * 4 + 1] + v2 * mi[0 * 4 + 2]; + dst[1] = v0 * mi[1 * 4 + 0] + v1 * mi[1 * 4 + 1] + v2 * mi[1 * 4 + 2]; + dst[2] = v0 * mi[2 * 4 + 0] + v1 * mi[2 * 4 + 1] + v2 * mi[2 * 4 + 2]; + return dst; +} +/** + * Reorients directions by the given matrix.. + * @param {(number[]|TypedArray)} array The array. Assumes value floats per element. + * @param {module:twgl/m4.Mat4} matrix A matrix to multiply by. + * @return {(number[]|TypedArray)} the same array that was passed in + * @memberOf module:twgl/primitives + */ + + +function reorientDirections(array, matrix) { + applyFuncToV3Array(array, matrix, m4.transformDirection); + return array; +} +/** + * Reorients normals by the inverse-transpose of the given + * matrix.. + * @param {(number[]|TypedArray)} array The array. Assumes value floats per element. + * @param {module:twgl/m4.Mat4} matrix A matrix to multiply by. + * @return {(number[]|TypedArray)} the same array that was passed in + * @memberOf module:twgl/primitives + */ + + +function reorientNormals(array, matrix) { + applyFuncToV3Array(array, m4.inverse(matrix), transformNormal); + return array; +} +/** + * Reorients positions by the given matrix. In other words, it + * multiplies each vertex by the given matrix. + * @param {(number[]|TypedArray)} array The array. Assumes value floats per element. + * @param {module:twgl/m4.Mat4} matrix A matrix to multiply by. + * @return {(number[]|TypedArray)} the same array that was passed in + * @memberOf module:twgl/primitives + */ + + +function reorientPositions(array, matrix) { + applyFuncToV3Array(array, matrix, m4.transformPoint); + return array; +} +/** + * @typedef {(number[]|TypedArray)} NativeArrayOrTypedArray + */ + +/** + * Reorients arrays by the given matrix. Assumes arrays have + * names that contains 'pos' could be reoriented as positions, + * 'binorm' or 'tan' as directions, and 'norm' as normals. + * + * @param {Object.} arrays The vertices to reorient + * @param {module:twgl/m4.Mat4} matrix matrix to reorient by. + * @return {Object.} same arrays that were passed in. + * @memberOf module:twgl/primitives + */ + + +function reorientVertices(arrays, matrix) { + Object.keys(arrays).forEach(function (name) { + var array = arrays[name]; + + if (name.indexOf("pos") >= 0) { + reorientPositions(array, matrix); + } else if (name.indexOf("tan") >= 0 || name.indexOf("binorm") >= 0) { + reorientDirections(array, matrix); + } else if (name.indexOf("norm") >= 0) { + reorientNormals(array, matrix); + } + }); + return arrays; +} +/** + * Creates XY quad BufferInfo + * + * The default with no parameters will return a 2x2 quad with values from -1 to +1. + * If you want a unit quad with that goes from 0 to 1 you'd call it with + * + * twgl.primitives.createXYQuadBufferInfo(gl, 1, 0.5, 0.5); + * + * If you want a unit quad centered above 0,0 you'd call it with + * + * twgl.primitives.createXYQuadBufferInfo(gl, 1, 0, 0.5); + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1 + * @param {number} [xOffset] the amount to offset the quad in X + * @param {number} [yOffset] the amount to offset the quad in Y + * @return {Object.} the created XY Quad BufferInfo + * @memberOf module:twgl/primitives + * @function createXYQuadBuffers + */ + +/** + * Creates XY quad Buffers + * + * The default with no parameters will return a 2x2 quad with values from -1 to +1. + * If you want a unit quad with that goes from 0 to 1 you'd call it with + * + * twgl.primitives.createXYQuadBufferInfo(gl, 1, 0.5, 0.5); + * + * If you want a unit quad centered above 0,0 you'd call it with + * + * twgl.primitives.createXYQuadBufferInfo(gl, 1, 0, 0.5); + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1 + * @param {number} [xOffset] the amount to offset the quad in X + * @param {number} [yOffset] the amount to offset the quad in Y + * @return {module:twgl.BufferInfo} the created XY Quad buffers + * @memberOf module:twgl/primitives + * @function createXYQuadBufferInfo + */ + +/** + * Creates XY quad vertices + * + * The default with no parameters will return a 2x2 quad with values from -1 to +1. + * If you want a unit quad with that goes from 0 to 1 you'd call it with + * + * twgl.primitives.createXYQuadVertices(1, 0.5, 0.5); + * + * If you want a unit quad centered above 0,0 you'd call it with + * + * twgl.primitives.createXYQuadVertices(1, 0, 0.5); + * + * @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1 + * @param {number} [xOffset] the amount to offset the quad in X + * @param {number} [yOffset] the amount to offset the quad in Y + * @return {Object.} the created XY Quad vertices + * @memberOf module:twgl/primitives + */ + + +function createXYQuadVertices(size, xOffset, yOffset) { + size = size || 2; + xOffset = xOffset || 0; + yOffset = yOffset || 0; + size *= 0.5; + return { + position: { + numComponents: 2, + data: [xOffset + -1 * size, yOffset + -1 * size, xOffset + 1 * size, yOffset + -1 * size, xOffset + -1 * size, yOffset + 1 * size, xOffset + 1 * size, yOffset + 1 * size] + }, + normal: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], + texcoord: [0, 0, 1, 0, 0, 1, 1, 1], + indices: [0, 1, 2, 2, 1, 3] + }; +} +/** + * Creates XZ plane BufferInfo. + * + * The created plane has position, normal, and texcoord data + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} [width] Width of the plane. Default = 1 + * @param {number} [depth] Depth of the plane. Default = 1 + * @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1 + * @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1 + * @param {module:twgl/m4.Mat4} [matrix] A matrix by which to multiply all the vertices. + * @return {module:twgl.BufferInfo} The created plane BufferInfo. + * @memberOf module:twgl/primitives + * @function createPlaneBufferInfo + */ + +/** + * Creates XZ plane buffers. + * + * The created plane has position, normal, and texcoord data + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} [width] Width of the plane. Default = 1 + * @param {number} [depth] Depth of the plane. Default = 1 + * @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1 + * @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1 + * @param {module:twgl/m4.Mat4} [matrix] A matrix by which to multiply all the vertices. + * @return {Object.} The created plane buffers. + * @memberOf module:twgl/primitives + * @function createPlaneBuffers + */ + +/** + * Creates XZ plane vertices. + * + * The created plane has position, normal, and texcoord data + * + * @param {number} [width] Width of the plane. Default = 1 + * @param {number} [depth] Depth of the plane. Default = 1 + * @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1 + * @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1 + * @param {module:twgl/m4.Mat4} [matrix] A matrix by which to multiply all the vertices. + * @return {Object.} The created plane vertices. + * @memberOf module:twgl/primitives + */ + + +function createPlaneVertices(width, depth, subdivisionsWidth, subdivisionsDepth, matrix) { + width = width || 1; + depth = depth || 1; + subdivisionsWidth = subdivisionsWidth || 1; + subdivisionsDepth = subdivisionsDepth || 1; + matrix = matrix || m4.identity(); + var numVertices = (subdivisionsWidth + 1) * (subdivisionsDepth + 1); + var positions = createAugmentedTypedArray(3, numVertices); + var normals = createAugmentedTypedArray(3, numVertices); + var texcoords = createAugmentedTypedArray(2, numVertices); + + for (var z = 0; z <= subdivisionsDepth; z++) { + for (var x = 0; x <= subdivisionsWidth; x++) { + var u = x / subdivisionsWidth; + var v = z / subdivisionsDepth; + positions.push(width * u - width * 0.5, 0, depth * v - depth * 0.5); + normals.push(0, 1, 0); + texcoords.push(u, v); + } + } + + var numVertsAcross = subdivisionsWidth + 1; + var indices = createAugmentedTypedArray(3, subdivisionsWidth * subdivisionsDepth * 2, Uint16Array); + + for (var _z = 0; _z < subdivisionsDepth; _z++) { + // eslint-disable-line + for (var _x = 0; _x < subdivisionsWidth; _x++) { + // eslint-disable-line + // Make triangle 1 of quad. + indices.push((_z + 0) * numVertsAcross + _x, (_z + 1) * numVertsAcross + _x, (_z + 0) * numVertsAcross + _x + 1); // Make triangle 2 of quad. + + indices.push((_z + 1) * numVertsAcross + _x, (_z + 1) * numVertsAcross + _x + 1, (_z + 0) * numVertsAcross + _x + 1); + } + } + + var arrays = reorientVertices({ + position: positions, + normal: normals, + texcoord: texcoords, + indices: indices + }, matrix); + return arrays; +} +/** + * Creates sphere BufferInfo. + * + * The created sphere has position, normal, and texcoord data + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} radius radius of the sphere. + * @param {number} subdivisionsAxis number of steps around the sphere. + * @param {number} subdivisionsHeight number of vertically on the sphere. + * @param {number} [opt_startLatitudeInRadians] where to start the + * top of the sphere. Default = 0. + * @param {number} [opt_endLatitudeInRadians] Where to end the + * bottom of the sphere. Default = Math.PI. + * @param {number} [opt_startLongitudeInRadians] where to start + * wrapping the sphere. Default = 0. + * @param {number} [opt_endLongitudeInRadians] where to end + * wrapping the sphere. Default = 2 * Math.PI. + * @return {module:twgl.BufferInfo} The created sphere BufferInfo. + * @memberOf module:twgl/primitives + * @function createSphereBufferInfo + */ + +/** + * Creates sphere buffers. + * + * The created sphere has position, normal, and texcoord data + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} radius radius of the sphere. + * @param {number} subdivisionsAxis number of steps around the sphere. + * @param {number} subdivisionsHeight number of vertically on the sphere. + * @param {number} [opt_startLatitudeInRadians] where to start the + * top of the sphere. Default = 0. + * @param {number} [opt_endLatitudeInRadians] Where to end the + * bottom of the sphere. Default = Math.PI. + * @param {number} [opt_startLongitudeInRadians] where to start + * wrapping the sphere. Default = 0. + * @param {number} [opt_endLongitudeInRadians] where to end + * wrapping the sphere. Default = 2 * Math.PI. + * @return {Object.} The created sphere buffers. + * @memberOf module:twgl/primitives + * @function createSphereBuffers + */ + +/** + * Creates sphere vertices. + * + * The created sphere has position, normal, and texcoord data + * + * @param {number} radius radius of the sphere. + * @param {number} subdivisionsAxis number of steps around the sphere. + * @param {number} subdivisionsHeight number of vertically on the sphere. + * @param {number} [opt_startLatitudeInRadians] where to start the + * top of the sphere. Default = 0. + * @param {number} [opt_endLatitudeInRadians] Where to end the + * bottom of the sphere. Default = Math.PI. + * @param {number} [opt_startLongitudeInRadians] where to start + * wrapping the sphere. Default = 0. + * @param {number} [opt_endLongitudeInRadians] where to end + * wrapping the sphere. Default = 2 * Math.PI. + * @return {Object.} The created sphere vertices. + * @memberOf module:twgl/primitives + */ + + +function createSphereVertices(radius, subdivisionsAxis, subdivisionsHeight, opt_startLatitudeInRadians, opt_endLatitudeInRadians, opt_startLongitudeInRadians, opt_endLongitudeInRadians) { + if (subdivisionsAxis <= 0 || subdivisionsHeight <= 0) { + throw new Error('subdivisionAxis and subdivisionHeight must be > 0'); + } + + opt_startLatitudeInRadians = opt_startLatitudeInRadians || 0; + opt_endLatitudeInRadians = opt_endLatitudeInRadians || Math.PI; + opt_startLongitudeInRadians = opt_startLongitudeInRadians || 0; + opt_endLongitudeInRadians = opt_endLongitudeInRadians || Math.PI * 2; + var latRange = opt_endLatitudeInRadians - opt_startLatitudeInRadians; + var longRange = opt_endLongitudeInRadians - opt_startLongitudeInRadians; // We are going to generate our sphere by iterating through its + // spherical coordinates and generating 2 triangles for each quad on a + // ring of the sphere. + + var numVertices = (subdivisionsAxis + 1) * (subdivisionsHeight + 1); + var positions = createAugmentedTypedArray(3, numVertices); + var normals = createAugmentedTypedArray(3, numVertices); + var texcoords = createAugmentedTypedArray(2, numVertices); // Generate the individual vertices in our vertex buffer. + + for (var y = 0; y <= subdivisionsHeight; y++) { + for (var x = 0; x <= subdivisionsAxis; x++) { + // Generate a vertex based on its spherical coordinates + var u = x / subdivisionsAxis; + var v = y / subdivisionsHeight; + var theta = longRange * u + opt_startLongitudeInRadians; + var phi = latRange * v + opt_startLatitudeInRadians; + var sinTheta = Math.sin(theta); + var cosTheta = Math.cos(theta); + var sinPhi = Math.sin(phi); + var cosPhi = Math.cos(phi); + var ux = cosTheta * sinPhi; + var uy = cosPhi; + var uz = sinTheta * sinPhi; + positions.push(radius * ux, radius * uy, radius * uz); + normals.push(ux, uy, uz); + texcoords.push(1 - u, v); + } + } + + var numVertsAround = subdivisionsAxis + 1; + var indices = createAugmentedTypedArray(3, subdivisionsAxis * subdivisionsHeight * 2, Uint16Array); + + for (var _x2 = 0; _x2 < subdivisionsAxis; _x2++) { + // eslint-disable-line + for (var _y = 0; _y < subdivisionsHeight; _y++) { + // eslint-disable-line + // Make triangle 1 of quad. + indices.push((_y + 0) * numVertsAround + _x2, (_y + 0) * numVertsAround + _x2 + 1, (_y + 1) * numVertsAround + _x2); // Make triangle 2 of quad. + + indices.push((_y + 1) * numVertsAround + _x2, (_y + 0) * numVertsAround + _x2 + 1, (_y + 1) * numVertsAround + _x2 + 1); + } + } + + return { + position: positions, + normal: normals, + texcoord: texcoords, + indices: indices + }; +} +/** + * Array of the indices of corners of each face of a cube. + * @type {Array.} + * @private + */ + + +var CUBE_FACE_INDICES = [[3, 7, 5, 1], // right +[6, 2, 0, 4], // left +[6, 7, 3, 2], // ?? +[0, 1, 5, 4], // ?? +[7, 6, 4, 5], // front +[2, 3, 1, 0] // back +]; +/** + * Creates a BufferInfo for a cube. + * + * The cube is created around the origin. (-size / 2, size / 2). + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} [size] width, height and depth of the cube. + * @return {module:twgl.BufferInfo} The created BufferInfo. + * @memberOf module:twgl/primitives + * @function createCubeBufferInfo + */ + +/** + * Creates the buffers and indices for a cube. + * + * The cube is created around the origin. (-size / 2, size / 2). + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} [size] width, height and depth of the cube. + * @return {Object.} The created buffers. + * @memberOf module:twgl/primitives + * @function createCubeBuffers + */ + +/** + * Creates the vertices and indices for a cube. + * + * The cube is created around the origin. (-size / 2, size / 2). + * + * @param {number} [size] width, height and depth of the cube. + * @return {Object.} The created vertices. + * @memberOf module:twgl/primitives + */ + +function createCubeVertices(size) { + size = size || 1; + var k = size / 2; + var cornerVertices = [[-k, -k, -k], [+k, -k, -k], [-k, +k, -k], [+k, +k, -k], [-k, -k, +k], [+k, -k, +k], [-k, +k, +k], [+k, +k, +k]]; + var faceNormals = [[+1, +0, +0], [-1, +0, +0], [+0, +1, +0], [+0, -1, +0], [+0, +0, +1], [+0, +0, -1]]; + var uvCoords = [[1, 0], [0, 0], [0, 1], [1, 1]]; + var numVertices = 6 * 4; + var positions = createAugmentedTypedArray(3, numVertices); + var normals = createAugmentedTypedArray(3, numVertices); + var texcoords = createAugmentedTypedArray(2, numVertices); + var indices = createAugmentedTypedArray(3, 6 * 2, Uint16Array); + + for (var f = 0; f < 6; ++f) { + var faceIndices = CUBE_FACE_INDICES[f]; + + for (var v = 0; v < 4; ++v) { + var position = cornerVertices[faceIndices[v]]; + var normal = faceNormals[f]; + var uv = uvCoords[v]; // Each face needs all four vertices because the normals and texture + // coordinates are not all the same. + + positions.push(position); + normals.push(normal); + texcoords.push(uv); + } // Two triangles make a square face. + + + var offset = 4 * f; + indices.push(offset + 0, offset + 1, offset + 2); + indices.push(offset + 0, offset + 2, offset + 3); + } + + return { + position: positions, + normal: normals, + texcoord: texcoords, + indices: indices + }; +} +/** + * Creates a BufferInfo for a truncated cone, which is like a cylinder + * except that it has different top and bottom radii. A truncated cone + * can also be used to create cylinders and regular cones. The + * truncated cone will be created centered about the origin, with the + * y axis as its vertical axis. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} bottomRadius Bottom radius of truncated cone. + * @param {number} topRadius Top radius of truncated cone. + * @param {number} height Height of truncated cone. + * @param {number} radialSubdivisions The number of subdivisions around the + * truncated cone. + * @param {number} verticalSubdivisions The number of subdivisions down the + * truncated cone. + * @param {boolean} [opt_topCap] Create top cap. Default = true. + * @param {boolean} [opt_bottomCap] Create bottom cap. Default = true. + * @return {module:twgl.BufferInfo} The created cone BufferInfo. + * @memberOf module:twgl/primitives + * @function createTruncatedConeBufferInfo + */ + +/** + * Creates buffers for a truncated cone, which is like a cylinder + * except that it has different top and bottom radii. A truncated cone + * can also be used to create cylinders and regular cones. The + * truncated cone will be created centered about the origin, with the + * y axis as its vertical axis. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} bottomRadius Bottom radius of truncated cone. + * @param {number} topRadius Top radius of truncated cone. + * @param {number} height Height of truncated cone. + * @param {number} radialSubdivisions The number of subdivisions around the + * truncated cone. + * @param {number} verticalSubdivisions The number of subdivisions down the + * truncated cone. + * @param {boolean} [opt_topCap] Create top cap. Default = true. + * @param {boolean} [opt_bottomCap] Create bottom cap. Default = true. + * @return {Object.} The created cone buffers. + * @memberOf module:twgl/primitives + * @function createTruncatedConeBuffers + */ + +/** + * Creates vertices for a truncated cone, which is like a cylinder + * except that it has different top and bottom radii. A truncated cone + * can also be used to create cylinders and regular cones. The + * truncated cone will be created centered about the origin, with the + * y axis as its vertical axis. . + * + * @param {number} bottomRadius Bottom radius of truncated cone. + * @param {number} topRadius Top radius of truncated cone. + * @param {number} height Height of truncated cone. + * @param {number} radialSubdivisions The number of subdivisions around the + * truncated cone. + * @param {number} verticalSubdivisions The number of subdivisions down the + * truncated cone. + * @param {boolean} [opt_topCap] Create top cap. Default = true. + * @param {boolean} [opt_bottomCap] Create bottom cap. Default = true. + * @return {Object.} The created cone vertices. + * @memberOf module:twgl/primitives + */ + + +function createTruncatedConeVertices(bottomRadius, topRadius, height, radialSubdivisions, verticalSubdivisions, opt_topCap, opt_bottomCap) { + if (radialSubdivisions < 3) { + throw new Error('radialSubdivisions must be 3 or greater'); + } + + if (verticalSubdivisions < 1) { + throw new Error('verticalSubdivisions must be 1 or greater'); + } + + var topCap = opt_topCap === undefined ? true : opt_topCap; + var bottomCap = opt_bottomCap === undefined ? true : opt_bottomCap; + var extra = (topCap ? 2 : 0) + (bottomCap ? 2 : 0); + var numVertices = (radialSubdivisions + 1) * (verticalSubdivisions + 1 + extra); + var positions = createAugmentedTypedArray(3, numVertices); + var normals = createAugmentedTypedArray(3, numVertices); + var texcoords = createAugmentedTypedArray(2, numVertices); + var indices = createAugmentedTypedArray(3, radialSubdivisions * (verticalSubdivisions + extra) * 2, Uint16Array); + var vertsAroundEdge = radialSubdivisions + 1; // The slant of the cone is constant across its surface + + var slant = Math.atan2(bottomRadius - topRadius, height); + var cosSlant = Math.cos(slant); + var sinSlant = Math.sin(slant); + var start = topCap ? -2 : 0; + var end = verticalSubdivisions + (bottomCap ? 2 : 0); + + for (var yy = start; yy <= end; ++yy) { + var v = yy / verticalSubdivisions; + var y = height * v; + var ringRadius = void 0; + + if (yy < 0) { + y = 0; + v = 1; + ringRadius = bottomRadius; + } else if (yy > verticalSubdivisions) { + y = height; + v = 1; + ringRadius = topRadius; + } else { + ringRadius = bottomRadius + (topRadius - bottomRadius) * (yy / verticalSubdivisions); + } + + if (yy === -2 || yy === verticalSubdivisions + 2) { + ringRadius = 0; + v = 0; + } + + y -= height / 2; + + for (var ii = 0; ii < vertsAroundEdge; ++ii) { + var sin = Math.sin(ii * Math.PI * 2 / radialSubdivisions); + var cos = Math.cos(ii * Math.PI * 2 / radialSubdivisions); + positions.push(sin * ringRadius, y, cos * ringRadius); + + if (yy < 0) { + normals.push(0, -1, 0); + } else if (yy > verticalSubdivisions) { + normals.push(0, 1, 0); + } else if (ringRadius === 0.0) { + normals.push(0, 0, 0); + } else { + normals.push(sin * cosSlant, sinSlant, cos * cosSlant); + } + + texcoords.push(ii / radialSubdivisions, 1 - v); + } + } + + for (var _yy = 0; _yy < verticalSubdivisions + extra; ++_yy) { + // eslint-disable-line + for (var _ii = 0; _ii < radialSubdivisions; ++_ii) { + // eslint-disable-line + indices.push(vertsAroundEdge * (_yy + 0) + 0 + _ii, vertsAroundEdge * (_yy + 0) + 1 + _ii, vertsAroundEdge * (_yy + 1) + 1 + _ii); + indices.push(vertsAroundEdge * (_yy + 0) + 0 + _ii, vertsAroundEdge * (_yy + 1) + 1 + _ii, vertsAroundEdge * (_yy + 1) + 0 + _ii); + } + } + + return { + position: positions, + normal: normals, + texcoord: texcoords, + indices: indices + }; +} +/** + * Expands RLE data + * @param {number[]} rleData data in format of run-length, x, y, z, run-length, x, y, z + * @param {number[]} [padding] value to add each entry with. + * @return {number[]} the expanded rleData + * @private + */ + + +function expandRLEData(rleData, padding) { + padding = padding || []; + var data = []; + + for (var ii = 0; ii < rleData.length; ii += 4) { + var runLength = rleData[ii]; + var element = rleData.slice(ii + 1, ii + 4); + element.push.apply(element, padding); + + for (var jj = 0; jj < runLength; ++jj) { + data.push.apply(data, element); + } + } + + return data; +} +/** + * Creates 3D 'F' BufferInfo. + * An 'F' is useful because you can easily tell which way it is oriented. + * The created 'F' has position, normal, texcoord, and color buffers. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @return {module:twgl.BufferInfo} The created BufferInfo. + * @memberOf module:twgl/primitives + * @function create3DFBufferInfo + */ + +/** + * Creates 3D 'F' buffers. + * An 'F' is useful because you can easily tell which way it is oriented. + * The created 'F' has position, normal, texcoord, and color buffers. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @return {Object.} The created buffers. + * @memberOf module:twgl/primitives + * @function create3DFBuffers + */ + +/** + * Creates 3D 'F' vertices. + * An 'F' is useful because you can easily tell which way it is oriented. + * The created 'F' has position, normal, texcoord, and color arrays. + * + * @return {Object.} The created vertices. + * @memberOf module:twgl/primitives + */ + + +function create3DFVertices() { + var positions = [// left column front + 0, 0, 0, 0, 150, 0, 30, 0, 0, 0, 150, 0, 30, 150, 0, 30, 0, 0, // top rung front + 30, 0, 0, 30, 30, 0, 100, 0, 0, 30, 30, 0, 100, 30, 0, 100, 0, 0, // middle rung front + 30, 60, 0, 30, 90, 0, 67, 60, 0, 30, 90, 0, 67, 90, 0, 67, 60, 0, // left column back + 0, 0, 30, 30, 0, 30, 0, 150, 30, 0, 150, 30, 30, 0, 30, 30, 150, 30, // top rung back + 30, 0, 30, 100, 0, 30, 30, 30, 30, 30, 30, 30, 100, 0, 30, 100, 30, 30, // middle rung back + 30, 60, 30, 67, 60, 30, 30, 90, 30, 30, 90, 30, 67, 60, 30, 67, 90, 30, // top + 0, 0, 0, 100, 0, 0, 100, 0, 30, 0, 0, 0, 100, 0, 30, 0, 0, 30, // top rung front + 100, 0, 0, 100, 30, 0, 100, 30, 30, 100, 0, 0, 100, 30, 30, 100, 0, 30, // under top rung + 30, 30, 0, 30, 30, 30, 100, 30, 30, 30, 30, 0, 100, 30, 30, 100, 30, 0, // between top rung and middle + 30, 30, 0, 30, 60, 30, 30, 30, 30, 30, 30, 0, 30, 60, 0, 30, 60, 30, // top of middle rung + 30, 60, 0, 67, 60, 30, 30, 60, 30, 30, 60, 0, 67, 60, 0, 67, 60, 30, // front of middle rung + 67, 60, 0, 67, 90, 30, 67, 60, 30, 67, 60, 0, 67, 90, 0, 67, 90, 30, // bottom of middle rung. + 30, 90, 0, 30, 90, 30, 67, 90, 30, 30, 90, 0, 67, 90, 30, 67, 90, 0, // front of bottom + 30, 90, 0, 30, 150, 30, 30, 90, 30, 30, 90, 0, 30, 150, 0, 30, 150, 30, // bottom + 0, 150, 0, 0, 150, 30, 30, 150, 30, 0, 150, 0, 30, 150, 30, 30, 150, 0, // left side + 0, 0, 0, 0, 0, 30, 0, 150, 30, 0, 0, 0, 0, 150, 30, 0, 150, 0]; + var texcoords = [// left column front + 0.22, 0.19, 0.22, 0.79, 0.34, 0.19, 0.22, 0.79, 0.34, 0.79, 0.34, 0.19, // top rung front + 0.34, 0.19, 0.34, 0.31, 0.62, 0.19, 0.34, 0.31, 0.62, 0.31, 0.62, 0.19, // middle rung front + 0.34, 0.43, 0.34, 0.55, 0.49, 0.43, 0.34, 0.55, 0.49, 0.55, 0.49, 0.43, // left column back + 0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1, // top rung back + 0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1, // middle rung back + 0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1, // top + 0, 0, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1, // top rung front + 0, 0, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1, // under top rung + 0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 0, // between top rung and middle + 0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, // top of middle rung + 0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, // front of middle rung + 0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, // bottom of middle rung. + 0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 0, // front of bottom + 0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, // bottom + 0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 0, // left side + 0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 0]; + var normals = expandRLEData([// left column front + // top rung front + // middle rung front + 18, 0, 0, 1, // left column back + // top rung back + // middle rung back + 18, 0, 0, -1, // top + 6, 0, 1, 0, // top rung front + 6, 1, 0, 0, // under top rung + 6, 0, -1, 0, // between top rung and middle + 6, 1, 0, 0, // top of middle rung + 6, 0, 1, 0, // front of middle rung + 6, 1, 0, 0, // bottom of middle rung. + 6, 0, -1, 0, // front of bottom + 6, 1, 0, 0, // bottom + 6, 0, -1, 0, // left side + 6, -1, 0, 0]); + var colors = expandRLEData([// left column front + // top rung front + // middle rung front + 18, 200, 70, 120, // left column back + // top rung back + // middle rung back + 18, 80, 70, 200, // top + 6, 70, 200, 210, // top rung front + 6, 200, 200, 70, // under top rung + 6, 210, 100, 70, // between top rung and middle + 6, 210, 160, 70, // top of middle rung + 6, 70, 180, 210, // front of middle rung + 6, 100, 70, 210, // bottom of middle rung. + 6, 76, 210, 100, // front of bottom + 6, 140, 210, 80, // bottom + 6, 90, 130, 110, // left side + 6, 160, 160, 220], [255]); + var numVerts = positions.length / 3; + var arrays = { + position: createAugmentedTypedArray(3, numVerts), + texcoord: createAugmentedTypedArray(2, numVerts), + normal: createAugmentedTypedArray(3, numVerts), + color: createAugmentedTypedArray(4, numVerts, Uint8Array), + indices: createAugmentedTypedArray(3, numVerts / 3, Uint16Array) + }; + arrays.position.push(positions); + arrays.texcoord.push(texcoords); + arrays.normal.push(normals); + arrays.color.push(colors); + + for (var ii = 0; ii < numVerts; ++ii) { + arrays.indices.push(ii); + } + + return arrays; +} +/** + * Creates crescent BufferInfo. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} verticalRadius The vertical radius of the crescent. + * @param {number} outerRadius The outer radius of the crescent. + * @param {number} innerRadius The inner radius of the crescent. + * @param {number} thickness The thickness of the crescent. + * @param {number} subdivisionsDown number of steps around the crescent. + * @param {number} [startOffset] Where to start arc. Default 0. + * @param {number} [endOffset] Where to end arg. Default 1. + * @return {module:twgl.BufferInfo} The created BufferInfo. + * @memberOf module:twgl/primitives + * @function createCresentBufferInfo + */ + +/** + * Creates crescent buffers. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} verticalRadius The vertical radius of the crescent. + * @param {number} outerRadius The outer radius of the crescent. + * @param {number} innerRadius The inner radius of the crescent. + * @param {number} thickness The thickness of the crescent. + * @param {number} subdivisionsDown number of steps around the crescent. + * @param {number} [startOffset] Where to start arc. Default 0. + * @param {number} [endOffset] Where to end arg. Default 1. + * @return {Object.} The created buffers. + * @memberOf module:twgl/primitives + * @function createCresentBuffers + */ + +/** + * Creates crescent vertices. + * + * @param {number} verticalRadius The vertical radius of the crescent. + * @param {number} outerRadius The outer radius of the crescent. + * @param {number} innerRadius The inner radius of the crescent. + * @param {number} thickness The thickness of the crescent. + * @param {number} subdivisionsDown number of steps around the crescent. + * @param {number} [startOffset] Where to start arc. Default 0. + * @param {number} [endOffset] Where to end arg. Default 1. + * @return {Object.} The created vertices. + * @memberOf module:twgl/primitives + * @function createCresentBuffers + */ + +/** + * Creates crescent BufferInfo. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} verticalRadius The vertical radius of the crescent. + * @param {number} outerRadius The outer radius of the crescent. + * @param {number} innerRadius The inner radius of the crescent. + * @param {number} thickness The thickness of the crescent. + * @param {number} subdivisionsDown number of steps around the crescent. + * @param {number} [startOffset] Where to start arc. Default 0. + * @param {number} [endOffset] Where to end arg. Default 1. + * @return {module:twgl.BufferInfo} The created BufferInfo. + * @memberOf module:twgl/primitives + * @function createCrescentBufferInfo + */ + +/** + * Creates crescent buffers. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} verticalRadius The vertical radius of the crescent. + * @param {number} outerRadius The outer radius of the crescent. + * @param {number} innerRadius The inner radius of the crescent. + * @param {number} thickness The thickness of the crescent. + * @param {number} subdivisionsDown number of steps around the crescent. + * @param {number} [startOffset] Where to start arc. Default 0. + * @param {number} [endOffset] Where to end arg. Default 1. + * @return {Object.} The created buffers. + * @memberOf module:twgl/primitives + * @function createCrescentBuffers + */ + +/** + * Creates crescent vertices. + * + * @param {number} verticalRadius The vertical radius of the crescent. + * @param {number} outerRadius The outer radius of the crescent. + * @param {number} innerRadius The inner radius of the crescent. + * @param {number} thickness The thickness of the crescent. + * @param {number} subdivisionsDown number of steps around the crescent. + * @param {number} [startOffset] Where to start arc. Default 0. + * @param {number} [endOffset] Where to end arg. Default 1. + * @return {Object.} The created vertices. + * @memberOf module:twgl/primitives + */ + + +function createCrescentVertices(verticalRadius, outerRadius, innerRadius, thickness, subdivisionsDown, startOffset, endOffset) { + if (subdivisionsDown <= 0) { + throw new Error('subdivisionDown must be > 0'); + } + + startOffset = startOffset || 0; + endOffset = endOffset || 1; + var subdivisionsThick = 2; + var offsetRange = endOffset - startOffset; + var numVertices = (subdivisionsDown + 1) * 2 * (2 + subdivisionsThick); + var positions = createAugmentedTypedArray(3, numVertices); + var normals = createAugmentedTypedArray(3, numVertices); + var texcoords = createAugmentedTypedArray(2, numVertices); + + function lerp(a, b, s) { + return a + (b - a) * s; + } + + function createArc(arcRadius, x, normalMult, normalAdd, uMult, uAdd) { + for (var z = 0; z <= subdivisionsDown; z++) { + var uBack = x / (subdivisionsThick - 1); + var v = z / subdivisionsDown; + var xBack = (uBack - 0.5) * 2; + var angle = (startOffset + v * offsetRange) * Math.PI; + var s = Math.sin(angle); + var c = Math.cos(angle); + var radius = lerp(verticalRadius, arcRadius, s); + var px = xBack * thickness; + var py = c * verticalRadius; + var pz = s * radius; + positions.push(px, py, pz); + var n = v3.add(v3.multiply([0, s, c], normalMult), normalAdd); + normals.push(n); + texcoords.push(uBack * uMult + uAdd, v); + } + } // Generate the individual vertices in our vertex buffer. + + + for (var x = 0; x < subdivisionsThick; x++) { + var uBack = (x / (subdivisionsThick - 1) - 0.5) * 2; + createArc(outerRadius, x, [1, 1, 1], [0, 0, 0], 1, 0); + createArc(outerRadius, x, [0, 0, 0], [uBack, 0, 0], 0, 0); + createArc(innerRadius, x, [1, 1, 1], [0, 0, 0], 1, 0); + createArc(innerRadius, x, [0, 0, 0], [uBack, 0, 0], 0, 1); + } // Do outer surface. + + + var indices = createAugmentedTypedArray(3, subdivisionsDown * 2 * (2 + subdivisionsThick), Uint16Array); + + function createSurface(leftArcOffset, rightArcOffset) { + for (var z = 0; z < subdivisionsDown; ++z) { + // Make triangle 1 of quad. + indices.push(leftArcOffset + z + 0, leftArcOffset + z + 1, rightArcOffset + z + 0); // Make triangle 2 of quad. + + indices.push(leftArcOffset + z + 1, rightArcOffset + z + 1, rightArcOffset + z + 0); + } + } + + var numVerticesDown = subdivisionsDown + 1; // front + + createSurface(numVerticesDown * 0, numVerticesDown * 4); // right + + createSurface(numVerticesDown * 5, numVerticesDown * 7); // back + + createSurface(numVerticesDown * 6, numVerticesDown * 2); // left + + createSurface(numVerticesDown * 3, numVerticesDown * 1); + return { + position: positions, + normal: normals, + texcoord: texcoords, + indices: indices + }; +} +/** + * Creates cylinder BufferInfo. The cylinder will be created around the origin + * along the y-axis. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} radius Radius of cylinder. + * @param {number} height Height of cylinder. + * @param {number} radialSubdivisions The number of subdivisions around the cylinder. + * @param {number} verticalSubdivisions The number of subdivisions down the cylinder. + * @param {boolean} [topCap] Create top cap. Default = true. + * @param {boolean} [bottomCap] Create bottom cap. Default = true. + * @return {module:twgl.BufferInfo} The created BufferInfo. + * @memberOf module:twgl/primitives + * @function createCylinderBufferInfo + */ + +/** + * Creates cylinder buffers. The cylinder will be created around the origin + * along the y-axis. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} radius Radius of cylinder. + * @param {number} height Height of cylinder. + * @param {number} radialSubdivisions The number of subdivisions around the cylinder. + * @param {number} verticalSubdivisions The number of subdivisions down the cylinder. + * @param {boolean} [topCap] Create top cap. Default = true. + * @param {boolean} [bottomCap] Create bottom cap. Default = true. + * @return {Object.} The created buffers. + * @memberOf module:twgl/primitives + * @function createCylinderBuffers + */ + +/** + * Creates cylinder vertices. The cylinder will be created around the origin + * along the y-axis. + * + * @param {number} radius Radius of cylinder. + * @param {number} height Height of cylinder. + * @param {number} radialSubdivisions The number of subdivisions around the cylinder. + * @param {number} verticalSubdivisions The number of subdivisions down the cylinder. + * @param {boolean} [topCap] Create top cap. Default = true. + * @param {boolean} [bottomCap] Create bottom cap. Default = true. + * @return {Object.} The created vertices. + * @memberOf module:twgl/primitives + */ + + +function createCylinderVertices(radius, height, radialSubdivisions, verticalSubdivisions, topCap, bottomCap) { + return createTruncatedConeVertices(radius, radius, height, radialSubdivisions, verticalSubdivisions, topCap, bottomCap); +} +/** + * Creates BufferInfo for a torus + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} radius radius of center of torus circle. + * @param {number} thickness radius of torus ring. + * @param {number} radialSubdivisions The number of subdivisions around the torus. + * @param {number} bodySubdivisions The number of subdivisions around the body torus. + * @param {boolean} [startAngle] start angle in radians. Default = 0. + * @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2. + * @return {module:twgl.BufferInfo} The created BufferInfo. + * @memberOf module:twgl/primitives + * @function createTorusBufferInfo + */ + +/** + * Creates buffers for a torus + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} radius radius of center of torus circle. + * @param {number} thickness radius of torus ring. + * @param {number} radialSubdivisions The number of subdivisions around the torus. + * @param {number} bodySubdivisions The number of subdivisions around the body torus. + * @param {boolean} [startAngle] start angle in radians. Default = 0. + * @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2. + * @return {Object.} The created buffers. + * @memberOf module:twgl/primitives + * @function createTorusBuffers + */ + +/** + * Creates vertices for a torus + * + * @param {number} radius radius of center of torus circle. + * @param {number} thickness radius of torus ring. + * @param {number} radialSubdivisions The number of subdivisions around the torus. + * @param {number} bodySubdivisions The number of subdivisions around the body torus. + * @param {boolean} [startAngle] start angle in radians. Default = 0. + * @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2. + * @return {Object.} The created vertices. + * @memberOf module:twgl/primitives + */ + + +function createTorusVertices(radius, thickness, radialSubdivisions, bodySubdivisions, startAngle, endAngle) { + if (radialSubdivisions < 3) { + throw new Error('radialSubdivisions must be 3 or greater'); + } + + if (bodySubdivisions < 3) { + throw new Error('verticalSubdivisions must be 3 or greater'); + } + + startAngle = startAngle || 0; + endAngle = endAngle || Math.PI * 2; + var range = endAngle - startAngle; + var radialParts = radialSubdivisions + 1; + var bodyParts = bodySubdivisions + 1; + var numVertices = radialParts * bodyParts; + var positions = createAugmentedTypedArray(3, numVertices); + var normals = createAugmentedTypedArray(3, numVertices); + var texcoords = createAugmentedTypedArray(2, numVertices); + var indices = createAugmentedTypedArray(3, radialSubdivisions * bodySubdivisions * 2, Uint16Array); + + for (var slice = 0; slice < bodyParts; ++slice) { + var v = slice / bodySubdivisions; + var sliceAngle = v * Math.PI * 2; + var sliceSin = Math.sin(sliceAngle); + var ringRadius = radius + sliceSin * thickness; + var ny = Math.cos(sliceAngle); + var y = ny * thickness; + + for (var ring = 0; ring < radialParts; ++ring) { + var u = ring / radialSubdivisions; + var ringAngle = startAngle + u * range; + var xSin = Math.sin(ringAngle); + var zCos = Math.cos(ringAngle); + var x = xSin * ringRadius; + var z = zCos * ringRadius; + var nx = xSin * sliceSin; + var nz = zCos * sliceSin; + positions.push(x, y, z); + normals.push(nx, ny, nz); + texcoords.push(u, 1 - v); + } + } + + for (var _slice = 0; _slice < bodySubdivisions; ++_slice) { + // eslint-disable-line + for (var _ring = 0; _ring < radialSubdivisions; ++_ring) { + // eslint-disable-line + var nextRingIndex = 1 + _ring; + var nextSliceIndex = 1 + _slice; + indices.push(radialParts * _slice + _ring, radialParts * nextSliceIndex + _ring, radialParts * _slice + nextRingIndex); + indices.push(radialParts * nextSliceIndex + _ring, radialParts * nextSliceIndex + nextRingIndex, radialParts * _slice + nextRingIndex); + } + } + + return { + position: positions, + normal: normals, + texcoord: texcoords, + indices: indices + }; +} +/** + * Creates a disc BufferInfo. The disc will be in the xz plane, centered at + * the origin. When creating, at least 3 divisions, or pie + * pieces, need to be specified, otherwise the triangles making + * up the disc will be degenerate. You can also specify the + * number of radial pieces `stacks`. A value of 1 for + * stacks will give you a simple disc of pie pieces. If you + * want to create an annulus you can set `innerRadius` to a + * value > 0. Finally, `stackPower` allows you to have the widths + * increase or decrease as you move away from the center. This + * is particularly useful when using the disc as a ground plane + * with a fixed camera such that you don't need the resolution + * of small triangles near the perimeter. For example, a value + * of 2 will produce stacks whose outside radius increases with + * the square of the stack index. A value of 1 will give uniform + * stacks. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} radius Radius of the ground plane. + * @param {number} divisions Number of triangles in the ground plane (at least 3). + * @param {number} [stacks] Number of radial divisions (default=1). + * @param {number} [innerRadius] Default 0. + * @param {number} [stackPower] Power to raise stack size to for decreasing width. + * @return {module:twgl.BufferInfo} The created BufferInfo. + * @memberOf module:twgl/primitives + * @function createDiscBufferInfo + */ + +/** + * Creates disc buffers. The disc will be in the xz plane, centered at + * the origin. When creating, at least 3 divisions, or pie + * pieces, need to be specified, otherwise the triangles making + * up the disc will be degenerate. You can also specify the + * number of radial pieces `stacks`. A value of 1 for + * stacks will give you a simple disc of pie pieces. If you + * want to create an annulus you can set `innerRadius` to a + * value > 0. Finally, `stackPower` allows you to have the widths + * increase or decrease as you move away from the center. This + * is particularly useful when using the disc as a ground plane + * with a fixed camera such that you don't need the resolution + * of small triangles near the perimeter. For example, a value + * of 2 will produce stacks whose outside radius increases with + * the square of the stack index. A value of 1 will give uniform + * stacks. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} radius Radius of the ground plane. + * @param {number} divisions Number of triangles in the ground plane (at least 3). + * @param {number} [stacks] Number of radial divisions (default=1). + * @param {number} [innerRadius] Default 0. + * @param {number} [stackPower] Power to raise stack size to for decreasing width. + * @return {Object.} The created buffers. + * @memberOf module:twgl/primitives + * @function createDiscBuffers + */ + +/** + * Creates disc vertices. The disc will be in the xz plane, centered at + * the origin. When creating, at least 3 divisions, or pie + * pieces, need to be specified, otherwise the triangles making + * up the disc will be degenerate. You can also specify the + * number of radial pieces `stacks`. A value of 1 for + * stacks will give you a simple disc of pie pieces. If you + * want to create an annulus you can set `innerRadius` to a + * value > 0. Finally, `stackPower` allows you to have the widths + * increase or decrease as you move away from the center. This + * is particularly useful when using the disc as a ground plane + * with a fixed camera such that you don't need the resolution + * of small triangles near the perimeter. For example, a value + * of 2 will produce stacks whose outside radius increases with + * the square of the stack index. A value of 1 will give uniform + * stacks. + * + * @param {number} radius Radius of the ground plane. + * @param {number} divisions Number of triangles in the ground plane (at least 3). + * @param {number} [stacks] Number of radial divisions (default=1). + * @param {number} [innerRadius] Default 0. + * @param {number} [stackPower] Power to raise stack size to for decreasing width. + * @return {Object.} The created vertices. + * @memberOf module:twgl/primitives + */ + + +function createDiscVertices(radius, divisions, stacks, innerRadius, stackPower) { + if (divisions < 3) { + throw new Error('divisions must be at least 3'); + } + + stacks = stacks ? stacks : 1; + stackPower = stackPower ? stackPower : 1; + innerRadius = innerRadius ? innerRadius : 0; // Note: We don't share the center vertex because that would + // mess up texture coordinates. + + var numVertices = (divisions + 1) * (stacks + 1); + var positions = createAugmentedTypedArray(3, numVertices); + var normals = createAugmentedTypedArray(3, numVertices); + var texcoords = createAugmentedTypedArray(2, numVertices); + var indices = createAugmentedTypedArray(3, stacks * divisions * 2, Uint16Array); + var firstIndex = 0; + var radiusSpan = radius - innerRadius; + var pointsPerStack = divisions + 1; // Build the disk one stack at a time. + + for (var stack = 0; stack <= stacks; ++stack) { + var stackRadius = innerRadius + radiusSpan * Math.pow(stack / stacks, stackPower); + + for (var i = 0; i <= divisions; ++i) { + var theta = 2.0 * Math.PI * i / divisions; + var x = stackRadius * Math.cos(theta); + var z = stackRadius * Math.sin(theta); + positions.push(x, 0, z); + normals.push(0, 1, 0); + texcoords.push(1 - i / divisions, stack / stacks); + + if (stack > 0 && i !== divisions) { + // a, b, c and d are the indices of the vertices of a quad. unless + // the current stack is the one closest to the center, in which case + // the vertices a and b connect to the center vertex. + var a = firstIndex + (i + 1); + var b = firstIndex + i; + var c = firstIndex + i - pointsPerStack; + var d = firstIndex + (i + 1) - pointsPerStack; // Make a quad of the vertices a, b, c, d. + + indices.push(a, b, c); + indices.push(a, c, d); + } + } + + firstIndex += divisions + 1; + } + + return { + position: positions, + normal: normals, + texcoord: texcoords, + indices: indices + }; +} +/** + * creates a random integer between 0 and range - 1 inclusive. + * @param {number} range + * @return {number} random value between 0 and range - 1 inclusive. + * @private + */ + + +function randInt(range) { + return Math.random() * range | 0; +} +/** + * Used to supply random colors + * @callback RandomColorFunc + * @param {number} ndx index of triangle/quad if unindexed or index of vertex if indexed + * @param {number} channel 0 = red, 1 = green, 2 = blue, 3 = alpha + * @return {number} a number from 0 to 255 + * @memberOf module:twgl/primitives + */ + +/** + * @typedef {Object} RandomVerticesOptions + * @property {number} [vertsPerColor] Defaults to 3 for non-indexed vertices + * @property {module:twgl/primitives.RandomColorFunc} [rand] A function to generate random numbers + * @memberOf module:twgl/primitives + */ + +/** + * Creates an augmentedTypedArray of random vertex colors. + * If the vertices are indexed (have an indices array) then will + * just make random colors. Otherwise assumes they are triangles + * and makes one random color for every 3 vertices. + * @param {Object.} vertices Vertices as returned from one of the createXXXVertices functions. + * @param {module:twgl/primitives.RandomVerticesOptions} [options] options. + * @return {Object.} same vertices as passed in with `color` added. + * @memberOf module:twgl/primitives + */ + + +function makeRandomVertexColors(vertices, options) { + options = options || {}; + var numElements = vertices.position.numElements; + var vColors = createAugmentedTypedArray(4, numElements, Uint8Array); + + var rand = options.rand || function (ndx, channel) { + return channel < 3 ? randInt(256) : 255; + }; + + vertices.color = vColors; + + if (vertices.indices) { + // just make random colors if index + for (var ii = 0; ii < numElements; ++ii) { + vColors.push(rand(ii, 0), rand(ii, 1), rand(ii, 2), rand(ii, 3)); + } + } else { + // make random colors per triangle + var numVertsPerColor = options.vertsPerColor || 3; + var numSets = numElements / numVertsPerColor; + + for (var _ii2 = 0; _ii2 < numSets; ++_ii2) { + // eslint-disable-line + var color = [rand(_ii2, 0), rand(_ii2, 1), rand(_ii2, 2), rand(_ii2, 3)]; + + for (var jj = 0; jj < numVertsPerColor; ++jj) { + vColors.push(color); + } + } + } + + return vertices; +} +/** + * creates a function that calls fn to create vertices and then + * creates a buffers for them + * @private + */ + + +function createBufferFunc(fn) { + return function (gl) { + var arrays = fn.apply(this, Array.prototype.slice.call(arguments, 1)); + return attributes.createBuffersFromArrays(gl, arrays); + }; +} +/** + * creates a function that calls fn to create vertices and then + * creates a bufferInfo object for them + * @private + */ + + +function createBufferInfoFunc(fn) { + return function (gl) { + var arrays = fn.apply(null, Array.prototype.slice.call(arguments, 1)); + return attributes.createBufferInfoFromArrays(gl, arrays); + }; +} + +var arraySpecPropertyNames = ["numComponents", "size", "type", "normalize", "stride", "offset", "attrib", "name", "attribName"]; +/** + * Copy elements from one array to another + * + * @param {Array|TypedArray} src source array + * @param {Array|TypedArray} dst dest array + * @param {number} dstNdx index in dest to copy src + * @param {number} [offset] offset to add to copied values + * @private + */ + +function copyElements(src, dst, dstNdx, offset) { + offset = offset || 0; + var length = src.length; + + for (var ii = 0; ii < length; ++ii) { + dst[dstNdx + ii] = src[ii] + offset; + } +} +/** + * Creates an array of the same time + * + * @param {(number[]|ArrayBufferView|module:twgl.FullArraySpec)} srcArray array who's type to copy + * @param {number} length size of new array + * @return {(number[]|ArrayBufferView|module:twgl.FullArraySpec)} array with same type as srcArray + * @private + */ + + +function createArrayOfSameType(srcArray, length) { + var arraySrc = getArray(srcArray); + var newArray = new arraySrc.constructor(length); + var newArraySpec = newArray; // If it appears to have been augmented make new one augmented + + if (arraySrc.numComponents && arraySrc.numElements) { + augmentTypedArray(newArray, arraySrc.numComponents); + } // If it was a full spec make new one a full spec + + + if (srcArray.data) { + newArraySpec = { + data: newArray + }; + helper.copyNamedProperties(arraySpecPropertyNames, srcArray, newArraySpec); + } + + return newArraySpec; +} +/** + * Concatenates sets of vertices + * + * Assumes the vertices match in composition. For example + * if one set of vertices has positions, normals, and indices + * all sets of vertices must have positions, normals, and indices + * and of the same type. + * + * Example: + * + * const cubeVertices = twgl.primitives.createCubeVertices(2); + * const sphereVertices = twgl.primitives.createSphereVertices(1, 10, 10); + * // move the sphere 2 units up + * twgl.primitives.reorientVertices( + * sphereVertices, twgl.m4.translation([0, 2, 0])); + * // merge the sphere with the cube + * const cubeSphereVertices = twgl.primitives.concatVertices( + * [cubeVertices, sphereVertices]); + * // turn them into WebGL buffers and attrib data + * const bufferInfo = twgl.createBufferInfoFromArrays(gl, cubeSphereVertices); + * + * @param {module:twgl.Arrays[]} arrays Array of arrays of vertices + * @return {module:twgl.Arrays} The concatenated vertices. + * @memberOf module:twgl/primitives + */ + + +function concatVertices(arrayOfArrays) { + var names = {}; + var baseName; // get names of all arrays. + // and numElements for each set of vertices + + var _loop = function _loop(ii) { + var arrays = arrayOfArrays[ii]; + Object.keys(arrays).forEach(function (name) { + // eslint-disable-line + if (!names[name]) { + names[name] = []; + } + + if (!baseName && name !== 'indices') { + baseName = name; + } + + var arrayInfo = arrays[name]; + var numComponents = getNumComponents(arrayInfo, name); + var array = getArray(arrayInfo); + var numElements = array.length / numComponents; + names[name].push(numElements); + }); + }; + + for (var ii = 0; ii < arrayOfArrays.length; ++ii) { + _loop(ii); + } // compute length of combined array + // and return one for reference + + + function getLengthOfCombinedArrays(name) { + var length = 0; + var arraySpec; + + for (var _ii3 = 0; _ii3 < arrayOfArrays.length; ++_ii3) { + var arrays = arrayOfArrays[_ii3]; + var arrayInfo = arrays[name]; + var array = getArray(arrayInfo); + length += array.length; + + if (!arraySpec || arrayInfo.data) { + arraySpec = arrayInfo; + } + } + + return { + length: length, + spec: arraySpec + }; + } + + function copyArraysToNewArray(name, base, newArray) { + var baseIndex = 0; + var offset = 0; + + for (var _ii4 = 0; _ii4 < arrayOfArrays.length; ++_ii4) { + var arrays = arrayOfArrays[_ii4]; + var arrayInfo = arrays[name]; + var array = getArray(arrayInfo); + + if (name === 'indices') { + copyElements(array, newArray, offset, baseIndex); + baseIndex += base[_ii4]; + } else { + copyElements(array, newArray, offset); + } + + offset += array.length; + } + } + + var base = names[baseName]; + var newArrays = {}; + Object.keys(names).forEach(function (name) { + var info = getLengthOfCombinedArrays(name); + var newArraySpec = createArrayOfSameType(info.spec, info.length); + copyArraysToNewArray(name, base, getArray(newArraySpec)); + newArrays[name] = newArraySpec; + }); + return newArrays; +} +/** + * Creates a duplicate set of vertices + * + * This is useful for calling reorientVertices when you + * also want to keep the original available + * + * @param {module:twgl.Arrays} arrays of vertices + * @return {module:twgl.Arrays} The duplicated vertices. + * @memberOf module:twgl/primitives + */ + + +function duplicateVertices(arrays) { + var newArrays = {}; + Object.keys(arrays).forEach(function (name) { + var arraySpec = arrays[name]; + var srcArray = getArray(arraySpec); + var newArraySpec = createArrayOfSameType(arraySpec, srcArray.length); + copyElements(srcArray, getArray(newArraySpec), 0); + newArrays[name] = newArraySpec; + }); + return newArrays; +} + +var create3DFBufferInfo = createBufferInfoFunc(create3DFVertices); +exports.create3DFBufferInfo = create3DFBufferInfo; +var create3DFBuffers = createBufferFunc(create3DFVertices); +exports.create3DFBuffers = create3DFBuffers; +var createCubeBufferInfo = createBufferInfoFunc(createCubeVertices); +exports.createCubeBufferInfo = createCubeBufferInfo; +var createCubeBuffers = createBufferFunc(createCubeVertices); +exports.createCubeBuffers = createCubeBuffers; +var createPlaneBufferInfo = createBufferInfoFunc(createPlaneVertices); +exports.createPlaneBufferInfo = createPlaneBufferInfo; +var createPlaneBuffers = createBufferFunc(createPlaneVertices); +exports.createPlaneBuffers = createPlaneBuffers; +var createSphereBufferInfo = createBufferInfoFunc(createSphereVertices); +exports.createSphereBufferInfo = createSphereBufferInfo; +var createSphereBuffers = createBufferFunc(createSphereVertices); +exports.createSphereBuffers = createSphereBuffers; +var createTruncatedConeBufferInfo = createBufferInfoFunc(createTruncatedConeVertices); +exports.createTruncatedConeBufferInfo = createTruncatedConeBufferInfo; +var createTruncatedConeBuffers = createBufferFunc(createTruncatedConeVertices); +exports.createTruncatedConeBuffers = createTruncatedConeBuffers; +var createXYQuadBufferInfo = createBufferInfoFunc(createXYQuadVertices); +exports.createXYQuadBufferInfo = createXYQuadBufferInfo; +var createXYQuadBuffers = createBufferFunc(createXYQuadVertices); +exports.createXYQuadBuffers = createXYQuadBuffers; +var createCrescentBufferInfo = createBufferInfoFunc(createCrescentVertices); +exports.createCrescentBufferInfo = createCrescentBufferInfo; +var createCrescentBuffers = createBufferFunc(createCrescentVertices); +exports.createCrescentBuffers = createCrescentBuffers; +var createCylinderBufferInfo = createBufferInfoFunc(createCylinderVertices); +exports.createCylinderBufferInfo = createCylinderBufferInfo; +var createCylinderBuffers = createBufferFunc(createCylinderVertices); +exports.createCylinderBuffers = createCylinderBuffers; +var createTorusBufferInfo = createBufferInfoFunc(createTorusVertices); +exports.createTorusBufferInfo = createTorusBufferInfo; +var createTorusBuffers = createBufferFunc(createTorusVertices); +exports.createTorusBuffers = createTorusBuffers; +var createDiscBufferInfo = createBufferInfoFunc(createDiscVertices); +exports.createDiscBufferInfo = createDiscBufferInfo; +var createDiscBuffers = createBufferFunc(createDiscVertices); // these were mis-spelled until 4.12 + +exports.createDiscBuffers = createDiscBuffers; +var createCresentBufferInfo = createCrescentBufferInfo; +exports.createCresentBufferInfo = createCresentBufferInfo; +var createCresentBuffers = createCrescentBuffers; +exports.createCresentBuffers = createCresentBuffers; +var createCresentVertices = createCrescentVertices; +exports.createCresentVertices = createCresentVertices; + +/***/ }), + +/***/ "./src/programs.js": +/*!*************************!*\ + !*** ./src/programs.js ***! + \*************************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +exports.createAttributeSetters = createAttributeSetters; +exports.createProgram = createProgram; +exports.createProgramFromScripts = createProgramFromScripts; +exports.createProgramFromSources = createProgramFromSources; +exports.createProgramInfo = createProgramInfo; +exports.createProgramInfoFromProgram = createProgramInfoFromProgram; +exports.createUniformSetters = createUniformSetters; +exports.createUniformBlockSpecFromProgram = createUniformBlockSpecFromProgram; +exports.createUniformBlockInfoFromProgram = createUniformBlockInfoFromProgram; +exports.createUniformBlockInfo = createUniformBlockInfo; +exports.createTransformFeedback = createTransformFeedback; +exports.createTransformFeedbackInfo = createTransformFeedbackInfo; +exports.bindTransformFeedbackInfo = bindTransformFeedbackInfo; +exports.setAttributes = setAttributes; +exports.setBuffersAndAttributes = setBuffersAndAttributes; +exports.setUniforms = setUniforms; +exports.setUniformBlock = setUniformBlock; +exports.setBlockUniforms = setBlockUniforms; +exports.bindUniformBlock = bindUniformBlock; +exports.setUniformsAndBindTextures = void 0; + +var utils = _interopRequireWildcard(__webpack_require__(/*! ./utils.js */ "./src/utils.js")); + +var helper = _interopRequireWildcard(__webpack_require__(/*! ./helper.js */ "./src/helper.js")); + +function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; } + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * Low level shader program related functions + * + * You should generally not need to use these functions. They are provided + * for those cases where you're doing something out of the ordinary + * and you need lower level access. + * + * For backward compatibility they are available at both `twgl.programs` and `twgl` + * itself + * + * See {@link module:twgl} for core functions + * + * @module twgl/programs + */ +var error = helper.error; +var warn = helper.warn; + +function getElementById(id) { + return typeof document !== 'undefined' && document.getElementById ? document.getElementById(id) : null; +} + +var TEXTURE0 = 0x84c0; +var DYNAMIC_DRAW = 0x88e8; +var ARRAY_BUFFER = 0x8892; +var ELEMENT_ARRAY_BUFFER = 0x8893; +var UNIFORM_BUFFER = 0x8a11; +var TRANSFORM_FEEDBACK_BUFFER = 0x8c8e; +var TRANSFORM_FEEDBACK = 0x8e22; +var COMPILE_STATUS = 0x8b81; +var LINK_STATUS = 0x8b82; +var FRAGMENT_SHADER = 0x8b30; +var VERTEX_SHADER = 0x8b31; +var SEPARATE_ATTRIBS = 0x8c8d; +var ACTIVE_UNIFORMS = 0x8b86; +var ACTIVE_ATTRIBUTES = 0x8b89; +var TRANSFORM_FEEDBACK_VARYINGS = 0x8c83; +var ACTIVE_UNIFORM_BLOCKS = 0x8a36; +var UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = 0x8a44; +var UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = 0x8a46; +var UNIFORM_BLOCK_DATA_SIZE = 0x8a40; +var UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = 0x8a43; +var FLOAT = 0x1406; +var FLOAT_VEC2 = 0x8B50; +var FLOAT_VEC3 = 0x8B51; +var FLOAT_VEC4 = 0x8B52; +var INT = 0x1404; +var INT_VEC2 = 0x8B53; +var INT_VEC3 = 0x8B54; +var INT_VEC4 = 0x8B55; +var BOOL = 0x8B56; +var BOOL_VEC2 = 0x8B57; +var BOOL_VEC3 = 0x8B58; +var BOOL_VEC4 = 0x8B59; +var FLOAT_MAT2 = 0x8B5A; +var FLOAT_MAT3 = 0x8B5B; +var FLOAT_MAT4 = 0x8B5C; +var SAMPLER_2D = 0x8B5E; +var SAMPLER_CUBE = 0x8B60; +var SAMPLER_3D = 0x8B5F; +var SAMPLER_2D_SHADOW = 0x8B62; +var FLOAT_MAT2x3 = 0x8B65; +var FLOAT_MAT2x4 = 0x8B66; +var FLOAT_MAT3x2 = 0x8B67; +var FLOAT_MAT3x4 = 0x8B68; +var FLOAT_MAT4x2 = 0x8B69; +var FLOAT_MAT4x3 = 0x8B6A; +var SAMPLER_2D_ARRAY = 0x8DC1; +var SAMPLER_2D_ARRAY_SHADOW = 0x8DC4; +var SAMPLER_CUBE_SHADOW = 0x8DC5; +var UNSIGNED_INT = 0x1405; +var UNSIGNED_INT_VEC2 = 0x8DC6; +var UNSIGNED_INT_VEC3 = 0x8DC7; +var UNSIGNED_INT_VEC4 = 0x8DC8; +var INT_SAMPLER_2D = 0x8DCA; +var INT_SAMPLER_3D = 0x8DCB; +var INT_SAMPLER_CUBE = 0x8DCC; +var INT_SAMPLER_2D_ARRAY = 0x8DCF; +var UNSIGNED_INT_SAMPLER_2D = 0x8DD2; +var UNSIGNED_INT_SAMPLER_3D = 0x8DD3; +var UNSIGNED_INT_SAMPLER_CUBE = 0x8DD4; +var UNSIGNED_INT_SAMPLER_2D_ARRAY = 0x8DD7; +var TEXTURE_2D = 0x0DE1; +var TEXTURE_CUBE_MAP = 0x8513; +var TEXTURE_3D = 0x806F; +var TEXTURE_2D_ARRAY = 0x8C1A; +var typeMap = {}; +/** + * Returns the corresponding bind point for a given sampler type + */ + +function getBindPointForSamplerType(gl, type) { + return typeMap[type].bindPoint; +} // This kind of sucks! If you could compose functions as in `var fn = gl[name];` +// this code could be a lot smaller but that is sadly really slow (T_T) + + +function floatSetter(gl, location) { + return function (v) { + gl.uniform1f(location, v); + }; +} + +function floatArraySetter(gl, location) { + return function (v) { + gl.uniform1fv(location, v); + }; +} + +function floatVec2Setter(gl, location) { + return function (v) { + gl.uniform2fv(location, v); + }; +} + +function floatVec3Setter(gl, location) { + return function (v) { + gl.uniform3fv(location, v); + }; +} + +function floatVec4Setter(gl, location) { + return function (v) { + gl.uniform4fv(location, v); + }; +} + +function intSetter(gl, location) { + return function (v) { + gl.uniform1i(location, v); + }; +} + +function intArraySetter(gl, location) { + return function (v) { + gl.uniform1iv(location, v); + }; +} + +function intVec2Setter(gl, location) { + return function (v) { + gl.uniform2iv(location, v); + }; +} + +function intVec3Setter(gl, location) { + return function (v) { + gl.uniform3iv(location, v); + }; +} + +function intVec4Setter(gl, location) { + return function (v) { + gl.uniform4iv(location, v); + }; +} + +function uintSetter(gl, location) { + return function (v) { + gl.uniform1ui(location, v); + }; +} + +function uintArraySetter(gl, location) { + return function (v) { + gl.uniform1uiv(location, v); + }; +} + +function uintVec2Setter(gl, location) { + return function (v) { + gl.uniform2uiv(location, v); + }; +} + +function uintVec3Setter(gl, location) { + return function (v) { + gl.uniform3uiv(location, v); + }; +} + +function uintVec4Setter(gl, location) { + return function (v) { + gl.uniform4uiv(location, v); + }; +} + +function floatMat2Setter(gl, location) { + return function (v) { + gl.uniformMatrix2fv(location, false, v); + }; +} + +function floatMat3Setter(gl, location) { + return function (v) { + gl.uniformMatrix3fv(location, false, v); + }; +} + +function floatMat4Setter(gl, location) { + return function (v) { + gl.uniformMatrix4fv(location, false, v); + }; +} + +function floatMat23Setter(gl, location) { + return function (v) { + gl.uniformMatrix2x3fv(location, false, v); + }; +} + +function floatMat32Setter(gl, location) { + return function (v) { + gl.uniformMatrix3x2fv(location, false, v); + }; +} + +function floatMat24Setter(gl, location) { + return function (v) { + gl.uniformMatrix2x4fv(location, false, v); + }; +} + +function floatMat42Setter(gl, location) { + return function (v) { + gl.uniformMatrix4x2fv(location, false, v); + }; +} + +function floatMat34Setter(gl, location) { + return function (v) { + gl.uniformMatrix3x4fv(location, false, v); + }; +} + +function floatMat43Setter(gl, location) { + return function (v) { + gl.uniformMatrix4x3fv(location, false, v); + }; +} + +function samplerSetter(gl, type, unit, location) { + var bindPoint = getBindPointForSamplerType(gl, type); + return utils.isWebGL2(gl) ? function (textureOrPair) { + var texture; + var sampler; + + if (helper.isTexture(gl, textureOrPair)) { + texture = textureOrPair; + sampler = null; + } else { + texture = textureOrPair.texture; + sampler = textureOrPair.sampler; + } + + gl.uniform1i(location, unit); + gl.activeTexture(TEXTURE0 + unit); + gl.bindTexture(bindPoint, texture); + gl.bindSampler(unit, sampler); + } : function (texture) { + gl.uniform1i(location, unit); + gl.activeTexture(TEXTURE0 + unit); + gl.bindTexture(bindPoint, texture); + }; +} + +function samplerArraySetter(gl, type, unit, location, size) { + var bindPoint = getBindPointForSamplerType(gl, type); + var units = new Int32Array(size); + + for (var ii = 0; ii < size; ++ii) { + units[ii] = unit + ii; + } + + return utils.isWebGL2(gl) ? function (textures) { + gl.uniform1iv(location, units); + textures.forEach(function (textureOrPair, index) { + gl.activeTexture(TEXTURE0 + units[index]); + var texture; + var sampler; + + if (helper.isTexture(gl, textureOrPair)) { + texture = textureOrPair; + sampler = null; + } else { + texture = textureOrPair.texture; + sampler = textureOrPair.sampler; + } + + gl.bindSampler(unit, sampler); + gl.bindTexture(bindPoint, texture); + }); + } : function (textures) { + gl.uniform1iv(location, units); + textures.forEach(function (texture, index) { + gl.activeTexture(TEXTURE0 + units[index]); + gl.bindTexture(bindPoint, texture); + }); + }; +} + +typeMap[FLOAT] = { + Type: Float32Array, + size: 4, + setter: floatSetter, + arraySetter: floatArraySetter +}; +typeMap[FLOAT_VEC2] = { + Type: Float32Array, + size: 8, + setter: floatVec2Setter +}; +typeMap[FLOAT_VEC3] = { + Type: Float32Array, + size: 12, + setter: floatVec3Setter +}; +typeMap[FLOAT_VEC4] = { + Type: Float32Array, + size: 16, + setter: floatVec4Setter +}; +typeMap[INT] = { + Type: Int32Array, + size: 4, + setter: intSetter, + arraySetter: intArraySetter +}; +typeMap[INT_VEC2] = { + Type: Int32Array, + size: 8, + setter: intVec2Setter +}; +typeMap[INT_VEC3] = { + Type: Int32Array, + size: 12, + setter: intVec3Setter +}; +typeMap[INT_VEC4] = { + Type: Int32Array, + size: 16, + setter: intVec4Setter +}; +typeMap[UNSIGNED_INT] = { + Type: Uint32Array, + size: 4, + setter: uintSetter, + arraySetter: uintArraySetter +}; +typeMap[UNSIGNED_INT_VEC2] = { + Type: Uint32Array, + size: 8, + setter: uintVec2Setter +}; +typeMap[UNSIGNED_INT_VEC3] = { + Type: Uint32Array, + size: 12, + setter: uintVec3Setter +}; +typeMap[UNSIGNED_INT_VEC4] = { + Type: Uint32Array, + size: 16, + setter: uintVec4Setter +}; +typeMap[BOOL] = { + Type: Uint32Array, + size: 4, + setter: intSetter, + arraySetter: intArraySetter +}; +typeMap[BOOL_VEC2] = { + Type: Uint32Array, + size: 8, + setter: intVec2Setter +}; +typeMap[BOOL_VEC3] = { + Type: Uint32Array, + size: 12, + setter: intVec3Setter +}; +typeMap[BOOL_VEC4] = { + Type: Uint32Array, + size: 16, + setter: intVec4Setter +}; +typeMap[FLOAT_MAT2] = { + Type: Float32Array, + size: 16, + setter: floatMat2Setter +}; +typeMap[FLOAT_MAT3] = { + Type: Float32Array, + size: 36, + setter: floatMat3Setter +}; +typeMap[FLOAT_MAT4] = { + Type: Float32Array, + size: 64, + setter: floatMat4Setter +}; +typeMap[FLOAT_MAT2x3] = { + Type: Float32Array, + size: 24, + setter: floatMat23Setter +}; +typeMap[FLOAT_MAT2x4] = { + Type: Float32Array, + size: 32, + setter: floatMat24Setter +}; +typeMap[FLOAT_MAT3x2] = { + Type: Float32Array, + size: 24, + setter: floatMat32Setter +}; +typeMap[FLOAT_MAT3x4] = { + Type: Float32Array, + size: 48, + setter: floatMat34Setter +}; +typeMap[FLOAT_MAT4x2] = { + Type: Float32Array, + size: 32, + setter: floatMat42Setter +}; +typeMap[FLOAT_MAT4x3] = { + Type: Float32Array, + size: 48, + setter: floatMat43Setter +}; +typeMap[SAMPLER_2D] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_2D +}; +typeMap[SAMPLER_CUBE] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_CUBE_MAP +}; +typeMap[SAMPLER_3D] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_3D +}; +typeMap[SAMPLER_2D_SHADOW] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_2D +}; +typeMap[SAMPLER_2D_ARRAY] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_2D_ARRAY +}; +typeMap[SAMPLER_2D_ARRAY_SHADOW] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_2D_ARRAY +}; +typeMap[SAMPLER_CUBE_SHADOW] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_CUBE_MAP +}; +typeMap[INT_SAMPLER_2D] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_2D +}; +typeMap[INT_SAMPLER_3D] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_3D +}; +typeMap[INT_SAMPLER_CUBE] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_CUBE_MAP +}; +typeMap[INT_SAMPLER_2D_ARRAY] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_2D_ARRAY +}; +typeMap[UNSIGNED_INT_SAMPLER_2D] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_2D +}; +typeMap[UNSIGNED_INT_SAMPLER_3D] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_3D +}; +typeMap[UNSIGNED_INT_SAMPLER_CUBE] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_CUBE_MAP +}; +typeMap[UNSIGNED_INT_SAMPLER_2D_ARRAY] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_2D_ARRAY +}; + +function floatAttribSetter(gl, index) { + return function (b) { + if (b.value) { + gl.disableVertexAttribArray(index); + + switch (b.value.length) { + case 4: + gl.vertexAttrib4fv(index, b.value); + break; + + case 3: + gl.vertexAttrib3fv(index, b.value); + break; + + case 2: + gl.vertexAttrib2fv(index, b.value); + break; + + case 1: + gl.vertexAttrib1fv(index, b.value); + break; + + default: + throw new Error('the length of a float constant value must be between 1 and 4!'); + } + } else { + gl.bindBuffer(ARRAY_BUFFER, b.buffer); + gl.enableVertexAttribArray(index); + gl.vertexAttribPointer(index, b.numComponents || b.size, b.type || FLOAT, b.normalize || false, b.stride || 0, b.offset || 0); + + if (b.divisor !== undefined) { + gl.vertexAttribDivisor(index, b.divisor); + } + } + }; +} + +function intAttribSetter(gl, index) { + return function (b) { + if (b.value) { + gl.disableVertexAttribArray(index); + + if (b.value.length === 4) { + gl.vertexAttrib4iv(index, b.value); + } else { + throw new Error('The length of an integer constant value must be 4!'); + } + } else { + gl.bindBuffer(ARRAY_BUFFER, b.buffer); + gl.enableVertexAttribArray(index); + gl.vertexAttribIPointer(index, b.numComponents || b.size, b.type || INT, b.stride || 0, b.offset || 0); + + if (b.divisor !== undefined) { + gl.vertexAttribDivisor(index, b.divisor); + } + } + }; +} + +function uintAttribSetter(gl, index) { + return function (b) { + if (b.value) { + gl.disableVertexAttribArray(index); + + if (b.value.length === 4) { + gl.vertexAttrib4uiv(index, b.value); + } else { + throw new Error('The length of an unsigned integer constant value must be 4!'); + } + } else { + gl.bindBuffer(ARRAY_BUFFER, b.buffer); + gl.enableVertexAttribArray(index); + gl.vertexAttribIPointer(index, b.numComponents || b.size, b.type || UNSIGNED_INT, b.stride || 0, b.offset || 0); + + if (b.divisor !== undefined) { + gl.vertexAttribDivisor(index, b.divisor); + } + } + }; +} + +function matAttribSetter(gl, index, typeInfo) { + var defaultSize = typeInfo.size; + var count = typeInfo.count; + return function (b) { + gl.bindBuffer(ARRAY_BUFFER, b.buffer); + var numComponents = b.size || b.numComponents || defaultSize; + var size = numComponents / count; + var type = b.type || FLOAT; + var typeInfo = typeMap[type]; + var stride = typeInfo.size * numComponents; + var normalize = b.normalize || false; + var offset = b.offset || 0; + var rowOffset = stride / count; + + for (var i = 0; i < count; ++i) { + gl.enableVertexAttribArray(index + i); + gl.vertexAttribPointer(index + i, size, type, normalize, stride, offset + rowOffset * i); + + if (b.divisor !== undefined) { + gl.vertexAttribDivisor(index + i, b.divisor); + } + } + }; +} + +var attrTypeMap = {}; +attrTypeMap[FLOAT] = { + size: 4, + setter: floatAttribSetter +}; +attrTypeMap[FLOAT_VEC2] = { + size: 8, + setter: floatAttribSetter +}; +attrTypeMap[FLOAT_VEC3] = { + size: 12, + setter: floatAttribSetter +}; +attrTypeMap[FLOAT_VEC4] = { + size: 16, + setter: floatAttribSetter +}; +attrTypeMap[INT] = { + size: 4, + setter: intAttribSetter +}; +attrTypeMap[INT_VEC2] = { + size: 8, + setter: intAttribSetter +}; +attrTypeMap[INT_VEC3] = { + size: 12, + setter: intAttribSetter +}; +attrTypeMap[INT_VEC4] = { + size: 16, + setter: intAttribSetter +}; +attrTypeMap[UNSIGNED_INT] = { + size: 4, + setter: uintAttribSetter +}; +attrTypeMap[UNSIGNED_INT_VEC2] = { + size: 8, + setter: uintAttribSetter +}; +attrTypeMap[UNSIGNED_INT_VEC3] = { + size: 12, + setter: uintAttribSetter +}; +attrTypeMap[UNSIGNED_INT_VEC4] = { + size: 16, + setter: uintAttribSetter +}; +attrTypeMap[BOOL] = { + size: 4, + setter: intAttribSetter +}; +attrTypeMap[BOOL_VEC2] = { + size: 8, + setter: intAttribSetter +}; +attrTypeMap[BOOL_VEC3] = { + size: 12, + setter: intAttribSetter +}; +attrTypeMap[BOOL_VEC4] = { + size: 16, + setter: intAttribSetter +}; +attrTypeMap[FLOAT_MAT2] = { + size: 4, + setter: matAttribSetter, + count: 2 +}; +attrTypeMap[FLOAT_MAT3] = { + size: 9, + setter: matAttribSetter, + count: 3 +}; +attrTypeMap[FLOAT_MAT4] = { + size: 16, + setter: matAttribSetter, + count: 4 +}; // make sure we don't see a global gl + +var gl = undefined; +/* eslint-disable-line */ + +/* lgtm [js/unused-local-variable] */ + +/** + * Error Callback + * @callback ErrorCallback + * @param {string} msg error message. + * @param {number} [lineOffset] amount to add to line number + * @memberOf module:twgl + */ + +function addLineNumbers(src, lineOffset) { + lineOffset = lineOffset || 0; + ++lineOffset; + return src.split("\n").map(function (line, ndx) { + return ndx + lineOffset + ": " + line; + }).join("\n"); +} + +var spaceRE = /^[ \t]*\n/; +/** + * Loads a shader. + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {string} shaderSource The shader source. + * @param {number} shaderType The type of shader. + * @param {module:twgl.ErrorCallback} opt_errorCallback callback for errors. + * @return {WebGLShader} The created shader. + * @private + */ + +function loadShader(gl, shaderSource, shaderType, opt_errorCallback) { + var errFn = opt_errorCallback || error; // Create the shader object + + var shader = gl.createShader(shaderType); // Remove the first end of line because WebGL 2.0 requires + // #version 300 es + // as the first line. No whitespace allowed before that line + // so + // + // + // + // Has one line before it which is invalid according to GLSL ES 3.00 + // + + var lineOffset = 0; + + if (spaceRE.test(shaderSource)) { + lineOffset = 1; + shaderSource = shaderSource.replace(spaceRE, ''); + } // Load the shader source + + + gl.shaderSource(shader, shaderSource); // Compile the shader + + gl.compileShader(shader); // Check the compile status + + var compiled = gl.getShaderParameter(shader, COMPILE_STATUS); + + if (!compiled) { + // Something went wrong during compilation; get the error + var lastError = gl.getShaderInfoLog(shader); + errFn(addLineNumbers(shaderSource, lineOffset) + "\n*** Error compiling shader: " + lastError); + gl.deleteShader(shader); + return null; + } + + return shader; +} +/** + * @typedef {Object} ProgramOptions + * @property {function(string)} [errorCallback] callback for errors + * @property {Object.} [attribLocations] a attribute name to location map + * @property {(module:twgl.BufferInfo|Object.|string[])} [transformFeedbackVaryings] If passed + * a BufferInfo will use the attribs names inside. If passed an object of AttribInfos will use the names from that object. Otherwise + * you can pass an array of names. + * @property {number} [transformFeedbackMode] the mode to pass `gl.transformFeedbackVaryings`. Defaults to `SEPARATE_ATTRIBS`. + * @memberOf module:twgl + */ + +/** + * Gets the program options based on all these optional arguments + * @param {module:twgl.ProgramOptions|string[]} [opt_attribs] Options for the program or an array of attribs names. Locations will be assigned by index if not passed in + * @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations. + * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console + * on error. If you want something else pass an callback. It's passed an error message. + * @return {module:twgl.ProgramOptions} an instance of ProgramOptions based on the arguments passed in + * @private + */ + + +function getProgramOptions(opt_attribs, opt_locations, opt_errorCallback) { + var transformFeedbackVaryings; + var transformFeedbackMode; + + if (typeof opt_locations === 'function') { + opt_errorCallback = opt_locations; + opt_locations = undefined; + } + + if (typeof opt_attribs === 'function') { + opt_errorCallback = opt_attribs; + opt_attribs = undefined; + } else if (opt_attribs && !Array.isArray(opt_attribs)) { + // If we have an errorCallback we can just return this object + // Otherwise we need to construct one with default errorCallback + if (opt_attribs.errorCallback) { + return opt_attribs; + } + + var opt = opt_attribs; + opt_errorCallback = opt.errorCallback; + opt_attribs = opt.attribLocations; + transformFeedbackVaryings = opt.transformFeedbackVaryings; + transformFeedbackMode = opt.transformFeedbackMode; + } + + var options = { + errorCallback: opt_errorCallback || error, + transformFeedbackVaryings: transformFeedbackVaryings, + transformFeedbackMode: transformFeedbackMode + }; + + if (opt_attribs) { + var attribLocations = {}; + + if (Array.isArray(opt_attribs)) { + opt_attribs.forEach(function (attrib, ndx) { + attribLocations[attrib] = opt_locations ? opt_locations[ndx] : ndx; + }); + } else { + attribLocations = opt_attribs; + } + + options.attribLocations = attribLocations; + } + + return options; +} + +var defaultShaderType = ["VERTEX_SHADER", "FRAGMENT_SHADER"]; + +function getShaderTypeFromScriptType(gl, scriptType) { + if (scriptType.indexOf("frag") >= 0) { + return FRAGMENT_SHADER; + } else if (scriptType.indexOf("vert") >= 0) { + return VERTEX_SHADER; + } + + return undefined; +} + +function deleteShaders(gl, shaders) { + shaders.forEach(function (shader) { + gl.deleteShader(shader); + }); +} +/** + * Creates a program, attaches (and/or compiles) shaders, binds attrib locations, links the + * program and calls useProgram. + * + * NOTE: There are 4 signatures for this function + * + * twgl.createProgram(gl, [vs, fs], options); + * twgl.createProgram(gl, [vs, fs], opt_errFunc); + * twgl.createProgram(gl, [vs, fs], opt_attribs, opt_errFunc); + * twgl.createProgram(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc); + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {WebGLShader[]|string[]} shaders The shaders to attach, or element ids for their source, or strings that contain their source + * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in + * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback. + * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console + * on error. If you want something else pass an callback. It's passed an error message. + * @return {WebGLProgram?} the created program or null if error. + * @memberOf module:twgl/programs + */ + + +function createProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback) { + var progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback); + var realShaders = []; + var newShaders = []; + + for (var ndx = 0; ndx < shaders.length; ++ndx) { + var shader = shaders[ndx]; + + if (typeof shader === 'string') { + var elem = getElementById(shader); + var src = elem ? elem.text : shader; + var type = gl[defaultShaderType[ndx]]; + + if (elem && elem.type) { + type = getShaderTypeFromScriptType(gl, elem.type) || type; + } + + shader = loadShader(gl, src, type, progOptions.errorCallback); + newShaders.push(shader); + } + + if (helper.isShader(gl, shader)) { + realShaders.push(shader); + } + } + + if (realShaders.length !== shaders.length) { + progOptions.errorCallback("not enough shaders for program"); + deleteShaders(gl, newShaders); + return null; + } + + var program = gl.createProgram(); + realShaders.forEach(function (shader) { + gl.attachShader(program, shader); + }); + + if (progOptions.attribLocations) { + Object.keys(progOptions.attribLocations).forEach(function (attrib) { + gl.bindAttribLocation(program, progOptions.attribLocations[attrib], attrib); + }); + } + + var varyings = progOptions.transformFeedbackVaryings; + + if (varyings) { + if (varyings.attribs) { + varyings = varyings.attribs; + } + + if (!Array.isArray(varyings)) { + varyings = Object.keys(varyings); + } + + gl.transformFeedbackVaryings(program, varyings, progOptions.transformFeedbackMode || SEPARATE_ATTRIBS); + } + + gl.linkProgram(program); // Check the link status + + var linked = gl.getProgramParameter(program, LINK_STATUS); + + if (!linked) { + // something went wrong with the link + var lastError = gl.getProgramInfoLog(program); + progOptions.errorCallback("Error in program linking:" + lastError); + gl.deleteProgram(program); + deleteShaders(gl, newShaders); + return null; + } + + return program; +} +/** + * Loads a shader from a script tag. + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {string} scriptId The id of the script tag. + * @param {number} [opt_shaderType] The type of shader. If not passed in it will + * be derived from the type of the script tag. + * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. + * @return {WebGLShader?} The created shader or null if error. + * @private + */ + + +function createShaderFromScript(gl, scriptId, opt_shaderType, opt_errorCallback) { + var shaderSource = ""; + var shaderScript = getElementById(scriptId); + + if (!shaderScript) { + throw new Error("unknown script element: ".concat(scriptId)); + } + + shaderSource = shaderScript.text; + var shaderType = opt_shaderType || getShaderTypeFromScriptType(gl, shaderScript.type); + + if (!shaderType) { + throw new Error('unknown shader type'); + } + + return loadShader(gl, shaderSource, shaderType, opt_errorCallback); +} +/** + * Creates a program from 2 script tags. + * + * NOTE: There are 4 signatures for this function + * + * twgl.createProgramFromScripts(gl, [vs, fs], opt_options); + * twgl.createProgramFromScripts(gl, [vs, fs], opt_errFunc); + * twgl.createProgramFromScripts(gl, [vs, fs], opt_attribs, opt_errFunc); + * twgl.createProgramFromScripts(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc); + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext + * to use. + * @param {string[]} shaderScriptIds Array of ids of the script + * tags for the shaders. The first is assumed to be the + * vertex shader, the second the fragment shader. + * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in + * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback. + * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console + * on error. If you want something else pass an callback. It's passed an error message. + * @return {WebGLProgram?} the created program or null if error. + * @memberOf module:twgl/programs + */ + + +function createProgramFromScripts(gl, shaderScriptIds, opt_attribs, opt_locations, opt_errorCallback) { + var progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback); + var shaders = []; + + for (var ii = 0; ii < shaderScriptIds.length; ++ii) { + var shader = createShaderFromScript(gl, shaderScriptIds[ii], gl[defaultShaderType[ii]], progOptions.errorCallback); + + if (!shader) { + return null; + } + + shaders.push(shader); + } + + return createProgram(gl, shaders, progOptions); +} +/** + * Creates a program from 2 sources. + * + * NOTE: There are 4 signatures for this function + * + * twgl.createProgramFromSource(gl, [vs, fs], opt_options); + * twgl.createProgramFromSource(gl, [vs, fs], opt_errFunc); + * twgl.createProgramFromSource(gl, [vs, fs], opt_attribs, opt_errFunc); + * twgl.createProgramFromSource(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc); + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext + * to use. + * @param {string[]} shaderSources Array of sources for the + * shaders. The first is assumed to be the vertex shader, + * the second the fragment shader. + * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in + * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback. + * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console + * on error. If you want something else pass an callback. It's passed an error message. + * @return {WebGLProgram?} the created program or null if error. + * @memberOf module:twgl/programs + */ + + +function createProgramFromSources(gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) { + var progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback); + var shaders = []; + + for (var ii = 0; ii < shaderSources.length; ++ii) { + var shader = loadShader(gl, shaderSources[ii], gl[defaultShaderType[ii]], progOptions.errorCallback); + + if (!shader) { + return null; + } + + shaders.push(shader); + } + + return createProgram(gl, shaders, progOptions); +} +/** + * Returns true if attribute/uniform is a reserved/built in + * + * It makes no sense to me why GL returns these because it's + * illegal to call `gl.getUniformLocation` and `gl.getAttribLocation` + * with names that start with `gl_` (and `webgl_` in WebGL) + * + * I can only assume they are there because they might count + * when computing the number of uniforms/attributes used when you want to + * know if you are near the limit. That doesn't really make sense + * to me but the fact that these get returned are in the spec. + * + * @param {WebGLActiveInfo} info As returned from `gl.getActiveUniform` or + * `gl.getActiveAttrib`. + * @return {bool} true if it's reserved + * @private + */ + + +function isBuiltIn(info) { + var name = info.name; + return name.startsWith("gl_") || name.startsWith("webgl_"); +} +/** + * Creates setter functions for all uniforms of a shader + * program. + * + * @see {@link module:twgl.setUniforms} + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {WebGLProgram} program the program to create setters for. + * @returns {Object.} an object with a setter by name for each uniform + * @memberOf module:twgl/programs + */ + + +function createUniformSetters(gl, program) { + var textureUnit = 0; + /** + * Creates a setter for a uniform of the given program with it's + * location embedded in the setter. + * @param {WebGLProgram} program + * @param {WebGLUniformInfo} uniformInfo + * @returns {function} the created setter. + */ + + function createUniformSetter(program, uniformInfo) { + var location = gl.getUniformLocation(program, uniformInfo.name); + var isArray = uniformInfo.size > 1 && uniformInfo.name.substr(-3) === "[0]"; + var type = uniformInfo.type; + var typeInfo = typeMap[type]; + + if (!typeInfo) { + throw new Error("unknown type: 0x".concat(type.toString(16))); // we should never get here. + } + + var setter; + + if (typeInfo.bindPoint) { + // it's a sampler + var unit = textureUnit; + textureUnit += uniformInfo.size; + + if (isArray) { + setter = typeInfo.arraySetter(gl, type, unit, location, uniformInfo.size); + } else { + setter = typeInfo.setter(gl, type, unit, location, uniformInfo.size); + } + } else { + if (typeInfo.arraySetter && isArray) { + setter = typeInfo.arraySetter(gl, location); + } else { + setter = typeInfo.setter(gl, location); + } + } + + setter.location = location; + return setter; + } + + var uniformSetters = {}; + var numUniforms = gl.getProgramParameter(program, ACTIVE_UNIFORMS); + + for (var ii = 0; ii < numUniforms; ++ii) { + var uniformInfo = gl.getActiveUniform(program, ii); + + if (isBuiltIn(uniformInfo)) { + continue; + } + + var name = uniformInfo.name; // remove the array suffix. + + if (name.substr(-3) === "[0]") { + name = name.substr(0, name.length - 3); + } + + var setter = createUniformSetter(program, uniformInfo); + uniformSetters[name] = setter; + } + + return uniformSetters; +} +/** + * @typedef {Object} TransformFeedbackInfo + * @property {number} index index of transform feedback + * @property {number} type GL type + * @property {number} size 1 - 4 + * @memberOf module:twgl + */ + +/** + * Create TransformFeedbackInfo for passing to bindTransformFeedbackInfo. + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {WebGLProgram} program an existing WebGLProgram. + * @return {Object} + * @memberOf module:twgl + */ + + +function createTransformFeedbackInfo(gl, program) { + var info = {}; + var numVaryings = gl.getProgramParameter(program, TRANSFORM_FEEDBACK_VARYINGS); + + for (var ii = 0; ii < numVaryings; ++ii) { + var varying = gl.getTransformFeedbackVarying(program, ii); + info[varying.name] = { + index: ii, + type: varying.type, + size: varying.size + }; + } + + return info; +} +/** + * Binds buffers for transform feedback. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {(module:twgl.ProgramInfo|Object)} transformFeedbackInfo A ProgramInfo or TransformFeedbackInfo. + * @param {(module:twgl.BufferInfo|Object)} [bufferInfo] A BufferInfo or set of AttribInfos. + * @memberOf module:twgl + */ + + +function bindTransformFeedbackInfo(gl, transformFeedbackInfo, bufferInfo) { + if (transformFeedbackInfo.transformFeedbackInfo) { + transformFeedbackInfo = transformFeedbackInfo.transformFeedbackInfo; + } + + if (bufferInfo.attribs) { + bufferInfo = bufferInfo.attribs; + } + + for (var name in bufferInfo) { + var varying = transformFeedbackInfo[name]; + + if (varying) { + var buf = bufferInfo[name]; + + if (buf.offset) { + gl.bindBufferRange(TRANSFORM_FEEDBACK_BUFFER, varying.index, buf.buffer, buf.offset, buf.size); + } else { + gl.bindBufferBase(TRANSFORM_FEEDBACK_BUFFER, varying.index, buf.buffer); + } + } + } +} +/** + * Creates a transform feedback and sets the buffers + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {module:twgl.ProgramInfo} programInfo A ProgramInfo as returned from {@link module:twgl.createProgramInfo} + * @param {(module:twgl.BufferInfo|Object)} [bufferInfo] A BufferInfo or set of AttribInfos. + * @return {WebGLTransformFeedback} the created transform feedback + * @memberOf module:twgl + */ + + +function createTransformFeedback(gl, programInfo, bufferInfo) { + var tf = gl.createTransformFeedback(); + gl.bindTransformFeedback(TRANSFORM_FEEDBACK, tf); + gl.useProgram(programInfo.program); + bindTransformFeedbackInfo(gl, programInfo, bufferInfo); + gl.bindTransformFeedback(TRANSFORM_FEEDBACK, null); + return tf; +} +/** + * @typedef {Object} UniformData + * @property {number} type The WebGL type enum for this uniform + * @property {number} size The number of elements for this uniform + * @property {number} blockNdx The block index this uniform appears in + * @property {number} offset The byte offset in the block for this uniform's value + * @memberOf module:twgl + */ + +/** + * The specification for one UniformBlockObject + * + * @typedef {Object} BlockSpec + * @property {number} index The index of the block. + * @property {number} size The size in bytes needed for the block + * @property {number[]} uniformIndices The indices of the uniforms used by the block. These indices + * correspond to entries in a UniformData array in the {@link module:twgl.UniformBlockSpec}. + * @property {bool} usedByVertexShader Self explanatory + * @property {bool} usedByFragmentShader Self explanatory + * @property {bool} used Self explanatory + * @memberOf module:twgl + */ + +/** + * A `UniformBlockSpec` represents the data needed to create and bind + * UniformBlockObjects for a given program + * + * @typedef {Object} UniformBlockSpec + * @property {Object. blockSpecs The BlockSpec for each block by block name + * @property {UniformData[]} uniformData An array of data for each uniform by uniform index. + * @memberOf module:twgl + */ + +/** + * Creates a UniformBlockSpec for the given program. + * + * A UniformBlockSpec represents the data needed to create and bind + * UniformBlockObjects + * + * @param {WebGL2RenderingContext} gl A WebGL2 Rendering Context + * @param {WebGLProgram} program A WebGLProgram for a successfully linked program + * @return {module:twgl.UniformBlockSpec} The created UniformBlockSpec + * @memberOf module:twgl/programs + */ + + +function createUniformBlockSpecFromProgram(gl, program) { + var numUniforms = gl.getProgramParameter(program, ACTIVE_UNIFORMS); + var uniformData = []; + var uniformIndices = []; + + for (var ii = 0; ii < numUniforms; ++ii) { + uniformIndices.push(ii); + uniformData.push({}); + var uniformInfo = gl.getActiveUniform(program, ii); + + if (isBuiltIn(uniformInfo)) { + break; + } // REMOVE [0]? + + + uniformData[ii].name = uniformInfo.name; + } + + [["UNIFORM_TYPE", "type"], ["UNIFORM_SIZE", "size"], // num elements + ["UNIFORM_BLOCK_INDEX", "blockNdx"], ["UNIFORM_OFFSET", "offset"]].forEach(function (pair) { + var pname = pair[0]; + var key = pair[1]; + gl.getActiveUniforms(program, uniformIndices, gl[pname]).forEach(function (value, ndx) { + uniformData[ndx][key] = value; + }); + }); + var blockSpecs = {}; + var numUniformBlocks = gl.getProgramParameter(program, ACTIVE_UNIFORM_BLOCKS); + + for (var _ii = 0; _ii < numUniformBlocks; ++_ii) { + var name = gl.getActiveUniformBlockName(program, _ii); + var blockSpec = { + index: _ii, + usedByVertexShader: gl.getActiveUniformBlockParameter(program, _ii, UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER), + usedByFragmentShader: gl.getActiveUniformBlockParameter(program, _ii, UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER), + size: gl.getActiveUniformBlockParameter(program, _ii, UNIFORM_BLOCK_DATA_SIZE), + uniformIndices: gl.getActiveUniformBlockParameter(program, _ii, UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES) + }; + blockSpec.used = blockSpec.usedByVertexShader || blockSpec.usedByFragmentShader; + blockSpecs[name] = blockSpec; + } + + return { + blockSpecs: blockSpecs, + uniformData: uniformData + }; +} + +var arraySuffixRE = /\[\d+\]\.$/; // better way to check? + +/** + * Represents a UniformBlockObject including an ArrayBuffer with all the uniform values + * and a corresponding WebGLBuffer to hold those values on the GPU + * + * @typedef {Object} UniformBlockInfo + * @property {string} name The name of the block + * @property {ArrayBuffer} array The array buffer that contains the uniform values + * @property {Float32Array} asFloat A float view on the array buffer. This is useful + * inspecting the contents of the buffer in the debugger. + * @property {WebGLBuffer} buffer A WebGL buffer that will hold a copy of the uniform values for rendering. + * @property {number} [offset] offset into buffer + * @property {Object.} uniforms A uniform name to ArrayBufferView map. + * each Uniform has a correctly typed `ArrayBufferView` into array at the correct offset + * and length of that uniform. So for example a float uniform would have a 1 float `Float32Array` + * view. A single mat4 would have a 16 element `Float32Array` view. An ivec2 would have an + * `Int32Array` view, etc. + * @memberOf module:twgl + */ + +/** + * Creates a `UniformBlockInfo` for the specified block + * + * Note: **If the blockName matches no existing blocks a warning is printed to the console and a dummy + * `UniformBlockInfo` is returned**. This is because when debugging GLSL + * it is common to comment out large portions of a shader or for example set + * the final output to a constant. When that happens blocks get optimized out. + * If this function did not create dummy blocks your code would crash when debugging. + * + * @param {WebGL2RenderingContext} gl A WebGL2RenderingContext + * @param {WebGLProgram} program A WebGLProgram + * @param {module:twgl.UniformBlockSpec} uniformBlockSpec. A UniformBlockSpec as returned + * from {@link module:twgl.createUniformBlockSpecFromProgram}. + * @param {string} blockName The name of the block. + * @return {module:twgl.UniformBlockInfo} The created UniformBlockInfo + * @memberOf module:twgl/programs + */ + +function createUniformBlockInfoFromProgram(gl, program, uniformBlockSpec, blockName) { + var blockSpecs = uniformBlockSpec.blockSpecs; + var uniformData = uniformBlockSpec.uniformData; + var blockSpec = blockSpecs[blockName]; + + if (!blockSpec) { + warn("no uniform block object named:", blockName); + return { + name: blockName, + uniforms: {} + }; + } + + var array = new ArrayBuffer(blockSpec.size); + var buffer = gl.createBuffer(); + var uniformBufferIndex = blockSpec.index; + gl.bindBuffer(UNIFORM_BUFFER, buffer); + gl.uniformBlockBinding(program, blockSpec.index, uniformBufferIndex); + var prefix = blockName + "."; + + if (arraySuffixRE.test(prefix)) { + prefix = prefix.replace(arraySuffixRE, "."); + } + + var uniforms = {}; + blockSpec.uniformIndices.forEach(function (uniformNdx) { + var data = uniformData[uniformNdx]; + var typeInfo = typeMap[data.type]; + var Type = typeInfo.Type; + var length = data.size * typeInfo.size; + var name = data.name; + + if (name.substr(0, prefix.length) === prefix) { + name = name.substr(prefix.length); + } + + uniforms[name] = new Type(array, data.offset, length / Type.BYTES_PER_ELEMENT); + }); + return { + name: blockName, + array: array, + asFloat: new Float32Array(array), + // for debugging + buffer: buffer, + uniforms: uniforms + }; +} +/** + * Creates a `UniformBlockInfo` for the specified block + * + * Note: **If the blockName matches no existing blocks a warning is printed to the console and a dummy + * `UniformBlockInfo` is returned**. This is because when debugging GLSL + * it is common to comment out large portions of a shader or for example set + * the final output to a constant. When that happens blocks get optimized out. + * If this function did not create dummy blocks your code would crash when debugging. + * + * @param {WebGL2RenderingContext} gl A WebGL2RenderingContext + * @param {module:twgl.ProgramInfo} programInfo a `ProgramInfo` + * as returned from {@link module:twgl.createProgramInfo} + * @param {string} blockName The name of the block. + * @return {module:twgl.UniformBlockInfo} The created UniformBlockInfo + * @memberOf module:twgl/programs + */ + + +function createUniformBlockInfo(gl, programInfo, blockName) { + return createUniformBlockInfoFromProgram(gl, programInfo.program, programInfo.uniformBlockSpec, blockName); +} +/** + * Binds a uniform block to the matching uniform block point. + * Matches by blocks by name so blocks must have the same name not just the same + * structure. + * + * If you have changed any values and you upload the values into the corresponding WebGLBuffer + * call {@link module:twgl.setUniformBlock} instead. + * + * @param {WebGL2RenderingContext} gl A WebGL 2 rendering context. + * @param {(module:twgl.ProgramInfo|module:twgl.UniformBlockSpec)} programInfo a `ProgramInfo` + * as returned from {@link module:twgl.createProgramInfo} or or `UniformBlockSpec` as + * returned from {@link module:twgl.createUniformBlockSpecFromProgram}. + * @param {module:twgl.UniformBlockInfo} uniformBlockInfo a `UniformBlockInfo` as returned from + * {@link module:twgl.createUniformBlockInfo}. + * @return {bool} true if buffer was bound. If the programInfo has no block with the same block name + * no buffer is bound. + * @memberOf module:twgl/programs + */ + + +function bindUniformBlock(gl, programInfo, uniformBlockInfo) { + var uniformBlockSpec = programInfo.uniformBlockSpec || programInfo; + var blockSpec = uniformBlockSpec.blockSpecs[uniformBlockInfo.name]; + + if (blockSpec) { + var bufferBindIndex = blockSpec.index; + gl.bindBufferRange(UNIFORM_BUFFER, bufferBindIndex, uniformBlockInfo.buffer, uniformBlockInfo.offset || 0, uniformBlockInfo.array.byteLength); + return true; + } + + return false; +} +/** + * Uploads the current uniform values to the corresponding WebGLBuffer + * and binds that buffer to the program's corresponding bind point for the uniform block object. + * + * If you haven't changed any values and you only need to bind the uniform block object + * call {@link module:twgl.bindUniformBlock} instead. + * + * @param {WebGL2RenderingContext} gl A WebGL 2 rendering context. + * @param {(module:twgl.ProgramInfo|module:twgl.UniformBlockSpec)} programInfo a `ProgramInfo` + * as returned from {@link module:twgl.createProgramInfo} or or `UniformBlockSpec` as + * returned from {@link module:twgl.createUniformBlockSpecFromProgram}. + * @param {module:twgl.UniformBlockInfo} uniformBlockInfo a `UniformBlockInfo` as returned from + * {@link module:twgl.createUniformBlockInfo}. + * @memberOf module:twgl/programs + */ + + +function setUniformBlock(gl, programInfo, uniformBlockInfo) { + if (bindUniformBlock(gl, programInfo, uniformBlockInfo)) { + gl.bufferData(UNIFORM_BUFFER, uniformBlockInfo.array, DYNAMIC_DRAW); + } +} +/** + * Sets values of a uniform block object + * + * @param {module:twgl.UniformBlockInfo} uniformBlockInfo A UniformBlockInfo as returned by {@link module:twgl.createUniformBlockInfo}. + * @param {Object.} values A uniform name to value map where the value is correct for the given + * type of uniform. So for example given a block like + * + * uniform SomeBlock { + * float someFloat; + * vec2 someVec2; + * vec3 someVec3Array[2]; + * int someInt; + * } + * + * You can set the values of the uniform block with + * + * twgl.setBlockUniforms(someBlockInfo, { + * someFloat: 12.3, + * someVec2: [1, 2], + * someVec3Array: [1, 2, 3, 4, 5, 6], + * someInt: 5, + * } + * + * Arrays can be JavaScript arrays or typed arrays + * + * Any name that doesn't match will be ignored + * @memberOf module:twgl/programs + */ + + +function setBlockUniforms(uniformBlockInfo, values) { + var uniforms = uniformBlockInfo.uniforms; + + for (var name in values) { + var array = uniforms[name]; + + if (array) { + var value = values[name]; + + if (value.length) { + array.set(value); + } else { + array[0] = value; + } + } + } +} +/** + * Set uniforms and binds related textures. + * + * example: + * + * const programInfo = createProgramInfo( + * gl, ["some-vs", "some-fs"]); + * + * const tex1 = gl.createTexture(); + * const tex2 = gl.createTexture(); + * + * ... assume we setup the textures with data ... + * + * const uniforms = { + * u_someSampler: tex1, + * u_someOtherSampler: tex2, + * u_someColor: [1,0,0,1], + * u_somePosition: [0,1,1], + * u_someMatrix: [ + * 1,0,0,0, + * 0,1,0,0, + * 0,0,1,0, + * 0,0,0,0, + * ], + * }; + * + * gl.useProgram(program); + * + * This will automatically bind the textures AND set the + * uniforms. + * + * twgl.setUniforms(programInfo, uniforms); + * + * For the example above it is equivalent to + * + * var texUnit = 0; + * gl.activeTexture(gl.TEXTURE0 + texUnit); + * gl.bindTexture(gl.TEXTURE_2D, tex1); + * gl.uniform1i(u_someSamplerLocation, texUnit++); + * gl.activeTexture(gl.TEXTURE0 + texUnit); + * gl.bindTexture(gl.TEXTURE_2D, tex2); + * gl.uniform1i(u_someSamplerLocation, texUnit++); + * gl.uniform4fv(u_someColorLocation, [1, 0, 0, 1]); + * gl.uniform3fv(u_somePositionLocation, [0, 1, 1]); + * gl.uniformMatrix4fv(u_someMatrix, false, [ + * 1,0,0,0, + * 0,1,0,0, + * 0,0,1,0, + * 0,0,0,0, + * ]); + * + * Note it is perfectly reasonable to call `setUniforms` multiple times. For example + * + * const uniforms = { + * u_someSampler: tex1, + * u_someOtherSampler: tex2, + * }; + * + * const moreUniforms { + * u_someColor: [1,0,0,1], + * u_somePosition: [0,1,1], + * u_someMatrix: [ + * 1,0,0,0, + * 0,1,0,0, + * 0,0,1,0, + * 0,0,0,0, + * ], + * }; + * + * twgl.setUniforms(programInfo, uniforms); + * twgl.setUniforms(programInfo, moreUniforms); + * + * You can also add WebGLSamplers to uniform samplers as in + * + * const uniforms = { + * u_someSampler: { + * texture: someWebGLTexture, + * sampler: someWebGLSampler, + * }, + * }; + * + * In which case both the sampler and texture will be bound to the + * same unit. + * + * @param {(module:twgl.ProgramInfo|Object.)} setters a `ProgramInfo` as returned from `createProgramInfo` or the setters returned from + * `createUniformSetters`. + * @param {Object.} values an object with values for the + * uniforms. + * You can pass multiple objects by putting them in an array or by calling with more arguments.For example + * + * const sharedUniforms = { + * u_fogNear: 10, + * u_projection: ... + * ... + * }; + * + * const localUniforms = { + * u_world: ... + * u_diffuseColor: ... + * }; + * + * twgl.setUniforms(programInfo, sharedUniforms, localUniforms); + * + * // is the same as + * + * twgl.setUniforms(programInfo, [sharedUniforms, localUniforms]); + * + * // is the same as + * + * twgl.setUniforms(programInfo, sharedUniforms); + * twgl.setUniforms(programInfo, localUniforms}; + * + * @memberOf module:twgl/programs + */ + + +function setUniforms(setters, values) { + // eslint-disable-line + var actualSetters = setters.uniformSetters || setters; + var numArgs = arguments.length; + + for (var aNdx = 1; aNdx < numArgs; ++aNdx) { + var _values = arguments[aNdx]; + + if (Array.isArray(_values)) { + var numValues = _values.length; + + for (var ii = 0; ii < numValues; ++ii) { + setUniforms(actualSetters, _values[ii]); + } + } else { + for (var name in _values) { + var setter = actualSetters[name]; + + if (setter) { + setter(_values[name]); + } + } + } + } +} +/** + * Alias for `setUniforms` + * @function + * @param {(module:twgl.ProgramInfo|Object.)} setters a `ProgramInfo` as returned from `createProgramInfo` or the setters returned from + * `createUniformSetters`. + * @param {Object.} values an object with values for the + * @memberOf module:twgl/programs + */ + + +var setUniformsAndBindTextures = setUniforms; +/** + * Creates setter functions for all attributes of a shader + * program. You can pass this to {@link module:twgl.setBuffersAndAttributes} to set all your buffers and attributes. + * + * @see {@link module:twgl.setAttributes} for example + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {WebGLProgram} program the program to create setters for. + * @return {Object.} an object with a setter for each attribute by name. + * @memberOf module:twgl/programs + */ + +exports.setUniformsAndBindTextures = setUniformsAndBindTextures; + +function createAttributeSetters(gl, program) { + var attribSetters = {}; + var numAttribs = gl.getProgramParameter(program, ACTIVE_ATTRIBUTES); + + for (var ii = 0; ii < numAttribs; ++ii) { + var attribInfo = gl.getActiveAttrib(program, ii); + + if (isBuiltIn(attribInfo)) { + continue; + } + + var index = gl.getAttribLocation(program, attribInfo.name); + var typeInfo = attrTypeMap[attribInfo.type]; + var setter = typeInfo.setter(gl, index, typeInfo); + setter.location = index; + attribSetters[attribInfo.name] = setter; + } + + return attribSetters; +} +/** + * Sets attributes and binds buffers (deprecated... use {@link module:twgl.setBuffersAndAttributes}) + * + * Example: + * + * const program = createProgramFromScripts( + * gl, ["some-vs", "some-fs"); + * + * const attribSetters = createAttributeSetters(program); + * + * const positionBuffer = gl.createBuffer(); + * const texcoordBuffer = gl.createBuffer(); + * + * const attribs = { + * a_position: {buffer: positionBuffer, numComponents: 3}, + * a_texcoord: {buffer: texcoordBuffer, numComponents: 2}, + * }; + * + * gl.useProgram(program); + * + * This will automatically bind the buffers AND set the + * attributes. + * + * setAttributes(attribSetters, attribs); + * + * Properties of attribs. For each attrib you can add + * properties: + * + * * type: the type of data in the buffer. Default = gl.FLOAT + * * normalize: whether or not to normalize the data. Default = false + * * stride: the stride. Default = 0 + * * offset: offset into the buffer. Default = 0 + * * divisor: the divisor for instances. Default = undefined + * + * For example if you had 3 value float positions, 2 value + * float texcoord and 4 value uint8 colors you'd setup your + * attribs like this + * + * const attribs = { + * a_position: {buffer: positionBuffer, numComponents: 3}, + * a_texcoord: {buffer: texcoordBuffer, numComponents: 2}, + * a_color: { + * buffer: colorBuffer, + * numComponents: 4, + * type: gl.UNSIGNED_BYTE, + * normalize: true, + * }, + * }; + * + * @param {Object.} setters Attribute setters as returned from createAttributeSetters + * @param {Object.} buffers AttribInfos mapped by attribute name. + * @memberOf module:twgl/programs + * @deprecated use {@link module:twgl.setBuffersAndAttributes} + */ + + +function setAttributes(setters, buffers) { + for (var name in buffers) { + var setter = setters[name]; + + if (setter) { + setter(buffers[name]); + } + } +} +/** + * Sets attributes and buffers including the `ELEMENT_ARRAY_BUFFER` if appropriate + * + * Example: + * + * const programInfo = createProgramInfo( + * gl, ["some-vs", "some-fs"); + * + * const arrays = { + * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], }, + * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], }, + * }; + * + * const bufferInfo = createBufferInfoFromArrays(gl, arrays); + * + * gl.useProgram(programInfo.program); + * + * This will automatically bind the buffers AND set the + * attributes. + * + * setBuffersAndAttributes(gl, programInfo, bufferInfo); + * + * For the example above it is equivalent to + * + * gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); + * gl.enableVertexAttribArray(a_positionLocation); + * gl.vertexAttribPointer(a_positionLocation, 3, gl.FLOAT, false, 0, 0); + * gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer); + * gl.enableVertexAttribArray(a_texcoordLocation); + * gl.vertexAttribPointer(a_texcoordLocation, 4, gl.FLOAT, false, 0, 0); + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext. + * @param {(module:twgl.ProgramInfo|Object.)} setters A `ProgramInfo` as returned from {@link module:twgl.createProgramInfo} or Attribute setters as returned from {@link module:twgl.createAttributeSetters} + * @param {(module:twgl.BufferInfo|module:twgl.VertexArrayInfo)} buffers a `BufferInfo` as returned from {@link module:twgl.createBufferInfoFromArrays}. + * or a `VertexArrayInfo` as returned from {@link module:twgl.createVertexArrayInfo} + * @memberOf module:twgl/programs + */ + + +function setBuffersAndAttributes(gl, programInfo, buffers) { + if (buffers.vertexArrayObject) { + gl.bindVertexArray(buffers.vertexArrayObject); + } else { + setAttributes(programInfo.attribSetters || programInfo, buffers.attribs); + + if (buffers.indices) { + gl.bindBuffer(ELEMENT_ARRAY_BUFFER, buffers.indices); + } + } +} +/** + * @typedef {Object} ProgramInfo + * @property {WebGLProgram} program A shader program + * @property {Object} uniformSetters object of setters as returned from createUniformSetters, + * @property {Object} attribSetters object of setters as returned from createAttribSetters, + * @property {module:twgl.UniformBlockSpec} [uniformBlockSpace] a uniform block spec for making UniformBlockInfos with createUniformBlockInfo etc.. + * @property {Object} [transformFeedbackInfo] info for transform feedbacks + * @memberOf module:twgl + */ + +/** + * Creates a ProgramInfo from an existing program. + * + * A ProgramInfo contains + * + * programInfo = { + * program: WebGLProgram, + * uniformSetters: object of setters as returned from createUniformSetters, + * attribSetters: object of setters as returned from createAttribSetters, + * } + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext + * to use. + * @param {WebGLProgram} program an existing WebGLProgram. + * @return {module:twgl.ProgramInfo} The created ProgramInfo. + * @memberOf module:twgl/programs + */ + + +function createProgramInfoFromProgram(gl, program) { + var uniformSetters = createUniformSetters(gl, program); + var attribSetters = createAttributeSetters(gl, program); + var programInfo = { + program: program, + uniformSetters: uniformSetters, + attribSetters: attribSetters + }; + + if (utils.isWebGL2(gl)) { + programInfo.uniformBlockSpec = createUniformBlockSpecFromProgram(gl, program); + programInfo.transformFeedbackInfo = createTransformFeedbackInfo(gl, program); + } + + return programInfo; +} +/** + * Creates a ProgramInfo from 2 sources. + * + * A ProgramInfo contains + * + * programInfo = { + * program: WebGLProgram, + * uniformSetters: object of setters as returned from createUniformSetters, + * attribSetters: object of setters as returned from createAttribSetters, + * } + * + * NOTE: There are 4 signatures for this function + * + * twgl.createProgramInfo(gl, [vs, fs], options); + * twgl.createProgramInfo(gl, [vs, fs], opt_errFunc); + * twgl.createProgramInfo(gl, [vs, fs], opt_attribs, opt_errFunc); + * twgl.createProgramInfo(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc); + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext + * to use. + * @param {string[]} shaderSources Array of sources for the + * shaders or ids. The first is assumed to be the vertex shader, + * the second the fragment shader. + * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in + * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback. + * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console + * on error. If you want something else pass an callback. It's passed an error message. + * @return {module:twgl.ProgramInfo?} The created ProgramInfo or null if it failed to link or compile + * @memberOf module:twgl/programs + */ + + +function createProgramInfo(gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) { + var progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback); + var good = true; + shaderSources = shaderSources.map(function (source) { + // Lets assume if there is no \n it's an id + if (source.indexOf("\n") < 0) { + var script = getElementById(source); + + if (!script) { + progOptions.errorCallback("no element with id: " + source); + good = false; + } else { + source = script.text; + } + } + + return source; + }); + + if (!good) { + return null; + } + + var program = createProgramFromSources(gl, shaderSources, progOptions); + + if (!program) { + return null; + } + + return createProgramInfoFromProgram(gl, program); +} + +/***/ }), + +/***/ "./src/textures.js": +/*!*************************!*\ + !*** ./src/textures.js ***! + \*************************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +exports.setTextureDefaults_ = setDefaults; +exports.createSampler = createSampler; +exports.createSamplers = createSamplers; +exports.setSamplerParameters = setSamplerParameters; +exports.createTexture = createTexture; +exports.setEmptyTexture = setEmptyTexture; +exports.setTextureFromArray = setTextureFromArray; +exports.loadTextureFromUrl = loadTextureFromUrl; +exports.setTextureFromElement = setTextureFromElement; +exports.setTextureFilteringForSize = setTextureFilteringForSize; +exports.setTextureParameters = setTextureParameters; +exports.setDefaultTextureColor = setDefaultTextureColor; +exports.createTextures = createTextures; +exports.resizeTexture = resizeTexture; +exports.canGenerateMipmap = canGenerateMipmap; +exports.canFilter = canFilter; +exports.getNumComponentsForFormat = getNumComponentsForFormat; +exports.getBytesPerElementForInternalFormat = getBytesPerElementForInternalFormat; +exports.getFormatAndTypeForInternalFormat = getFormatAndTypeForInternalFormat; + +var utils = _interopRequireWildcard(__webpack_require__(/*! ./utils.js */ "./src/utils.js")); + +var typedArrays = _interopRequireWildcard(__webpack_require__(/*! ./typedarrays.js */ "./src/typedarrays.js")); + +var helper = _interopRequireWildcard(__webpack_require__(/*! ./helper.js */ "./src/helper.js")); + +function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; } + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * Low level texture related functions + * + * You should generally not need to use these functions. They are provided + * for those cases where you're doing something out of the ordinary + * and you need lower level access. + * + * For backward compatibility they are available at both `twgl.textures` and `twgl` + * itself + * + * See {@link module:twgl} for core functions + * + * @module twgl/textures + */ +// make sure we don't see a global gl +var gl = undefined; +/* eslint-disable-line */ + +/* lgtm [js/unused-local-variable] */ + +var defaults = { + textureColor: new Uint8Array([128, 192, 255, 255]), + textureOptions: {}, + crossOrigin: undefined +}; +var isArrayBuffer = typedArrays.isArrayBuffer; // Should we make this on demand? + +var s_ctx; + +function getShared2DContext() { + s_ctx = s_ctx || (typeof document !== 'undefined' && document.createElement ? document.createElement("canvas").getContext("2d") : null); + return s_ctx; +} // NOTE: Chrome supports 2D canvas in a Worker (behind flag as of v64 but +// not only does Firefox NOT support it but Firefox freezes immediately +// if you try to create one instead of just returning null and continuing. +// : (global.OffscreenCanvas && (new global.OffscreenCanvas(1, 1)).getContext("2d")); // OffscreenCanvas may not support 2d +// NOTE: We can maybe remove some of the need for the 2d canvas. In WebGL2 +// we can use the various unpack settings. Otherwise we could try using +// the ability of an ImageBitmap to be cut. Unfortunately cutting an ImageBitmap +// is async and the current TWGL code expects a non-Async result though that +// might not be a problem. ImageBitmap though is not available in Edge or Safari +// as of 2018-01-02 + +/* PixelFormat */ + + +var ALPHA = 0x1906; +var RGB = 0x1907; +var RGBA = 0x1908; +var LUMINANCE = 0x1909; +var LUMINANCE_ALPHA = 0x190A; +var DEPTH_COMPONENT = 0x1902; +var DEPTH_STENCIL = 0x84F9; +/* TextureWrapMode */ +// const REPEAT = 0x2901; +// const MIRRORED_REPEAT = 0x8370; + +var CLAMP_TO_EDGE = 0x812f; +/* TextureMagFilter */ + +var NEAREST = 0x2600; +var LINEAR = 0x2601; +/* TextureMinFilter */ +// const NEAREST_MIPMAP_NEAREST = 0x2700; +// const LINEAR_MIPMAP_NEAREST = 0x2701; +// const NEAREST_MIPMAP_LINEAR = 0x2702; +// const LINEAR_MIPMAP_LINEAR = 0x2703; + +/* Texture Target */ + +var TEXTURE_2D = 0x0de1; +var TEXTURE_CUBE_MAP = 0x8513; +var TEXTURE_3D = 0x806f; +var TEXTURE_2D_ARRAY = 0x8c1a; +/* Cubemap Targets */ + +var TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515; +var TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516; +var TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517; +var TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518; +var TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519; +var TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851a; +/* Texture Parameters */ + +var TEXTURE_MIN_FILTER = 0x2801; +var TEXTURE_MAG_FILTER = 0x2800; +var TEXTURE_WRAP_S = 0x2802; +var TEXTURE_WRAP_T = 0x2803; +var TEXTURE_WRAP_R = 0x8072; +var TEXTURE_MIN_LOD = 0x813a; +var TEXTURE_MAX_LOD = 0x813b; +var TEXTURE_BASE_LEVEL = 0x813c; +var TEXTURE_MAX_LEVEL = 0x813d; +/* Pixel store */ + +var UNPACK_ALIGNMENT = 0x0cf5; +var UNPACK_ROW_LENGTH = 0x0cf2; +var UNPACK_IMAGE_HEIGHT = 0x806e; +var UNPACK_SKIP_PIXELS = 0x0cf4; +var UNPACK_SKIP_ROWS = 0x0cf3; +var UNPACK_SKIP_IMAGES = 0x806d; +var UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243; +var UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241; +var UNPACK_FLIP_Y_WEBGL = 0x9240; +var R8 = 0x8229; +var R8_SNORM = 0x8F94; +var R16F = 0x822D; +var R32F = 0x822E; +var R8UI = 0x8232; +var R8I = 0x8231; +var RG16UI = 0x823A; +var RG16I = 0x8239; +var RG32UI = 0x823C; +var RG32I = 0x823B; +var RG8 = 0x822B; +var RG8_SNORM = 0x8F95; +var RG16F = 0x822F; +var RG32F = 0x8230; +var RG8UI = 0x8238; +var RG8I = 0x8237; +var R16UI = 0x8234; +var R16I = 0x8233; +var R32UI = 0x8236; +var R32I = 0x8235; +var RGB8 = 0x8051; +var SRGB8 = 0x8C41; +var RGB565 = 0x8D62; +var RGB8_SNORM = 0x8F96; +var R11F_G11F_B10F = 0x8C3A; +var RGB9_E5 = 0x8C3D; +var RGB16F = 0x881B; +var RGB32F = 0x8815; +var RGB8UI = 0x8D7D; +var RGB8I = 0x8D8F; +var RGB16UI = 0x8D77; +var RGB16I = 0x8D89; +var RGB32UI = 0x8D71; +var RGB32I = 0x8D83; +var RGBA8 = 0x8058; +var SRGB8_ALPHA8 = 0x8C43; +var RGBA8_SNORM = 0x8F97; +var RGB5_A1 = 0x8057; +var RGBA4 = 0x8056; +var RGB10_A2 = 0x8059; +var RGBA16F = 0x881A; +var RGBA32F = 0x8814; +var RGBA8UI = 0x8D7C; +var RGBA8I = 0x8D8E; +var RGB10_A2UI = 0x906F; +var RGBA16UI = 0x8D76; +var RGBA16I = 0x8D88; +var RGBA32I = 0x8D82; +var RGBA32UI = 0x8D70; +var DEPTH_COMPONENT16 = 0x81A5; +var DEPTH_COMPONENT24 = 0x81A6; +var DEPTH_COMPONENT32F = 0x8CAC; +var DEPTH32F_STENCIL8 = 0x8CAD; +var DEPTH24_STENCIL8 = 0x88F0; +/* DataType */ + +var BYTE = 0x1400; +var UNSIGNED_BYTE = 0x1401; +var SHORT = 0x1402; +var UNSIGNED_SHORT = 0x1403; +var INT = 0x1404; +var UNSIGNED_INT = 0x1405; +var FLOAT = 0x1406; +var UNSIGNED_SHORT_4_4_4_4 = 0x8033; +var UNSIGNED_SHORT_5_5_5_1 = 0x8034; +var UNSIGNED_SHORT_5_6_5 = 0x8363; +var HALF_FLOAT = 0x140B; +var HALF_FLOAT_OES = 0x8D61; // Thanks Khronos for making this different >:( + +var UNSIGNED_INT_2_10_10_10_REV = 0x8368; +var UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B; +var UNSIGNED_INT_5_9_9_9_REV = 0x8C3E; +var FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD; +var UNSIGNED_INT_24_8 = 0x84FA; +var RG = 0x8227; +var RG_INTEGER = 0x8228; +var RED = 0x1903; +var RED_INTEGER = 0x8D94; +var RGB_INTEGER = 0x8D98; +var RGBA_INTEGER = 0x8D99; +var formatInfo = {}; +{ + // NOTE: this is named `numColorComponents` vs `numComponents` so we can let Uglify mangle + // the name. + var f = formatInfo; + f[ALPHA] = { + numColorComponents: 1 + }; + f[LUMINANCE] = { + numColorComponents: 1 + }; + f[LUMINANCE_ALPHA] = { + numColorComponents: 2 + }; + f[RGB] = { + numColorComponents: 3 + }; + f[RGBA] = { + numColorComponents: 4 + }; + f[RED] = { + numColorComponents: 1 + }; + f[RED_INTEGER] = { + numColorComponents: 1 + }; + f[RG] = { + numColorComponents: 2 + }; + f[RG_INTEGER] = { + numColorComponents: 2 + }; + f[RGB] = { + numColorComponents: 3 + }; + f[RGB_INTEGER] = { + numColorComponents: 3 + }; + f[RGBA] = { + numColorComponents: 4 + }; + f[RGBA_INTEGER] = { + numColorComponents: 4 + }; + f[DEPTH_COMPONENT] = { + numColorComponents: 1 + }; + f[DEPTH_STENCIL] = { + numColorComponents: 2 + }; +} +/** + * @typedef {Object} TextureFormatDetails + * @property {number} textureFormat format to pass texImage2D and similar functions. + * @property {boolean} colorRenderable true if you can render to this format of texture. + * @property {boolean} textureFilterable true if you can filter the texture, false if you can ony use `NEAREST`. + * @property {number[]} type Array of possible types you can pass to texImage2D and similar function + * @property {Object.} bytesPerElementMap A map of types to bytes per element + * @private + */ + +var s_textureInternalFormatInfo; + +function getTextureInternalFormatInfo(internalFormat) { + if (!s_textureInternalFormatInfo) { + // NOTE: these properties need unique names so we can let Uglify mangle the name. + var t = {}; // unsized formats + + t[ALPHA] = { + textureFormat: ALPHA, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [1, 2, 2, 4], + type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT] + }; + t[LUMINANCE] = { + textureFormat: LUMINANCE, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [1, 2, 2, 4], + type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT] + }; + t[LUMINANCE_ALPHA] = { + textureFormat: LUMINANCE_ALPHA, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [2, 4, 4, 8], + type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT] + }; + t[RGB] = { + textureFormat: RGB, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [3, 6, 6, 12, 2], + type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT, UNSIGNED_SHORT_5_6_5] + }; + t[RGBA] = { + textureFormat: RGBA, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [4, 8, 8, 16, 2, 2], + type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT, UNSIGNED_SHORT_4_4_4_4, UNSIGNED_SHORT_5_5_5_1] + }; // sized formats + + t[R8] = { + textureFormat: RED, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [1], + type: [UNSIGNED_BYTE] + }; + t[R8_SNORM] = { + textureFormat: RED, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [1], + type: [BYTE] + }; + t[R16F] = { + textureFormat: RED, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [4, 2], + type: [FLOAT, HALF_FLOAT] + }; + t[R32F] = { + textureFormat: RED, + colorRenderable: false, + textureFilterable: false, + bytesPerElement: [4], + type: [FLOAT] + }; + t[R8UI] = { + textureFormat: RED_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [1], + type: [UNSIGNED_BYTE] + }; + t[R8I] = { + textureFormat: RED_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [1], + type: [BYTE] + }; + t[R16UI] = { + textureFormat: RED_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [2], + type: [UNSIGNED_SHORT] + }; + t[R16I] = { + textureFormat: RED_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [2], + type: [SHORT] + }; + t[R32UI] = { + textureFormat: RED_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [UNSIGNED_INT] + }; + t[R32I] = { + textureFormat: RED_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [INT] + }; + t[RG8] = { + textureFormat: RG, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [2], + type: [UNSIGNED_BYTE] + }; + t[RG8_SNORM] = { + textureFormat: RG, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [2], + type: [BYTE] + }; + t[RG16F] = { + textureFormat: RG, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [8, 4], + type: [FLOAT, HALF_FLOAT] + }; + t[RG32F] = { + textureFormat: RG, + colorRenderable: false, + textureFilterable: false, + bytesPerElement: [8], + type: [FLOAT] + }; + t[RG8UI] = { + textureFormat: RG_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [2], + type: [UNSIGNED_BYTE] + }; + t[RG8I] = { + textureFormat: RG_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [2], + type: [BYTE] + }; + t[RG16UI] = { + textureFormat: RG_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [UNSIGNED_SHORT] + }; + t[RG16I] = { + textureFormat: RG_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [SHORT] + }; + t[RG32UI] = { + textureFormat: RG_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [8], + type: [UNSIGNED_INT] + }; + t[RG32I] = { + textureFormat: RG_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [8], + type: [INT] + }; + t[RGB8] = { + textureFormat: RGB, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [3], + type: [UNSIGNED_BYTE] + }; + t[SRGB8] = { + textureFormat: RGB, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [3], + type: [UNSIGNED_BYTE] + }; + t[RGB565] = { + textureFormat: RGB, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [3, 2], + type: [UNSIGNED_BYTE, UNSIGNED_SHORT_5_6_5] + }; + t[RGB8_SNORM] = { + textureFormat: RGB, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [3], + type: [BYTE] + }; + t[R11F_G11F_B10F] = { + textureFormat: RGB, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [12, 6, 4], + type: [FLOAT, HALF_FLOAT, UNSIGNED_INT_10F_11F_11F_REV] + }; + t[RGB9_E5] = { + textureFormat: RGB, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [12, 6, 4], + type: [FLOAT, HALF_FLOAT, UNSIGNED_INT_5_9_9_9_REV] + }; + t[RGB16F] = { + textureFormat: RGB, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [12, 6], + type: [FLOAT, HALF_FLOAT] + }; + t[RGB32F] = { + textureFormat: RGB, + colorRenderable: false, + textureFilterable: false, + bytesPerElement: [12], + type: [FLOAT] + }; + t[RGB8UI] = { + textureFormat: RGB_INTEGER, + colorRenderable: false, + textureFilterable: false, + bytesPerElement: [3], + type: [UNSIGNED_BYTE] + }; + t[RGB8I] = { + textureFormat: RGB_INTEGER, + colorRenderable: false, + textureFilterable: false, + bytesPerElement: [3], + type: [BYTE] + }; + t[RGB16UI] = { + textureFormat: RGB_INTEGER, + colorRenderable: false, + textureFilterable: false, + bytesPerElement: [6], + type: [UNSIGNED_SHORT] + }; + t[RGB16I] = { + textureFormat: RGB_INTEGER, + colorRenderable: false, + textureFilterable: false, + bytesPerElement: [6], + type: [SHORT] + }; + t[RGB32UI] = { + textureFormat: RGB_INTEGER, + colorRenderable: false, + textureFilterable: false, + bytesPerElement: [12], + type: [UNSIGNED_INT] + }; + t[RGB32I] = { + textureFormat: RGB_INTEGER, + colorRenderable: false, + textureFilterable: false, + bytesPerElement: [12], + type: [INT] + }; + t[RGBA8] = { + textureFormat: RGBA, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [4], + type: [UNSIGNED_BYTE] + }; + t[SRGB8_ALPHA8] = { + textureFormat: RGBA, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [4], + type: [UNSIGNED_BYTE] + }; + t[RGBA8_SNORM] = { + textureFormat: RGBA, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [4], + type: [BYTE] + }; + t[RGB5_A1] = { + textureFormat: RGBA, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [4, 2, 4], + type: [UNSIGNED_BYTE, UNSIGNED_SHORT_5_5_5_1, UNSIGNED_INT_2_10_10_10_REV] + }; + t[RGBA4] = { + textureFormat: RGBA, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [4, 2], + type: [UNSIGNED_BYTE, UNSIGNED_SHORT_4_4_4_4] + }; + t[RGB10_A2] = { + textureFormat: RGBA, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [4], + type: [UNSIGNED_INT_2_10_10_10_REV] + }; + t[RGBA16F] = { + textureFormat: RGBA, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [16, 8], + type: [FLOAT, HALF_FLOAT] + }; + t[RGBA32F] = { + textureFormat: RGBA, + colorRenderable: false, + textureFilterable: false, + bytesPerElement: [16], + type: [FLOAT] + }; + t[RGBA8UI] = { + textureFormat: RGBA_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [UNSIGNED_BYTE] + }; + t[RGBA8I] = { + textureFormat: RGBA_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [BYTE] + }; + t[RGB10_A2UI] = { + textureFormat: RGBA_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [UNSIGNED_INT_2_10_10_10_REV] + }; + t[RGBA16UI] = { + textureFormat: RGBA_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [8], + type: [UNSIGNED_SHORT] + }; + t[RGBA16I] = { + textureFormat: RGBA_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [8], + type: [SHORT] + }; + t[RGBA32I] = { + textureFormat: RGBA_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [16], + type: [INT] + }; + t[RGBA32UI] = { + textureFormat: RGBA_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [16], + type: [UNSIGNED_INT] + }; // Sized Internal + + t[DEPTH_COMPONENT16] = { + textureFormat: DEPTH_COMPONENT, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [2, 4], + type: [UNSIGNED_SHORT, UNSIGNED_INT] + }; + t[DEPTH_COMPONENT24] = { + textureFormat: DEPTH_COMPONENT, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [UNSIGNED_INT] + }; + t[DEPTH_COMPONENT32F] = { + textureFormat: DEPTH_COMPONENT, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [FLOAT] + }; + t[DEPTH24_STENCIL8] = { + textureFormat: DEPTH_STENCIL, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [UNSIGNED_INT_24_8] + }; + t[DEPTH32F_STENCIL8] = { + textureFormat: DEPTH_STENCIL, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [FLOAT_32_UNSIGNED_INT_24_8_REV] + }; + Object.keys(t).forEach(function (internalFormat) { + var info = t[internalFormat]; + info.bytesPerElementMap = {}; + info.bytesPerElement.forEach(function (bytesPerElement, ndx) { + var type = info.type[ndx]; + info.bytesPerElementMap[type] = bytesPerElement; + }); + }); + s_textureInternalFormatInfo = t; + } + + return s_textureInternalFormatInfo[internalFormat]; +} +/** + * Gets the number of bytes per element for a given internalFormat / type + * @param {number} internalFormat The internalFormat parameter from texImage2D etc.. + * @param {number} type The type parameter for texImage2D etc.. + * @return {number} the number of bytes per element for the given internalFormat, type combo + * @memberOf module:twgl/textures + */ + + +function getBytesPerElementForInternalFormat(internalFormat, type) { + var info = getTextureInternalFormatInfo(internalFormat); + + if (!info) { + throw "unknown internal format"; + } + + var bytesPerElement = info.bytesPerElementMap[type]; + + if (bytesPerElement === undefined) { + throw "unknown internal format"; + } + + return bytesPerElement; +} +/** + * Info related to a specific texture internalFormat as returned + * from {@link module:twgl/textures.getFormatAndTypeForInternalFormat}. + * + * @typedef {Object} TextureFormatInfo + * @property {number} format Format to pass to texImage2D and related functions + * @property {number} type Type to pass to texImage2D and related functions + * @memberOf module:twgl/textures + */ + +/** + * Gets the format and type for a given internalFormat + * + * @param {number} internalFormat The internal format + * @return {module:twgl/textures.TextureFormatInfo} the corresponding format and type, + * @memberOf module:twgl/textures + */ + + +function getFormatAndTypeForInternalFormat(internalFormat) { + var info = getTextureInternalFormatInfo(internalFormat); + + if (!info) { + throw "unknown internal format"; + } + + return { + format: info.textureFormat, + type: info.type[0] + }; +} +/** + * Returns true if value is power of 2 + * @param {number} value number to check. + * @return true if value is power of 2 + * @private + */ + + +function isPowerOf2(value) { + return (value & value - 1) === 0; +} +/** + * Gets whether or not we can generate mips for the given + * internal format. + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {number} width The width parameter from texImage2D etc.. + * @param {number} height The height parameter from texImage2D etc.. + * @param {number} internalFormat The internalFormat parameter from texImage2D etc.. + * @return {boolean} true if we can generate mips + * @memberOf module:twgl/textures + */ + + +function canGenerateMipmap(gl, width, height, internalFormat) { + if (!utils.isWebGL2(gl)) { + return isPowerOf2(width) && isPowerOf2(height); + } + + var info = getTextureInternalFormatInfo(internalFormat); + + if (!info) { + throw "unknown internal format"; + } + + return info.colorRenderable && info.textureFilterable; +} +/** + * Gets whether or not we can generate mips for the given format + * @param {number} internalFormat The internalFormat parameter from texImage2D etc.. + * @return {boolean} true if we can generate mips + * @memberOf module:twgl/textures + */ + + +function canFilter(internalFormat) { + var info = getTextureInternalFormatInfo(internalFormat); + + if (!info) { + throw "unknown internal format"; + } + + return info.textureFilterable; +} +/** + * Gets the number of components for a given image format. + * @param {number} format the format. + * @return {number} the number of components for the format. + * @memberOf module:twgl/textures + */ + + +function getNumComponentsForFormat(format) { + var info = formatInfo[format]; + + if (!info) { + throw "unknown format: " + format; + } + + return info.numColorComponents; +} +/** + * Gets the texture type for a given array type. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @return {number} the gl texture type + * @private + */ + + +function getTextureTypeForArrayType(gl, src, defaultType) { + if (isArrayBuffer(src)) { + return typedArrays.getGLTypeForTypedArray(src); + } + + return defaultType || UNSIGNED_BYTE; +} + +function guessDimensions(gl, target, width, height, numElements) { + if (numElements % 1 !== 0) { + throw "can't guess dimensions"; + } + + if (!width && !height) { + var size = Math.sqrt(numElements / (target === TEXTURE_CUBE_MAP ? 6 : 1)); + + if (size % 1 === 0) { + width = size; + height = size; + } else { + width = numElements; + height = 1; + } + } else if (!height) { + height = numElements / width; + + if (height % 1) { + throw "can't guess dimensions"; + } + } else if (!width) { + width = numElements / height; + + if (width % 1) { + throw "can't guess dimensions"; + } + } + + return { + width: width, + height: height + }; +} +/** + * Sets the default texture color. + * + * The default texture color is used when loading textures from + * urls. Because the URL will be loaded async we'd like to be + * able to use the texture immediately. By putting a 1x1 pixel + * color in the texture we can start using the texture before + * the URL has loaded. + * + * @param {number[]} color Array of 4 values in the range 0 to 1 + * @deprecated see {@link module:twgl.setDefaults} + * @memberOf module:twgl/textures + */ + + +function setDefaultTextureColor(color) { + defaults.textureColor = new Uint8Array([color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255]); +} + +function setDefaults(newDefaults) { + helper.copyExistingProperties(newDefaults, defaults); + + if (newDefaults.textureColor) { + setDefaultTextureColor(newDefaults.textureColor); + } +} +/** + * A function to generate the source for a texture. + * @callback TextureFunc + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @param {module:twgl.TextureOptions} options the texture options + * @return {*} Returns any of the things documented for `src` for {@link module:twgl.TextureOptions}. + * @memberOf module:twgl + */ + +/** + * Texture options passed to most texture functions. Each function will use whatever options + * are appropriate for its needs. This lets you pass the same options to all functions. + * + * Note: A `TexImageSource` is defined in the WebGL spec as a `HTMLImageElement`, `HTMLVideoElement`, + * `HTMLCanvasElement`, `ImageBitmap`, or `ImageData`. + * + * @typedef {Object} TextureOptions + * @property {number} [target] the type of texture `gl.TEXTURE_2D` or `gl.TEXTURE_CUBE_MAP`. Defaults to `gl.TEXTURE_2D`. + * @property {number} [level] the mip level to affect. Defaults to 0. Note, if set auto will be considered false unless explicitly set to true. + * @property {number} [width] the width of the texture. Only used if src is an array or typed array or null. + * @property {number} [height] the height of a texture. Only used if src is an array or typed array or null. + * @property {number} [depth] the depth of a texture. Only used if src is an array or type array or null and target is `TEXTURE_3D` . + * @property {number} [min] the min filter setting (eg. `gl.LINEAR`). Defaults to `gl.NEAREST_MIPMAP_LINEAR` + * or if texture is not a power of 2 on both dimensions then defaults to `gl.LINEAR`. + * @property {number} [mag] the mag filter setting (eg. `gl.LINEAR`). Defaults to `gl.LINEAR` + * @property {number} [minMag] both the min and mag filter settings. + * @property {number} [internalFormat] internal format for texture. Defaults to `gl.RGBA` + * @property {number} [format] format for texture. Defaults to `gl.RGBA`. + * @property {number} [type] type for texture. Defaults to `gl.UNSIGNED_BYTE` unless `src` is ArrayBufferView. If `src` + * is ArrayBufferView defaults to type that matches ArrayBufferView type. + * @property {number} [wrap] Texture wrapping for both S and T (and R if TEXTURE_3D or WebGLSampler). Defaults to `gl.REPEAT` for 2D unless src is WebGL1 and src not npot and `gl.CLAMP_TO_EDGE` for cube + * @property {number} [wrapS] Texture wrapping for S. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`. + * @property {number} [wrapT] Texture wrapping for T. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`. + * @property {number} [wrapR] Texture wrapping for R. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`. + * @property {number} [minLod] TEXTURE_MIN_LOD setting + * @property {number} [maxLod] TEXTURE_MAX_LOD setting + * @property {number} [baseLevel] TEXTURE_BASE_LEVEL setting + * @property {number} [maxLevel] TEXTURE_MAX_LEVEL setting + * @property {number} [unpackAlignment] The `gl.UNPACK_ALIGNMENT` used when uploading an array. Defaults to 1. + * @property {number[]|ArrayBufferView} [color] Color to initialize this texture with if loading an image asynchronously. + * The default use a blue 1x1 pixel texture. You can set another default by calling `twgl.setDefaults` + * or you can set an individual texture's initial color by setting this property. Example: `[1, .5, .5, 1]` = pink + * @property {number} [premultiplyAlpha] Whether or not to premultiply alpha. Defaults to whatever the current setting is. + * This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override + * the current setting for specific textures. + * @property {number} [flipY] Whether or not to flip the texture vertically on upload. Defaults to whatever the current setting is. + * This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override + * the current setting for specific textures. + * @property {number} [colorspaceConversion] Whether or not to let the browser do colorspace conversion of the texture on upload. Defaults to whatever the current setting is. + * This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override + * the current setting for specific textures. + * @property {boolean} [auto] If `undefined` or `true`, in WebGL1, texture filtering is set automatically for non-power of 2 images and + * mips are generated for power of 2 images. In WebGL2 mips are generated if they can be. Note: if `level` is set above + * then then `auto` is assumed to be `false` unless explicity set to `true`. + * @property {number[]} [cubeFaceOrder] The order that cube faces are pulled out of an img or set of images. The default is + * + * [gl.TEXTURE_CUBE_MAP_POSITIVE_X, + * gl.TEXTURE_CUBE_MAP_NEGATIVE_X, + * gl.TEXTURE_CUBE_MAP_POSITIVE_Y, + * gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, + * gl.TEXTURE_CUBE_MAP_POSITIVE_Z, + * gl.TEXTURE_CUBE_MAP_NEGATIVE_Z] + * + * @property {(number[]|ArrayBufferView|TexImageSource|TexImageSource[]|string|string[]|module:twgl.TextureFunc)} [src] source for texture + * + * If `string` then it's assumed to be a URL to an image. The image will be downloaded async. A usable + * 1x1 pixel texture will be returned immediately. The texture will be updated once the image has downloaded. + * If `target` is `gl.TEXTURE_CUBE_MAP` will attempt to divide image into 6 square pieces. 1x6, 6x1, 3x2, 2x3. + * The pieces will be uploaded in `cubeFaceOrder` + * + * If `string[]` or `TexImageSource[]` and target is `gl.TEXTURE_CUBE_MAP` then it must have 6 entries, one for each face of a cube map. + * + * If `string[]` or `TexImageSource[]` and target is `gl.TEXTURE_2D_ARRAY` then each entry is a slice of the a 2d array texture + * and will be scaled to the specified width and height OR to the size of the first image that loads. + * + * If `TexImageSource` then it wil be used immediately to create the contents of the texture. Examples `HTMLImageElement`, + * `HTMLCanvasElement`, `HTMLVideoElement`. + * + * If `number[]` or `ArrayBufferView` it's assumed to be data for a texture. If `width` or `height` is + * not specified it is guessed as follows. First the number of elements is computed by `src.length / numComponents` + * where `numComponents` is derived from `format`. If `target` is `gl.TEXTURE_CUBE_MAP` then `numElements` is divided + * by 6. Then + * + * * If neither `width` nor `height` are specified and `sqrt(numElements)` is an integer then width and height + * are set to `sqrt(numElements)`. Otherwise `width = numElements` and `height = 1`. + * + * * If only one of `width` or `height` is specified then the other equals `numElements / specifiedDimension`. + * + * If `number[]` will be converted to `type`. + * + * If `src` is a function it will be called with a `WebGLRenderingContext` and these options. + * Whatever it returns is subject to these rules. So it can return a string url, an `HTMLElement` + * an array etc... + * + * If `src` is undefined then an empty texture will be created of size `width` by `height`. + * + * @property {string} [crossOrigin] What to set the crossOrigin property of images when they are downloaded. + * default: undefined. Also see {@link module:twgl.setDefaults}. + * + * @memberOf module:twgl + */ +// NOTE: While querying GL is considered slow it's not remotely as slow +// as uploading a texture. On top of that you're unlikely to call this in +// a perf critical loop. Even if upload a texture every frame that's unlikely +// to be more than 1 or 2 textures a frame. In other words, the benefits of +// making the API easy to use outweigh any supposed perf benefits +// +// Also note I get that having one global of these is bad practice. +// As long as it's used correctly it means no garbage which probably +// doesn't matter when dealing with textures but old habits die hard. + + +var lastPackState = {}; +/** + * Saves any packing state that will be set based on the options. + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @private + */ + +function savePackState(gl, options) { + if (options.colorspaceConversion !== undefined) { + lastPackState.colorspaceConversion = gl.getParameter(UNPACK_COLORSPACE_CONVERSION_WEBGL); + gl.pixelStorei(UNPACK_COLORSPACE_CONVERSION_WEBGL, options.colorspaceConversion); + } + + if (options.premultiplyAlpha !== undefined) { + lastPackState.premultiplyAlpha = gl.getParameter(UNPACK_PREMULTIPLY_ALPHA_WEBGL); + gl.pixelStorei(UNPACK_PREMULTIPLY_ALPHA_WEBGL, options.premultiplyAlpha); + } + + if (options.flipY !== undefined) { + lastPackState.flipY = gl.getParameter(UNPACK_FLIP_Y_WEBGL); + gl.pixelStorei(UNPACK_FLIP_Y_WEBGL, options.flipY); + } +} +/** + * Restores any packing state that was set based on the options. + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @private + */ + + +function restorePackState(gl, options) { + if (options.colorspaceConversion !== undefined) { + gl.pixelStorei(UNPACK_COLORSPACE_CONVERSION_WEBGL, lastPackState.colorspaceConversion); + } + + if (options.premultiplyAlpha !== undefined) { + gl.pixelStorei(UNPACK_PREMULTIPLY_ALPHA_WEBGL, lastPackState.premultiplyAlpha); + } + + if (options.flipY !== undefined) { + gl.pixelStorei(UNPACK_FLIP_Y_WEBGL, lastPackState.flipY); + } +} +/** + * Saves state related to data size + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @private + */ + + +function saveSkipState(gl) { + lastPackState.unpackAlignment = gl.getParameter(UNPACK_ALIGNMENT); + + if (utils.isWebGL2(gl)) { + lastPackState.unpackRowLength = gl.getParameter(UNPACK_ROW_LENGTH); + lastPackState.unpackImageHeight = gl.getParameter(UNPACK_IMAGE_HEIGHT); + lastPackState.unpackSkipPixels = gl.getParameter(UNPACK_SKIP_PIXELS); + lastPackState.unpackSkipRows = gl.getParameter(UNPACK_SKIP_ROWS); + lastPackState.unpackSkipImages = gl.getParameter(UNPACK_SKIP_IMAGES); + } +} +/** + * Restores state related to data size + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @private + */ + + +function restoreSkipState(gl) { + gl.pixelStorei(UNPACK_ALIGNMENT, lastPackState.unpackAlignment); + + if (utils.isWebGL2(gl)) { + gl.pixelStorei(UNPACK_ROW_LENGTH, lastPackState.unpackRowLength); + gl.pixelStorei(UNPACK_IMAGE_HEIGHT, lastPackState.unpackImageHeight); + gl.pixelStorei(UNPACK_SKIP_PIXELS, lastPackState.unpackSkipPixels); + gl.pixelStorei(UNPACK_SKIP_ROWS, lastPackState.unpackSkipRows); + gl.pixelStorei(UNPACK_SKIP_IMAGES, lastPackState.unpackSkipImages); + } +} +/** + * Sets the parameters of a texture or sampler + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {number|WebGLSampler} target texture target or sampler + * @param {function()} parameteriFn texParameteri or samplerParameteri fn + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * This is often the same options you passed in when you created the texture. + * @private + */ + + +function setTextureSamplerParameters(gl, target, parameteriFn, options) { + if (options.minMag) { + parameteriFn.call(gl, target, TEXTURE_MIN_FILTER, options.minMag); + parameteriFn.call(gl, target, TEXTURE_MAG_FILTER, options.minMag); + } + + if (options.min) { + parameteriFn.call(gl, target, TEXTURE_MIN_FILTER, options.min); + } + + if (options.mag) { + parameteriFn.call(gl, target, TEXTURE_MAG_FILTER, options.mag); + } + + if (options.wrap) { + parameteriFn.call(gl, target, TEXTURE_WRAP_S, options.wrap); + parameteriFn.call(gl, target, TEXTURE_WRAP_T, options.wrap); + + if (target === TEXTURE_3D || helper.isSampler(gl, target)) { + parameteriFn.call(gl, target, TEXTURE_WRAP_R, options.wrap); + } + } + + if (options.wrapR) { + parameteriFn.call(gl, target, TEXTURE_WRAP_R, options.wrapR); + } + + if (options.wrapS) { + parameteriFn.call(gl, target, TEXTURE_WRAP_S, options.wrapS); + } + + if (options.wrapT) { + parameteriFn.call(gl, target, TEXTURE_WRAP_T, options.wrapT); + } + + if (options.minLod) { + parameteriFn.call(gl, target, TEXTURE_MIN_LOD, options.minLod); + } + + if (options.maxLod) { + parameteriFn.call(gl, target, TEXTURE_MAX_LOD, options.maxLod); + } + + if (options.baseLevel) { + parameteriFn.call(gl, target, TEXTURE_BASE_LEVEL, options.baseLevel); + } + + if (options.maxLevel) { + parameteriFn.call(gl, target, TEXTURE_MAX_LEVEL, options.maxLevel); + } +} +/** + * Sets the texture parameters of a texture. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * This is often the same options you passed in when you created the texture. + * @memberOf module:twgl/textures + */ + + +function setTextureParameters(gl, tex, options) { + var target = options.target || TEXTURE_2D; + gl.bindTexture(target, tex); + setTextureSamplerParameters(gl, target, gl.texParameteri, options); +} +/** + * Sets the sampler parameters of a sampler. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLSampler} sampler the WebGLSampler to set parameters for + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @memberOf module:twgl/textures + */ + + +function setSamplerParameters(gl, sampler, options) { + setTextureSamplerParameters(gl, sampler, gl.samplerParameteri, options); +} +/** + * Creates a new sampler object and sets parameters. + * + * Example: + * + * const sampler = twgl.createSampler(gl, { + * minMag: gl.NEAREST, // sets both TEXTURE_MIN_FILTER and TEXTURE_MAG_FILTER + * wrap: gl.CLAMP_TO_NEAREST, // sets both TEXTURE_WRAP_S and TEXTURE_WRAP_T and TEXTURE_WRAP_R + * }); + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {Object.} options A object of TextureOptions one per sampler. + * @return {Object.} the created samplers by name + * @private + */ + + +function createSampler(gl, options) { + var sampler = gl.createSampler(); + setSamplerParameters(gl, sampler, options); + return sampler; +} +/** + * Creates a multiple sampler objects and sets parameters on each. + * + * Example: + * + * const samplers = twgl.createSamplers(gl, { + * nearest: { + * minMag: gl.NEAREST, + * }, + * nearestClampS: { + * minMag: gl.NEAREST, + * wrapS: gl.CLAMP_TO_NEAREST, + * }, + * linear: { + * minMag: gl.LINEAR, + * }, + * nearestClamp: { + * minMag: gl.NEAREST, + * wrap: gl.CLAMP_TO_EDGE, + * }, + * linearClamp: { + * minMag: gl.LINEAR, + * wrap: gl.CLAMP_TO_EDGE, + * }, + * linearClampT: { + * minMag: gl.LINEAR, + * wrapT: gl.CLAMP_TO_EDGE, + * }, + * }); + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set on the sampler + * @private + */ + + +function createSamplers(gl, samplerOptions) { + var samplers = {}; + Object.keys(samplerOptions).forEach(function (name) { + samplers[name] = createSampler(gl, samplerOptions[name]); + }); + return samplers; +} +/** + * Makes a 1x1 pixel + * If no color is passed in uses the default color which can be set by calling `setDefaultTextureColor`. + * @param {(number[]|ArrayBufferView)} [color] The color using 0-1 values + * @return {Uint8Array} Unit8Array with color. + * @private + */ + + +function make1Pixel(color) { + color = color || defaults.textureColor; + + if (isArrayBuffer(color)) { + return color; + } + + return new Uint8Array([color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255]); +} +/** + * Sets filtering or generates mips for texture based on width or height + * If width or height is not passed in uses `options.width` and//or `options.height` + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set. + * This is often the same options you passed in when you created the texture. + * @param {number} [width] width of texture + * @param {number} [height] height of texture + * @param {number} [internalFormat] The internalFormat parameter from texImage2D etc.. + * @memberOf module:twgl/textures + */ + + +function setTextureFilteringForSize(gl, tex, options, width, height, internalFormat) { + options = options || defaults.textureOptions; + internalFormat = internalFormat || RGBA; + var target = options.target || TEXTURE_2D; + width = width || options.width; + height = height || options.height; + gl.bindTexture(target, tex); + + if (canGenerateMipmap(gl, width, height, internalFormat)) { + gl.generateMipmap(target); + } else { + var filtering = canFilter(internalFormat) ? LINEAR : NEAREST; + gl.texParameteri(target, TEXTURE_MIN_FILTER, filtering); + gl.texParameteri(target, TEXTURE_MAG_FILTER, filtering); + gl.texParameteri(target, TEXTURE_WRAP_S, CLAMP_TO_EDGE); + gl.texParameteri(target, TEXTURE_WRAP_T, CLAMP_TO_EDGE); + } +} + +function shouldAutomaticallySetTextureFilteringForSize(options) { + return options.auto === true || options.auto === undefined && options.level === undefined; +} +/** + * Gets an array of cubemap face enums + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * This is often the same options you passed in when you created the texture. + * @return {number[]} cubemap face enums + * @private + */ + + +function getCubeFaceOrder(gl, options) { + options = options || {}; + return options.cubeFaceOrder || [TEXTURE_CUBE_MAP_POSITIVE_X, TEXTURE_CUBE_MAP_NEGATIVE_X, TEXTURE_CUBE_MAP_POSITIVE_Y, TEXTURE_CUBE_MAP_NEGATIVE_Y, TEXTURE_CUBE_MAP_POSITIVE_Z, TEXTURE_CUBE_MAP_NEGATIVE_Z]; +} +/** + * @typedef {Object} FaceInfo + * @property {number} face gl enum for texImage2D + * @property {number} ndx face index (0 - 5) into source data + * @ignore + */ + +/** + * Gets an array of FaceInfos + * There's a bug in some NVidia drivers that will crash the driver if + * `gl.TEXTURE_CUBE_MAP_POSITIVE_X` is not uploaded first. So, we take + * the user's desired order from his faces to WebGL and make sure we + * do the faces in WebGL order + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @return {FaceInfo[]} cubemap face infos. Arguably the `face` property of each element is redundant but + * it's needed internally to sort the array of `ndx` properties by `face`. + * @private + */ + + +function getCubeFacesWithNdx(gl, options) { + var faces = getCubeFaceOrder(gl, options); // work around bug in NVidia drivers. We have to upload the first face first else the driver crashes :( + + var facesWithNdx = faces.map(function (face, ndx) { + return { + face: face, + ndx: ndx + }; + }); + facesWithNdx.sort(function (a, b) { + return a.face - b.face; + }); + return facesWithNdx; +} +/** + * Set a texture from the contents of an element. Will also set + * texture filtering or generate mips based on the dimensions of the element + * unless `options.auto === false`. If `target === gl.TEXTURE_CUBE_MAP` will + * attempt to slice image into 1x6, 2x3, 3x2, or 6x1 images, one for each face. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {HTMLElement} element a canvas, img, or video element. + * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set. + * This is often the same options you passed in when you created the texture. + * @memberOf module:twgl/textures + * @kind function + */ + + +function setTextureFromElement(gl, tex, element, options) { + options = options || defaults.textureOptions; + var target = options.target || TEXTURE_2D; + var level = options.level || 0; + var width = element.width; + var height = element.height; + var internalFormat = options.internalFormat || options.format || RGBA; + var formatType = getFormatAndTypeForInternalFormat(internalFormat); + var format = options.format || formatType.format; + var type = options.type || formatType.type; + savePackState(gl, options); + gl.bindTexture(target, tex); + + if (target === TEXTURE_CUBE_MAP) { + // guess the parts + var imgWidth = element.width; + var imgHeight = element.height; + var size; + var slices; + + if (imgWidth / 6 === imgHeight) { + // It's 6x1 + size = imgHeight; + slices = [0, 0, 1, 0, 2, 0, 3, 0, 4, 0, 5, 0]; + } else if (imgHeight / 6 === imgWidth) { + // It's 1x6 + size = imgWidth; + slices = [0, 0, 0, 1, 0, 2, 0, 3, 0, 4, 0, 5]; + } else if (imgWidth / 3 === imgHeight / 2) { + // It's 3x2 + size = imgWidth / 3; + slices = [0, 0, 1, 0, 2, 0, 0, 1, 1, 1, 2, 1]; + } else if (imgWidth / 2 === imgHeight / 3) { + // It's 2x3 + size = imgWidth / 2; + slices = [0, 0, 1, 0, 0, 1, 1, 1, 0, 2, 1, 2]; + } else { + throw "can't figure out cube map from element: " + (element.src ? element.src : element.nodeName); + } + + var ctx = getShared2DContext(); + + if (ctx) { + ctx.canvas.width = size; + ctx.canvas.height = size; + width = size; + height = size; + getCubeFacesWithNdx(gl, options).forEach(function (f) { + var xOffset = slices[f.ndx * 2 + 0] * size; + var yOffset = slices[f.ndx * 2 + 1] * size; + ctx.drawImage(element, xOffset, yOffset, size, size, 0, 0, size, size); + gl.texImage2D(f.face, level, internalFormat, format, type, ctx.canvas); + }); // Free up the canvas memory + + ctx.canvas.width = 1; + ctx.canvas.height = 1; + } else if (typeof createImageBitmap !== 'undefined') { + // NOTE: It seems like we should prefer ImageBitmap because unlike canvas it's + // note lossy? (alpha is not premultiplied? although I'm not sure what + width = size; + height = size; + getCubeFacesWithNdx(gl, options).forEach(function (f) { + var xOffset = slices[f.ndx * 2 + 0] * size; + var yOffset = slices[f.ndx * 2 + 1] * size; // We can't easily use a default texture color here as it would have to match + // the type across all faces where as with a 2D one there's only one face + // so we're replacing everything all at once. It also has to be the correct size. + // On the other hand we need all faces to be the same size so as one face loads + // the rest match else the texture will be un-renderable. + + gl.texImage2D(f.face, level, internalFormat, size, size, 0, format, type, null); + createImageBitmap(element, xOffset, yOffset, size, size, { + premultiplyAlpha: 'none', + colorSpaceConversion: 'none' + }).then(function (imageBitmap) { + savePackState(gl, options); + gl.bindTexture(target, tex); + gl.texImage2D(f.face, level, internalFormat, format, type, imageBitmap); + restorePackState(gl, options); + + if (shouldAutomaticallySetTextureFilteringForSize(options)) { + setTextureFilteringForSize(gl, tex, options, width, height, internalFormat); + } + }); + }); + } + } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) { + var smallest = Math.min(element.width, element.height); + var largest = Math.max(element.width, element.height); + var depth = largest / smallest; + + if (depth % 1 !== 0) { + throw "can not compute 3D dimensions of element"; + } + + var xMult = element.width === largest ? 1 : 0; + var yMult = element.height === largest ? 1 : 0; + saveSkipState(gl); + gl.pixelStorei(UNPACK_ALIGNMENT, 1); + gl.pixelStorei(UNPACK_ROW_LENGTH, element.width); + gl.pixelStorei(UNPACK_IMAGE_HEIGHT, 0); + gl.pixelStorei(UNPACK_SKIP_IMAGES, 0); + gl.texImage3D(target, level, internalFormat, smallest, smallest, smallest, 0, format, type, null); + + for (var d = 0; d < depth; ++d) { + var srcX = d * smallest * xMult; + var srcY = d * smallest * yMult; + gl.pixelStorei(UNPACK_SKIP_PIXELS, srcX); + gl.pixelStorei(UNPACK_SKIP_ROWS, srcY); + gl.texSubImage3D(target, level, 0, 0, d, smallest, smallest, 1, format, type, element); + } + + restoreSkipState(gl); + } else { + gl.texImage2D(target, level, internalFormat, format, type, element); + } + + restorePackState(gl, options); + + if (shouldAutomaticallySetTextureFilteringForSize(options)) { + setTextureFilteringForSize(gl, tex, options, width, height, internalFormat); + } + + setTextureParameters(gl, tex, options); +} + +function noop() {} +/** + * Checks whether the url's origin is the same so that we can set the `crossOrigin` + * @param {string} url url to image + * @returns {boolean} true if the window's origin is the same as image's url + * @private + */ + + +function urlIsSameOrigin(url) { + if (typeof document !== 'undefined') { + // for IE really + var a = document.createElement('a'); + a.href = url; + return a.hostname === location.hostname && a.port === location.port && a.protocol === location.protocol; + } else { + var localOrigin = new URL(location.href).origin; + var urlOrigin = new URL(url, location.href).origin; + return urlOrigin === localOrigin; + } +} + +function setToAnonymousIfUndefinedAndURLIsNotSameOrigin(url, crossOrigin) { + return crossOrigin === undefined && !urlIsSameOrigin(url) ? 'anonymous' : crossOrigin; +} +/** + * Loads an image + * @param {string} url url to image + * @param {string} crossOrigin + * @param {function(err, img)} [callback] a callback that's passed an error and the image. The error will be non-null + * if there was an error + * @return {HTMLImageElement} the image being loaded. + * @private + */ + + +function loadImage(url, crossOrigin, callback) { + callback = callback || noop; + var img; + crossOrigin = crossOrigin !== undefined ? crossOrigin : defaults.crossOrigin; + crossOrigin = setToAnonymousIfUndefinedAndURLIsNotSameOrigin(url, crossOrigin); + + if (typeof Image !== 'undefined') { + img = new Image(); + + if (crossOrigin !== undefined) { + img.crossOrigin = crossOrigin; + } + + var clearEventHandlers = function clearEventHandlers() { + img.removeEventListener('error', onError); // eslint-disable-line + + img.removeEventListener('load', onLoad); // eslint-disable-line + + img = null; + }; + + var onError = function onError() { + var msg = "couldn't load image: " + url; + helper.error(msg); + callback(msg, img); + clearEventHandlers(); + }; + + var onLoad = function onLoad() { + callback(null, img); + clearEventHandlers(); + }; + + img.addEventListener('error', onError); + img.addEventListener('load', onLoad); + img.src = url; + return img; + } else if (typeof ImageBitmap !== 'undefined') { + var err; + var bm; + + var cb = function cb() { + callback(err, bm); + }; + + var options = {}; + + if (crossOrigin) { + options.mode = 'cors'; // TODO: not sure how to translate image.crossOrigin + } + + fetch(url, options).then(function (response) { + if (!response.ok) { + throw response; + } + + return response.blob(); + }).then(function (blob) { + return createImageBitmap(blob, { + premultiplyAlpha: 'none', + colorSpaceConversion: 'none' + }); + }).then(function (bitmap) { + // not sure if this works. We don't want + // to catch the user's error. So, call + // the callback in a timeout so we're + // not in this scope inside the promise. + bm = bitmap; + setTimeout(cb); + })["catch"](function (e) { + err = e; + setTimeout(cb); + }); + img = null; + } + + return img; +} +/** + * check if object is a TexImageSource + * + * @param {Object} obj Object to test + * @return {boolean} true if object is a TexImageSource + * @private + */ + + +function isTexImageSource(obj) { + return typeof ImageBitmap !== 'undefined' && obj instanceof ImageBitmap || typeof ImageData !== 'undefined' && obj instanceof ImageData || typeof HTMLElement !== 'undefined' && obj instanceof HTMLElement; +} +/** + * if obj is an TexImageSource then just + * uses it otherwise if obj is a string + * then load it first. + * + * @param {string|TexImageSource} obj + * @param {string} crossOrigin + * @param {function(err, img)} [callback] a callback that's passed an error and the image. The error will be non-null + * if there was an error + * @private + */ + + +function loadAndUseImage(obj, crossOrigin, callback) { + if (isTexImageSource(obj)) { + setTimeout(function () { + callback(null, obj); + }); + return obj; + } + + return loadImage(obj, crossOrigin, callback); +} +/** + * Sets a texture to a 1x1 pixel color. If `options.color === false` is nothing happens. If it's not set + * the default texture color is used which can be set by calling `setDefaultTextureColor`. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set. + * This is often the same options you passed in when you created the texture. + * @memberOf module:twgl/textures + */ + + +function setTextureTo1PixelColor(gl, tex, options) { + options = options || defaults.textureOptions; + var target = options.target || TEXTURE_2D; + gl.bindTexture(target, tex); + + if (options.color === false) { + return; + } // Assume it's a URL + // Put 1x1 pixels in texture. That makes it renderable immediately regardless of filtering. + + + var color = make1Pixel(options.color); + + if (target === TEXTURE_CUBE_MAP) { + for (var ii = 0; ii < 6; ++ii) { + gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, RGBA, 1, 1, 0, RGBA, UNSIGNED_BYTE, color); + } + } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) { + gl.texImage3D(target, 0, RGBA, 1, 1, 1, 0, RGBA, UNSIGNED_BYTE, color); + } else { + gl.texImage2D(target, 0, RGBA, 1, 1, 0, RGBA, UNSIGNED_BYTE, color); + } +} +/** + * The src image(s) used to create a texture. + * + * When you call {@link module:twgl.createTexture} or {@link module:twgl.createTextures} + * you can pass in urls for images to load into the textures. If it's a single url + * then this will be a single HTMLImageElement. If it's an array of urls used for a cubemap + * this will be a corresponding array of images for the cubemap. + * + * @typedef {HTMLImageElement|HTMLImageElement[]} TextureSrc + * @memberOf module:twgl + */ + +/** + * A callback for when an image finished downloading and been uploaded into a texture + * @callback TextureReadyCallback + * @param {*} err If truthy there was an error. + * @param {WebGLTexture} texture the texture. + * @param {module:twgl.TextureSrc} source image(s) used to as the src for the texture + * @memberOf module:twgl + */ + +/** + * A callback for when all images have finished downloading and been uploaded into their respective textures + * @callback TexturesReadyCallback + * @param {*} err If truthy there was an error. + * @param {Object.} textures the created textures by name. Same as returned by {@link module:twgl.createTextures}. + * @param {Object.} sources the image(s) used for the texture by name. + * @memberOf module:twgl + */ + +/** + * A callback for when an image finished downloading and been uploaded into a texture + * @callback CubemapReadyCallback + * @param {*} err If truthy there was an error. + * @param {WebGLTexture} tex the texture. + * @param {HTMLImageElement[]} imgs the images for each face. + * @memberOf module:twgl + */ + +/** + * A callback for when an image finished downloading and been uploaded into a texture + * @callback ThreeDReadyCallback + * @param {*} err If truthy there was an error. + * @param {WebGLTexture} tex the texture. + * @param {HTMLImageElement[]} imgs the images for each slice. + * @memberOf module:twgl + */ + +/** + * Loads a texture from an image from a Url as specified in `options.src` + * If `options.color !== false` will set the texture to a 1x1 pixel color so that the texture is + * immediately useable. It will be updated with the contents of the image once the image has finished + * downloading. Filtering options will be set as appropriate for image unless `options.auto === false`. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set. + * @param {module:twgl.TextureReadyCallback} [callback] A function to be called when the image has finished loading. err will + * be non null if there was an error. + * @return {HTMLImageElement} the image being downloaded. + * @memberOf module:twgl/textures + */ + + +function loadTextureFromUrl(gl, tex, options, callback) { + callback = callback || noop; + options = options || defaults.textureOptions; + setTextureTo1PixelColor(gl, tex, options); // Because it's async we need to copy the options. + + options = Object.assign({}, options); + var img = loadAndUseImage(options.src, options.crossOrigin, function (err, img) { + if (err) { + callback(err, tex, img); + } else { + setTextureFromElement(gl, tex, img, options); + callback(null, tex, img); + } + }); + return img; +} +/** + * Loads a cubemap from 6 urls or TexImageSources as specified in `options.src`. Will set the cubemap to a 1x1 pixel color + * so that it is usable immediately unless `option.color === false`. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @param {module:twgl.CubemapReadyCallback} [callback] A function to be called when all the images have finished loading. err will + * be non null if there was an error. + * @memberOf module:twgl/textures + */ + + +function loadCubemapFromUrls(gl, tex, options, callback) { + callback = callback || noop; + var urls = options.src; + + if (urls.length !== 6) { + throw "there must be 6 urls for a cubemap"; + } + + var level = options.level || 0; + var internalFormat = options.internalFormat || options.format || RGBA; + var formatType = getFormatAndTypeForInternalFormat(internalFormat); + var format = options.format || formatType.format; + var type = options.type || UNSIGNED_BYTE; + var target = options.target || TEXTURE_2D; + + if (target !== TEXTURE_CUBE_MAP) { + throw "target must be TEXTURE_CUBE_MAP"; + } + + setTextureTo1PixelColor(gl, tex, options); // Because it's async we need to copy the options. + + options = Object.assign({}, options); + var numToLoad = 6; + var errors = []; + var faces = getCubeFaceOrder(gl, options); + var imgs; // eslint-disable-line + + function uploadImg(faceTarget) { + return function (err, img) { + --numToLoad; + + if (err) { + errors.push(err); + } else { + if (img.width !== img.height) { + errors.push("cubemap face img is not a square: " + img.src); + } else { + savePackState(gl, options); + gl.bindTexture(target, tex); // So assuming this is the first image we now have one face that's img sized + // and 5 faces that are 1x1 pixel so size the other faces + + if (numToLoad === 5) { + // use the default order + getCubeFaceOrder(gl).forEach(function (otherTarget) { + // Should we re-use the same face or a color? + gl.texImage2D(otherTarget, level, internalFormat, format, type, img); + }); + } else { + gl.texImage2D(faceTarget, level, internalFormat, format, type, img); + } + + restorePackState(gl, options); + + if (shouldAutomaticallySetTextureFilteringForSize(options)) { + gl.generateMipmap(target); + } + } + } + + if (numToLoad === 0) { + callback(errors.length ? errors : undefined, tex, imgs); + } + }; + } + + imgs = urls.map(function (url, ndx) { + return loadAndUseImage(url, options.crossOrigin, uploadImg(faces[ndx])); + }); +} +/** + * Loads a 2d array or 3d texture from urls OR TexImageSources as specified in `options.src`. + * Will set the texture to a 1x1 pixel color + * so that it is usable immediately unless `option.color === false`. + * + * If the width and height is not specified the width and height of the first + * image loaded will be used. Note that since images are loaded async + * which image downloads first is unknown. + * + * If an image is not the same size as the width and height it will be scaled + * to that width and height. + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @param {module:twgl.ThreeDReadyCallback} [callback] A function to be called when all the images have finished loading. err will + * be non null if there was an error. + * @memberOf module:twgl/textures + */ + + +function loadSlicesFromUrls(gl, tex, options, callback) { + callback = callback || noop; + var urls = options.src; + var internalFormat = options.internalFormat || options.format || RGBA; + var formatType = getFormatAndTypeForInternalFormat(internalFormat); + var format = options.format || formatType.format; + var type = options.type || UNSIGNED_BYTE; + var target = options.target || TEXTURE_2D_ARRAY; + + if (target !== TEXTURE_3D && target !== TEXTURE_2D_ARRAY) { + throw "target must be TEXTURE_3D or TEXTURE_2D_ARRAY"; + } + + setTextureTo1PixelColor(gl, tex, options); // Because it's async we need to copy the options. + + options = Object.assign({}, options); + var numToLoad = urls.length; + var errors = []; + var imgs; // eslint-disable-line + + var level = options.level || 0; + var width = options.width; + var height = options.height; + var depth = urls.length; + var firstImage = true; + + function uploadImg(slice) { + return function (err, img) { + --numToLoad; + + if (err) { + errors.push(err); + } else { + savePackState(gl, options); + gl.bindTexture(target, tex); + + if (firstImage) { + firstImage = false; + width = options.width || img.width; + height = options.height || img.height; + gl.texImage3D(target, level, internalFormat, width, height, depth, 0, format, type, null); // put it in every slice otherwise some slices will be 0,0,0,0 + + for (var s = 0; s < depth; ++s) { + gl.texSubImage3D(target, level, 0, 0, s, width, height, 1, format, type, img); + } + } else { + var src = img; + var ctx; + + if (img.width !== width || img.height !== height) { + // Size the image to fix + ctx = getShared2DContext(); + src = ctx.canvas; + ctx.canvas.width = width; + ctx.canvas.height = height; + ctx.drawImage(img, 0, 0, width, height); + } + + gl.texSubImage3D(target, level, 0, 0, slice, width, height, 1, format, type, src); // free the canvas memory + + if (ctx && src === ctx.canvas) { + ctx.canvas.width = 0; + ctx.canvas.height = 0; + } + } + + restorePackState(gl, options); + + if (shouldAutomaticallySetTextureFilteringForSize(options)) { + gl.generateMipmap(target); + } + } + + if (numToLoad === 0) { + callback(errors.length ? errors : undefined, tex, imgs); + } + }; + } + + imgs = urls.map(function (url, ndx) { + return loadAndUseImage(url, options.crossOrigin, uploadImg(ndx)); + }); +} +/** + * Sets a texture from an array or typed array. If the width or height is not provided will attempt to + * guess the size. See {@link module:twgl.TextureOptions}. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {(number[]|ArrayBufferView)} src An array or typed arry with texture data. + * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set. + * This is often the same options you passed in when you created the texture. + * @memberOf module:twgl/textures + */ + + +function setTextureFromArray(gl, tex, src, options) { + options = options || defaults.textureOptions; + var target = options.target || TEXTURE_2D; + gl.bindTexture(target, tex); + var width = options.width; + var height = options.height; + var depth = options.depth; + var level = options.level || 0; + var internalFormat = options.internalFormat || options.format || RGBA; + var formatType = getFormatAndTypeForInternalFormat(internalFormat); + var format = options.format || formatType.format; + var type = options.type || getTextureTypeForArrayType(gl, src, formatType.type); + + if (!isArrayBuffer(src)) { + var Type = typedArrays.getTypedArrayTypeForGLType(type); + src = new Type(src); + } else if (src instanceof Uint8ClampedArray) { + src = new Uint8Array(src.buffer); + } + + var bytesPerElement = getBytesPerElementForInternalFormat(internalFormat, type); + var numElements = src.byteLength / bytesPerElement; // TODO: check UNPACK_ALIGNMENT? + + if (numElements % 1) { + throw "length wrong size for format: " + utils.glEnumToString(gl, format); + } + + var dimensions; + + if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) { + if (!width && !height && !depth) { + var size = Math.cbrt(numElements); + + if (size % 1 !== 0) { + throw "can't guess cube size of array of numElements: " + numElements; + } + + width = size; + height = size; + depth = size; + } else if (width && (!height || !depth)) { + dimensions = guessDimensions(gl, target, height, depth, numElements / width); + height = dimensions.width; + depth = dimensions.height; + } else if (height && (!width || !depth)) { + dimensions = guessDimensions(gl, target, width, depth, numElements / height); + width = dimensions.width; + depth = dimensions.height; + } else { + dimensions = guessDimensions(gl, target, width, height, numElements / depth); + width = dimensions.width; + height = dimensions.height; + } + } else { + dimensions = guessDimensions(gl, target, width, height, numElements); + width = dimensions.width; + height = dimensions.height; + } + + saveSkipState(gl); + gl.pixelStorei(UNPACK_ALIGNMENT, options.unpackAlignment || 1); + savePackState(gl, options); + + if (target === TEXTURE_CUBE_MAP) { + var elementsPerElement = bytesPerElement / src.BYTES_PER_ELEMENT; + var faceSize = numElements / 6 * elementsPerElement; + getCubeFacesWithNdx(gl, options).forEach(function (f) { + var offset = faceSize * f.ndx; + var data = src.subarray(offset, offset + faceSize); + gl.texImage2D(f.face, level, internalFormat, width, height, 0, format, type, data); + }); + } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) { + gl.texImage3D(target, level, internalFormat, width, height, depth, 0, format, type, src); + } else { + gl.texImage2D(target, level, internalFormat, width, height, 0, format, type, src); + } + + restorePackState(gl, options); + restoreSkipState(gl); + return { + width: width, + height: height, + depth: depth, + type: type + }; +} +/** + * Sets a texture with no contents of a certain size. In other words calls `gl.texImage2D` with `null`. + * You must set `options.width` and `options.height`. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @memberOf module:twgl/textures + */ + + +function setEmptyTexture(gl, tex, options) { + var target = options.target || TEXTURE_2D; + gl.bindTexture(target, tex); + var level = options.level || 0; + var internalFormat = options.internalFormat || options.format || RGBA; + var formatType = getFormatAndTypeForInternalFormat(internalFormat); + var format = options.format || formatType.format; + var type = options.type || formatType.type; + savePackState(gl, options); + + if (target === TEXTURE_CUBE_MAP) { + for (var ii = 0; ii < 6; ++ii) { + gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, level, internalFormat, options.width, options.height, 0, format, type, null); + } + } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) { + gl.texImage3D(target, level, internalFormat, options.width, options.height, options.depth, 0, format, type, null); + } else { + gl.texImage2D(target, level, internalFormat, options.width, options.height, 0, format, type, null); + } + + restorePackState(gl, options); +} +/** + * Creates a texture based on the options passed in. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set. + * @param {module:twgl.TextureReadyCallback} [callback] A callback called when an image has been downloaded and uploaded to the texture. + * @return {WebGLTexture} the created texture. + * @memberOf module:twgl/textures + */ + + +function createTexture(gl, options, callback) { + callback = callback || noop; + options = options || defaults.textureOptions; + var tex = gl.createTexture(); + var target = options.target || TEXTURE_2D; + var width = options.width || 1; + var height = options.height || 1; + var internalFormat = options.internalFormat || RGBA; + gl.bindTexture(target, tex); + + if (target === TEXTURE_CUBE_MAP) { + // this should have been the default for cubemaps :( + gl.texParameteri(target, TEXTURE_WRAP_S, CLAMP_TO_EDGE); + gl.texParameteri(target, TEXTURE_WRAP_T, CLAMP_TO_EDGE); + } + + var src = options.src; + + if (src) { + if (typeof src === "function") { + src = src(gl, options); + } + + if (typeof src === "string") { + loadTextureFromUrl(gl, tex, options, callback); + } else if (isArrayBuffer(src) || Array.isArray(src) && (typeof src[0] === 'number' || Array.isArray(src[0]) || isArrayBuffer(src[0]))) { + var dimensions = setTextureFromArray(gl, tex, src, options); + width = dimensions.width; + height = dimensions.height; + } else if (Array.isArray(src) && (typeof src[0] === 'string' || isTexImageSource(src[0]))) { + if (target === TEXTURE_CUBE_MAP) { + loadCubemapFromUrls(gl, tex, options, callback); + } else { + loadSlicesFromUrls(gl, tex, options, callback); + } + } else if (isTexImageSource(src)) { + setTextureFromElement(gl, tex, src, options); + width = src.width; + height = src.height; + } else { + throw "unsupported src type"; + } + } else { + setEmptyTexture(gl, tex, options); + } + + if (shouldAutomaticallySetTextureFilteringForSize(options)) { + setTextureFilteringForSize(gl, tex, options, width, height, internalFormat); + } + + setTextureParameters(gl, tex, options); + return tex; +} +/** + * Resizes a texture based on the options passed in. + * + * Note: This is not a generic resize anything function. + * It's mostly used by {@link module:twgl.resizeFramebufferInfo} + * It will use `options.src` if it exists to try to determine a `type` + * otherwise it will assume `gl.UNSIGNED_BYTE`. No data is provided + * for the texture. Texture parameters will be set accordingly + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the texture to resize + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @param {number} [width] the new width. If not passed in will use `options.width` + * @param {number} [height] the new height. If not passed in will use `options.height` + * @param {number} [depth] the new depth. If not passed in will use `options.depth` + * @memberOf module:twgl/textures + */ + + +function resizeTexture(gl, tex, options, width, height, depth) { + width = width || options.width; + height = height || options.height; + depth = depth || options.depth; + var target = options.target || TEXTURE_2D; + gl.bindTexture(target, tex); + var level = options.level || 0; + var internalFormat = options.internalFormat || options.format || RGBA; + var formatType = getFormatAndTypeForInternalFormat(internalFormat); + var format = options.format || formatType.format; + var type; + var src = options.src; + + if (!src) { + type = options.type || formatType.type; + } else if (isArrayBuffer(src) || Array.isArray(src) && typeof src[0] === 'number') { + type = options.type || getTextureTypeForArrayType(gl, src, formatType.type); + } else { + type = options.type || formatType.type; + } + + if (target === TEXTURE_CUBE_MAP) { + for (var ii = 0; ii < 6; ++ii) { + gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, level, internalFormat, width, height, 0, format, type, null); + } + } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) { + gl.texImage3D(target, level, internalFormat, width, height, depth, 0, format, type, null); + } else { + gl.texImage2D(target, level, internalFormat, width, height, 0, format, type, null); + } +} +/** + * Check if a src is an async request. + * if src is a string we're going to download an image + * if src is an array of strings we're going to download cubemap images + * @param {*} src The src from a TextureOptions + * @returns {bool} true if src is async. + * @private + */ + + +function isAsyncSrc(src) { + return typeof src === 'string' || Array.isArray(src) && typeof src[0] === 'string'; +} +/** + * Creates a bunch of textures based on the passed in options. + * + * Example: + * + * const textures = twgl.createTextures(gl, { + * // a power of 2 image + * hftIcon: { src: "images/hft-icon-16.png", mag: gl.NEAREST }, + * // a non-power of 2 image + * clover: { src: "images/clover.jpg" }, + * // From a canvas + * fromCanvas: { src: ctx.canvas }, + * // A cubemap from 6 images + * yokohama: { + * target: gl.TEXTURE_CUBE_MAP, + * src: [ + * 'images/yokohama/posx.jpg', + * 'images/yokohama/negx.jpg', + * 'images/yokohama/posy.jpg', + * 'images/yokohama/negy.jpg', + * 'images/yokohama/posz.jpg', + * 'images/yokohama/negz.jpg', + * ], + * }, + * // A cubemap from 1 image (can be 1x6, 2x3, 3x2, 6x1) + * goldengate: { + * target: gl.TEXTURE_CUBE_MAP, + * src: 'images/goldengate.jpg', + * }, + * // A 2x2 pixel texture from a JavaScript array + * checker: { + * mag: gl.NEAREST, + * min: gl.LINEAR, + * src: [ + * 255,255,255,255, + * 192,192,192,255, + * 192,192,192,255, + * 255,255,255,255, + * ], + * }, + * // a 1x2 pixel texture from a typed array. + * stripe: { + * mag: gl.NEAREST, + * min: gl.LINEAR, + * format: gl.LUMINANCE, + * src: new Uint8Array([ + * 255, + * 128, + * 255, + * 128, + * 255, + * 128, + * 255, + * 128, + * ]), + * width: 1, + * }, + * }); + * + * Now + * + * * `textures.hftIcon` will be a 2d texture + * * `textures.clover` will be a 2d texture + * * `textures.fromCanvas` will be a 2d texture + * * `textures.yohohama` will be a cubemap texture + * * `textures.goldengate` will be a cubemap texture + * * `textures.checker` will be a 2d texture + * * `textures.stripe` will be a 2d texture + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {Object.} options A object of TextureOptions one per texture. + * @param {module:twgl.TexturesReadyCallback} [callback] A callback called when all textures have been downloaded. + * @return {Object.} the created textures by name + * @memberOf module:twgl/textures + */ + + +function createTextures(gl, textureOptions, callback) { + callback = callback || noop; + var numDownloading = 0; + var errors = []; + var textures = {}; + var images = {}; + + function callCallbackIfReady() { + if (numDownloading === 0) { + setTimeout(function () { + callback(errors.length ? errors : undefined, textures, images); + }, 0); + } + } + + Object.keys(textureOptions).forEach(function (name) { + var options = textureOptions[name]; + var onLoadFn; + + if (isAsyncSrc(options.src)) { + onLoadFn = function onLoadFn(err, tex, img) { + images[name] = img; + --numDownloading; + + if (err) { + errors.push(err); + } + + callCallbackIfReady(); + }; + + ++numDownloading; + } + + textures[name] = createTexture(gl, options, onLoadFn); + }); // queue the callback if there are no images to download. + // We do this because if your code is structured to wait for + // images to download but then you comment out all the async + // images your code would break. + + callCallbackIfReady(); + return textures; +} + +/***/ }), + +/***/ "./src/twgl-full.js": +/*!**************************!*\ + !*** ./src/twgl-full.js ***! + \**************************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +var _exportNames = { + m4: true, + v3: true, + primitives: true +}; +exports.primitives = exports.v3 = exports.m4 = void 0; + +var m4 = _interopRequireWildcard(__webpack_require__(/*! ./m4.js */ "./src/m4.js")); + +exports.m4 = m4; + +var v3 = _interopRequireWildcard(__webpack_require__(/*! ./v3.js */ "./src/v3.js")); + +exports.v3 = v3; + +var primitives = _interopRequireWildcard(__webpack_require__(/*! ./primitives.js */ "./src/primitives.js")); + +exports.primitives = primitives; + +var _twgl = __webpack_require__(/*! ./twgl.js */ "./src/twgl.js"); + +Object.keys(_twgl).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return; + exports[key] = _twgl[key]; +}); + +function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; } + +/***/ }), + +/***/ "./src/twgl.js": +/*!*********************!*\ + !*** ./src/twgl.js ***! + \*********************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +var _exportNames = { + addExtensionsToContext: true, + getContext: true, + getWebGLContext: true, + resizeCanvasToDisplaySize: true, + setDefaults: true, + attributes: true, + textures: true, + utils: true, + draw: true, + framebuffers: true, + programs: true, + typedarrays: true, + vertexArrays: true +}; +exports.addExtensionsToContext = addExtensionsToContext; +exports.getContext = getContext; +exports.getWebGLContext = getWebGLContext; +exports.resizeCanvasToDisplaySize = resizeCanvasToDisplaySize; +exports.setDefaults = setDefaults; +exports.vertexArrays = exports.typedarrays = exports.programs = exports.framebuffers = exports.draw = exports.utils = exports.textures = exports.attributes = void 0; + +var attributes = _interopRequireWildcard(__webpack_require__(/*! ./attributes.js */ "./src/attributes.js")); + +exports.attributes = attributes; +Object.keys(attributes).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return; + exports[key] = attributes[key]; +}); + +var textures = _interopRequireWildcard(__webpack_require__(/*! ./textures.js */ "./src/textures.js")); + +exports.textures = textures; +Object.keys(textures).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return; + exports[key] = textures[key]; +}); + +var helper = _interopRequireWildcard(__webpack_require__(/*! ./helper.js */ "./src/helper.js")); + +var utils = _interopRequireWildcard(__webpack_require__(/*! ./utils.js */ "./src/utils.js")); + +exports.utils = utils; +Object.keys(utils).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return; + exports[key] = utils[key]; +}); + +var draw = _interopRequireWildcard(__webpack_require__(/*! ./draw.js */ "./src/draw.js")); + +exports.draw = draw; +Object.keys(draw).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return; + exports[key] = draw[key]; +}); + +var framebuffers = _interopRequireWildcard(__webpack_require__(/*! ./framebuffers.js */ "./src/framebuffers.js")); + +exports.framebuffers = framebuffers; +Object.keys(framebuffers).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return; + exports[key] = framebuffers[key]; +}); + +var programs = _interopRequireWildcard(__webpack_require__(/*! ./programs.js */ "./src/programs.js")); + +exports.programs = programs; +Object.keys(programs).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return; + exports[key] = programs[key]; +}); + +var typedarrays = _interopRequireWildcard(__webpack_require__(/*! ./typedarrays.js */ "./src/typedarrays.js")); + +exports.typedarrays = typedarrays; +Object.keys(typedarrays).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return; + exports[key] = typedarrays[key]; +}); + +var vertexArrays = _interopRequireWildcard(__webpack_require__(/*! ./vertex-arrays.js */ "./src/vertex-arrays.js")); + +exports.vertexArrays = vertexArrays; +Object.keys(vertexArrays).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return; + exports[key] = vertexArrays[key]; +}); + +function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; } + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * The main TWGL module. + * + * For most use cases you shouldn't need anything outside this module. + * Exceptions between the stuff added to twgl-full (v3, m4, primitives) + * + * @module twgl + * @borrows module:twgl/attributes.setAttribInfoBufferFromArray as setAttribInfoBufferFromArray + * @borrows module:twgl/attributes.createBufferInfoFromArrays as createBufferInfoFromArrays + * @borrows module:twgl/attributes.createVertexArrayInfo as createVertexArrayInfo + * @borrows module:twgl/draw.drawBufferInfo as drawBufferInfo + * @borrows module:twgl/draw.drawObjectList as drawObjectList + * @borrows module:twgl/framebuffers.createFramebufferInfo as createFramebufferInfo + * @borrows module:twgl/framebuffers.resizeFramebufferInfo as resizeFramebufferInfo + * @borrows module:twgl/framebuffers.bindFramebufferInfo as bindFramebufferInfo + * @borrows module:twgl/programs.createProgramInfo as createProgramInfo + * @borrows module:twgl/programs.createUniformBlockInfo as createUniformBlockInfo + * @borrows module:twgl/programs.bindUniformBlock as bindUniformBlock + * @borrows module:twgl/programs.setUniformBlock as setUniformBlock + * @borrows module:twgl/programs.setBlockUniforms as setBlockUniforms + * @borrows module:twgl/programs.setUniforms as setUniforms + * @borrows module:twgl/programs.setBuffersAndAttributes as setBuffersAndAttributes + * @borrows module:twgl/textures.setTextureFromArray as setTextureFromArray + * @borrows module:twgl/textures.createTexture as createTexture + * @borrows module:twgl/textures.resizeTexture as resizeTexture + * @borrows module:twgl/textures.createTextures as createTextures + */ +// make sure we don't see a global gl +var gl = undefined; +/* eslint-disable-line */ + +/* lgtm [js/unused-local-variable] */ + +var defaults = { + addExtensionsToContext: true +}; +/** + * Various default settings for twgl. + * + * Note: You can call this any number of times. Example: + * + * twgl.setDefaults({ textureColor: [1, 0, 0, 1] }); + * twgl.setDefaults({ attribPrefix: 'a_' }); + * + * is equivalent to + * + * twgl.setDefaults({ + * textureColor: [1, 0, 0, 1], + * attribPrefix: 'a_', + * }); + * + * @typedef {Object} Defaults + * @property {string} [attribPrefix] The prefix to stick on attributes + * + * When writing shaders I prefer to name attributes with `a_`, uniforms with `u_` and varyings with `v_` + * as it makes it clear where they came from. But, when building geometry I prefer using un-prefixed names. + * + * In other words I'll create arrays of geometry like this + * + * const arrays = { + * position: ... + * normal: ... + * texcoord: ... + * }; + * + * But need those mapped to attributes and my attributes start with `a_`. + * + * Default: `""` + * + * @property {number[]} [textureColor] Array of 4 values in the range 0 to 1 + * + * The default texture color is used when loading textures from + * urls. Because the URL will be loaded async we'd like to be + * able to use the texture immediately. By putting a 1x1 pixel + * color in the texture we can start using the texture before + * the URL has loaded. + * + * Default: `[0.5, 0.75, 1, 1]` + * + * @property {string} [crossOrigin] + * + * If not undefined sets the crossOrigin attribute on images + * that twgl creates when downloading images for textures. + * + * Also see {@link module:twgl.TextureOptions}. + * + * @property {bool} [addExtensionsToContext] + * + * If true, then, when twgl will try to add any supported WebGL extensions + * directly to the context under their normal GL names. For example + * if ANGLE_instances_arrays exists then twgl would enable it, + * add the functions `vertexAttribDivisor`, `drawArraysInstanced`, + * `drawElementsInstanced`, and the constant `VERTEX_ATTRIB_ARRAY_DIVISOR` + * to the `WebGLRenderingContext`. + * + * @memberOf module:twgl + */ + +/** + * Sets various defaults for twgl. + * + * In the interest of terseness which is kind of the point + * of twgl I've integrated a few of the older functions here + * + * @param {module:twgl.Defaults} newDefaults The default settings. + * @memberOf module:twgl + */ + +function setDefaults(newDefaults) { + helper.copyExistingProperties(newDefaults, defaults); + attributes.setAttributeDefaults_(newDefaults); // eslint-disable-line + + textures.setTextureDefaults_(newDefaults); // eslint-disable-line +} + +var prefixRE = /^(.*?)_/; + +function addExtensionToContext(gl, extensionName) { + utils.glEnumToString(gl, 0); + var ext = gl.getExtension(extensionName); + + if (ext) { + var enums = {}; + var fnSuffix = prefixRE.exec(extensionName)[1]; + var enumSuffix = '_' + fnSuffix; + + for (var key in ext) { + var value = ext[key]; + var isFunc = typeof value === 'function'; + var suffix = isFunc ? fnSuffix : enumSuffix; + var name = key; // examples of where this is not true are WEBGL_compressed_texture_s3tc + // and WEBGL_compressed_texture_pvrtc + + if (key.endsWith(suffix)) { + name = key.substring(0, key.length - suffix.length); + } + + if (gl[name] !== undefined) { + if (!isFunc && gl[name] !== value) { + helper.warn(name, gl[name], value, key); + } + } else { + if (isFunc) { + gl[name] = function (origFn) { + return function () { + return origFn.apply(ext, arguments); + }; + }(value); + } else { + gl[name] = value; + enums[name] = value; + } + } + } // pass the modified enums to glEnumToString + + + enums.constructor = { + name: ext.constructor.name + }; + utils.glEnumToString(enums, 0); + } + + return ext; +} +/* + * If you're wondering why the code doesn't just iterate + * over all extensions using `gl.getExtensions` is that it's possible + * some future extension is incompatible with this code. Rather than + * have thing suddenly break it seems better to manually add to this + * list. + * + */ + + +var supportedExtensions = ['ANGLE_instanced_arrays', 'EXT_blend_minmax', 'EXT_color_buffer_float', 'EXT_color_buffer_half_float', 'EXT_disjoint_timer_query', 'EXT_disjoint_timer_query_webgl2', 'EXT_frag_depth', 'EXT_sRGB', 'EXT_shader_texture_lod', 'EXT_texture_filter_anisotropic', 'OES_element_index_uint', 'OES_standard_derivatives', 'OES_texture_float', 'OES_texture_float_linear', 'OES_texture_half_float', 'OES_texture_half_float_linear', 'OES_vertex_array_object', 'WEBGL_color_buffer_float', 'WEBGL_compressed_texture_atc', 'WEBGL_compressed_texture_etc1', 'WEBGL_compressed_texture_pvrtc', 'WEBGL_compressed_texture_s3tc', 'WEBGL_compressed_texture_s3tc_srgb', 'WEBGL_depth_texture', 'WEBGL_draw_buffers']; +/** + * Attempts to enable all of the following extensions + * and add their functions and constants to the + * `WebGLRenderingContext` using their normal non-extension like names. + * + * ANGLE_instanced_arrays + * EXT_blend_minmax + * EXT_color_buffer_float + * EXT_color_buffer_half_float + * EXT_disjoint_timer_query + * EXT_disjoint_timer_query_webgl2 + * EXT_frag_depth + * EXT_sRGB + * EXT_shader_texture_lod + * EXT_texture_filter_anisotropic + * OES_element_index_uint + * OES_standard_derivatives + * OES_texture_float + * OES_texture_float_linear + * OES_texture_half_float + * OES_texture_half_float_linear + * OES_vertex_array_object + * WEBGL_color_buffer_float + * WEBGL_compressed_texture_atc + * WEBGL_compressed_texture_etc1 + * WEBGL_compressed_texture_pvrtc + * WEBGL_compressed_texture_s3tc + * WEBGL_compressed_texture_s3tc_srgb + * WEBGL_depth_texture + * WEBGL_draw_buffers + * + * For example if `ANGLE_instanced_arrays` exists then the functions + * `drawArraysInstanced`, `drawElementsInstanced`, `vertexAttribDivisor` + * and the constant `VERTEX_ATTRIB_ARRAY_DIVISOR` are added to the + * `WebGLRenderingContext`. + * + * Note that if you want to know if the extension exists you should + * probably call `gl.getExtension` for each extension. Alternatively + * you can check for the existence of the functions or constants that + * are expected to be added. For example + * + * if (gl.drawBuffers) { + * // Either WEBGL_draw_buffers was enabled OR you're running in WebGL2 + * .... + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @memberOf module:twgl + */ + +function addExtensionsToContext(gl) { + for (var ii = 0; ii < supportedExtensions.length; ++ii) { + addExtensionToContext(gl, supportedExtensions[ii]); + } +} +/** + * Creates a webgl context. + * @param {HTMLCanvasElement} canvas The canvas tag to get + * context from. If one is not passed in one will be + * created. + * @return {WebGLRenderingContext} The created context. + * @private + */ + + +function create3DContext(canvas, opt_attribs) { + var names = ["webgl", "experimental-webgl"]; + var context = null; + + for (var ii = 0; ii < names.length; ++ii) { + context = canvas.getContext(names[ii], opt_attribs); + + if (context) { + if (defaults.addExtensionsToContext) { + addExtensionsToContext(context); + } + + break; + } + } + + return context; +} +/** + * Gets a WebGL1 context. + * + * Note: Will attempt to enable Vertex Array Objects + * and add WebGL2 entry points. (unless you first set defaults with + * `twgl.setDefaults({enableVertexArrayObjects: false})`; + * + * @param {HTMLCanvasElement} canvas a canvas element. + * @param {WebGLContextAttributes} [opt_attribs] optional webgl context creation attributes + * @return {WebGLRenderingContext} The created context. + * @memberOf module:twgl + */ + + +function getWebGLContext(canvas, opt_attribs) { + var gl = create3DContext(canvas, opt_attribs); + return gl; +} +/** + * Creates a webgl context. + * + * Will return a WebGL2 context if possible. + * + * You can check if it's WebGL2 with + * + * twgl.isWebGL2(gl); + * + * @param {HTMLCanvasElement} canvas The canvas tag to get + * context from. If one is not passed in one will be + * created. + * @return {WebGLRenderingContext} The created context. + */ + + +function createContext(canvas, opt_attribs) { + var names = ["webgl2", "webgl", "experimental-webgl"]; + var context = null; + + for (var ii = 0; ii < names.length; ++ii) { + context = canvas.getContext(names[ii], opt_attribs); + + if (context) { + if (defaults.addExtensionsToContext) { + addExtensionsToContext(context); + } + + break; + } + } + + return context; +} +/** + * Gets a WebGL context. Will create a WebGL2 context if possible. + * + * You can check if it's WebGL2 with + * + * function isWebGL2(gl) { + * return gl.getParameter(gl.VERSION).indexOf("WebGL 2.0 ") == 0; + * } + * + * Note: For a WebGL1 context will attempt to enable Vertex Array Objects + * and add WebGL2 entry points. (unless you first set defaults with + * `twgl.setDefaults({enableVertexArrayObjects: false})`; + * + * @param {HTMLCanvasElement} canvas a canvas element. + * @param {WebGLContextAttributes} [opt_attribs] optional webgl context creation attributes + * @return {WebGLRenderingContext} The created context. + * @memberOf module:twgl + */ + + +function getContext(canvas, opt_attribs) { + var gl = createContext(canvas, opt_attribs); + return gl; +} +/** + * Resize a canvas to match the size it's displayed. + * @param {HTMLCanvasElement} canvas The canvas to resize. + * @param {number} [multiplier] So you can pass in `window.devicePixelRatio` or other scale value if you want to. + * @return {boolean} true if the canvas was resized. + * @memberOf module:twgl + */ + + +function resizeCanvasToDisplaySize(canvas, multiplier) { + multiplier = multiplier || 1; + multiplier = Math.max(0, multiplier); + var width = canvas.clientWidth * multiplier | 0; + var height = canvas.clientHeight * multiplier | 0; + + if (canvas.width !== width || canvas.height !== height) { + canvas.width = width; + canvas.height = height; + return true; + } + + return false; +} + +/***/ }), + +/***/ "./src/typedarrays.js": +/*!****************************!*\ + !*** ./src/typedarrays.js ***! + \****************************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +exports.getGLTypeForTypedArray = getGLTypeForTypedArray; +exports.getGLTypeForTypedArrayType = getGLTypeForTypedArrayType; +exports.getTypedArrayTypeForGLType = getTypedArrayTypeForGLType; +exports.isArrayBuffer = void 0; + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * Low level shader typed array related functions + * + * You should generally not need to use these functions. They are provided + * for those cases where you're doing something out of the ordinary + * and you need lower level access. + * + * For backward compatibility they are available at both `twgl.typedArray` and `twgl` + * itself + * + * See {@link module:twgl} for core functions + * + * @module twgl/typedArray + */ +// make sure we don't see a global gl +var gl = undefined; +/* eslint-disable-line */ + +/* lgtm [js/unused-local-variable] */ + +/* DataType */ + +var BYTE = 0x1400; +var UNSIGNED_BYTE = 0x1401; +var SHORT = 0x1402; +var UNSIGNED_SHORT = 0x1403; +var INT = 0x1404; +var UNSIGNED_INT = 0x1405; +var FLOAT = 0x1406; +var UNSIGNED_SHORT_4_4_4_4 = 0x8033; +var UNSIGNED_SHORT_5_5_5_1 = 0x8034; +var UNSIGNED_SHORT_5_6_5 = 0x8363; +var HALF_FLOAT = 0x140B; +var UNSIGNED_INT_2_10_10_10_REV = 0x8368; +var UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B; +var UNSIGNED_INT_5_9_9_9_REV = 0x8C3E; +var FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD; +var UNSIGNED_INT_24_8 = 0x84FA; +var glTypeToTypedArray = {}; +{ + var tt = glTypeToTypedArray; + tt[BYTE] = Int8Array; + tt[UNSIGNED_BYTE] = Uint8Array; + tt[SHORT] = Int16Array; + tt[UNSIGNED_SHORT] = Uint16Array; + tt[INT] = Int32Array; + tt[UNSIGNED_INT] = Uint32Array; + tt[FLOAT] = Float32Array; + tt[UNSIGNED_SHORT_4_4_4_4] = Uint16Array; + tt[UNSIGNED_SHORT_5_5_5_1] = Uint16Array; + tt[UNSIGNED_SHORT_5_6_5] = Uint16Array; + tt[HALF_FLOAT] = Uint16Array; + tt[UNSIGNED_INT_2_10_10_10_REV] = Uint32Array; + tt[UNSIGNED_INT_10F_11F_11F_REV] = Uint32Array; + tt[UNSIGNED_INT_5_9_9_9_REV] = Uint32Array; + tt[FLOAT_32_UNSIGNED_INT_24_8_REV] = Uint32Array; + tt[UNSIGNED_INT_24_8] = Uint32Array; +} +/** + * Get the GL type for a typedArray + * @param {ArrayBufferView} typedArray a typedArray + * @return {number} the GL type for array. For example pass in an `Int8Array` and `gl.BYTE` will + * be returned. Pass in a `Uint32Array` and `gl.UNSIGNED_INT` will be returned + * @memberOf module:twgl/typedArray + */ + +function getGLTypeForTypedArray(typedArray) { + if (typedArray instanceof Int8Array) { + return BYTE; + } // eslint-disable-line + + + if (typedArray instanceof Uint8Array) { + return UNSIGNED_BYTE; + } // eslint-disable-line + + + if (typedArray instanceof Uint8ClampedArray) { + return UNSIGNED_BYTE; + } // eslint-disable-line + + + if (typedArray instanceof Int16Array) { + return SHORT; + } // eslint-disable-line + + + if (typedArray instanceof Uint16Array) { + return UNSIGNED_SHORT; + } // eslint-disable-line + + + if (typedArray instanceof Int32Array) { + return INT; + } // eslint-disable-line + + + if (typedArray instanceof Uint32Array) { + return UNSIGNED_INT; + } // eslint-disable-line + + + if (typedArray instanceof Float32Array) { + return FLOAT; + } // eslint-disable-line + + + throw new Error('unsupported typed array type'); +} +/** + * Get the GL type for a typedArray type + * @param {ArrayBufferView} typedArrayType a typedArray constructor + * @return {number} the GL type for type. For example pass in `Int8Array` and `gl.BYTE` will + * be returned. Pass in `Uint32Array` and `gl.UNSIGNED_INT` will be returned + * @memberOf module:twgl/typedArray + */ + + +function getGLTypeForTypedArrayType(typedArrayType) { + if (typedArrayType === Int8Array) { + return BYTE; + } // eslint-disable-line + + + if (typedArrayType === Uint8Array) { + return UNSIGNED_BYTE; + } // eslint-disable-line + + + if (typedArrayType === Uint8ClampedArray) { + return UNSIGNED_BYTE; + } // eslint-disable-line + + + if (typedArrayType === Int16Array) { + return SHORT; + } // eslint-disable-line + + + if (typedArrayType === Uint16Array) { + return UNSIGNED_SHORT; + } // eslint-disable-line + + + if (typedArrayType === Int32Array) { + return INT; + } // eslint-disable-line + + + if (typedArrayType === Uint32Array) { + return UNSIGNED_INT; + } // eslint-disable-line + + + if (typedArrayType === Float32Array) { + return FLOAT; + } // eslint-disable-line + + + throw new Error('unsupported typed array type'); +} +/** + * Get the typed array constructor for a given GL type + * @param {number} type the GL type. (eg: `gl.UNSIGNED_INT`) + * @return {function} the constructor for a the corresponding typed array. (eg. `Uint32Array`). + * @memberOf module:twgl/typedArray + */ + + +function getTypedArrayTypeForGLType(type) { + var CTOR = glTypeToTypedArray[type]; + + if (!CTOR) { + throw new Error('unknown gl type'); + } + + return CTOR; +} + +var isArrayBuffer = typeof SharedArrayBuffer !== 'undefined' ? function isArrayBufferOrSharedArrayBuffer(a) { + return a && a.buffer && (a.buffer instanceof ArrayBuffer || a.buffer instanceof SharedArrayBuffer); +} : function isArrayBuffer(a) { + return a && a.buffer && a.buffer instanceof ArrayBuffer; +}; +exports.isArrayBuffer = isArrayBuffer; + +/***/ }), + +/***/ "./src/utils.js": +/*!**********************!*\ + !*** ./src/utils.js ***! + \**********************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +exports.isWebGL1 = isWebGL1; +exports.isWebGL2 = isWebGL2; +exports.glEnumToString = void 0; + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * Gets the gl version as a number + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @return {number} version of gl + * @private + */ +//function getVersionAsNumber(gl) { +// return parseFloat(gl.getParameter(gl.VERSION).substr(6)); +//} + +/** + * Check if context is WebGL 2.0 + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @return {bool} true if it's WebGL 2.0 + * @memberOf module:twgl + */ +function isWebGL2(gl) { + // This is the correct check but it's slow + // return gl.getParameter(gl.VERSION).indexOf("WebGL 2.0") === 0; + // This might also be the correct check but I'm assuming it's slow-ish + // return gl instanceof WebGL2RenderingContext; + return !!gl.texStorage2D; +} +/** + * Check if context is WebGL 1.0 + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @return {bool} true if it's WebGL 1.0 + * @memberOf module:twgl + */ + + +function isWebGL1(gl) { + // This is the correct check but it's slow + // const version = getVersionAsNumber(gl); + // return version <= 1.0 && version > 0.0; // because as of 2016/5 Edge returns 0.96 + // This might also be the correct check but I'm assuming it's slow-ish + // return gl instanceof WebGLRenderingContext; + return !gl.texStorage2D; +} +/** + * Gets a string for WebGL enum + * + * Note: Several enums are the same. Without more + * context (which function) it's impossible to always + * give the correct enum. As it is, for matching values + * it gives all enums. Checking the WebGL2RenderingContext + * that means + * + * 0 = ZERO | POINT | NONE | NO_ERROR + * 1 = ONE | LINES | SYNC_FLUSH_COMMANDS_BIT + * 32777 = BLEND_EQUATION_RGB | BLEND_EQUATION_RGB + * 36662 = COPY_READ_BUFFER | COPY_READ_BUFFER_BINDING + * 36663 = COPY_WRITE_BUFFER | COPY_WRITE_BUFFER_BINDING + * 36006 = FRAMEBUFFER_BINDING | DRAW_FRAMEBUFFER_BINDING + * + * It's also not useful for bits really unless you pass in individual bits. + * In other words + * + * const bits = gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT; + * twgl.glEnumToString(gl, bits); // not going to work + * + * Note that some enums only exist on extensions. If you + * want them to show up you need to pass the extension at least + * once. For example + * + * const ext = gl.getExtension('WEBGL_compressed_texture_s3tc'); + * if (ext) { + * twgl.glEnumToString(ext, 0); // just prime the function + * + * ..later.. + * + * const internalFormat = ext.COMPRESSED_RGB_S3TC_DXT1_EXT; + * console.log(twgl.glEnumToString(gl, internalFormat)); + * + * Notice I didn't have to pass the extension the second time. This means + * you can have place that generically gets an enum for texture formats for example. + * and as long as you primed the function with the extensions + * + * If you're using `twgl.addExtensionsToContext` to enable your extensions + * then twgl will automatically get the extension's enums. + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext or any extension object + * @param {number} value the value of the enum you want to look up. + * @return {string} enum string or hex value + * @memberOf module:twgl + * @function glEnumToString + */ + + +var glEnumToString = function () { + var haveEnumsForType = {}; + var enums = {}; + + function addEnums(gl) { + var type = gl.constructor.name; + + if (!haveEnumsForType[type]) { + for (var key in gl) { + if (typeof gl[key] === 'number') { + var existing = enums[gl[key]]; + enums[gl[key]] = existing ? "".concat(existing, " | ").concat(key) : key; + } + } + + haveEnumsForType[type] = true; + } + } + + return function glEnumToString(gl, value) { + addEnums(gl); + return enums[value] || "0x" + value.toString(16); + }; +}(); + +exports.glEnumToString = glEnumToString; + +/***/ }), + +/***/ "./src/v3.js": +/*!*******************!*\ + !*** ./src/v3.js ***! + \*******************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +exports.add = add; +exports.copy = copy; +exports.create = create; +exports.cross = cross; +exports.distance = distance; +exports.distanceSq = distanceSq; +exports.divide = divide; +exports.divScalar = divScalar; +exports.dot = dot; +exports.lerp = lerp; +exports.lerpV = lerpV; +exports.length = length; +exports.lengthSq = lengthSq; +exports.max = max; +exports.min = min; +exports.mulScalar = mulScalar; +exports.multiply = multiply; +exports.negate = negate; +exports.normalize = normalize; +exports.setDefaultType = setDefaultType; +exports.subtract = subtract; + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * + * Vec3 math math functions. + * + * Almost all functions take an optional `dst` argument. If it is not passed in the + * functions will create a new Vec3. In other words you can do this + * + * var v = v3.cross(v1, v2); // Creates a new Vec3 with the cross product of v1 x v2. + * + * or + * + * var v = v3.create(); + * v3.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v + * + * The first style is often easier but depending on where it's used it generates garbage where + * as there is almost never allocation with the second style. + * + * It is always save to pass any vector as the destination. So for example + * + * v3.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1 + * + * @module twgl/v3 + */ +var VecType = Float32Array; +/** + * A JavaScript array with 3 values or a Float32Array with 3 values. + * When created by the library will create the default type which is `Float32Array` + * but can be set by calling {@link module:twgl/v3.setDefaultType}. + * @typedef {(number[]|Float32Array)} Vec3 + * @memberOf module:twgl/v3 + */ + +/** + * Sets the type this library creates for a Vec3 + * @param {constructor} ctor the constructor for the type. Either `Float32Array` or `Array` + * @return {constructor} previous constructor for Vec3 + * @memberOf module:twgl/v3 + */ + +function setDefaultType(ctor) { + var oldType = VecType; + VecType = ctor; + return oldType; +} +/** + * Creates a vec3; may be called with x, y, z to set initial values. + * @param {number} [x] Initial x value. + * @param {number} [y] Initial y value. + * @param {number} [z] Initial z value. + * @return {module:twgl/v3.Vec3} the created vector + * @memberOf module:twgl/v3 + */ + + +function create(x, y, z) { + var dst = new VecType(3); + + if (x) { + dst[0] = x; + } + + if (y) { + dst[1] = y; + } + + if (z) { + dst[2] = z; + } + + return dst; +} +/** + * Adds two vectors; assumes a and b have the same dimension. + * @param {module:twgl/v3.Vec3} a Operand vector. + * @param {module:twgl/v3.Vec3} b Operand vector. + * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created. + * @return {module:twgl/v3.Vec3} A vector tha tis the sum of a and b. + * @memberOf module:twgl/v3 + */ + + +function add(a, b, dst) { + dst = dst || new VecType(3); + dst[0] = a[0] + b[0]; + dst[1] = a[1] + b[1]; + dst[2] = a[2] + b[2]; + return dst; +} +/** + * Subtracts two vectors. + * @param {module:twgl/v3.Vec3} a Operand vector. + * @param {module:twgl/v3.Vec3} b Operand vector. + * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created. + * @return {module:twgl/v3.Vec3} A vector that is the difference of a and b. + * @memberOf module:twgl/v3 + */ + + +function subtract(a, b, dst) { + dst = dst || new VecType(3); + dst[0] = a[0] - b[0]; + dst[1] = a[1] - b[1]; + dst[2] = a[2] - b[2]; + return dst; +} +/** + * Performs linear interpolation on two vectors. + * Given vectors a and b and interpolation coefficient t, returns + * a + t * (b - a). + * @param {module:twgl/v3.Vec3} a Operand vector. + * @param {module:twgl/v3.Vec3} b Operand vector. + * @param {number} t Interpolation coefficient. + * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created. + * @return {module:twgl/v3.Vec3} The linear interpolated result. + * @memberOf module:twgl/v3 + */ + + +function lerp(a, b, t, dst) { + dst = dst || new VecType(3); + dst[0] = a[0] + t * (b[0] - a[0]); + dst[1] = a[1] + t * (b[1] - a[1]); + dst[2] = a[2] + t * (b[2] - a[2]); + return dst; +} +/** + * Performs linear interpolation on two vectors. + * Given vectors a and b and interpolation coefficient vector t, returns + * a + t * (b - a). + * @param {module:twgl/v3.Vec3} a Operand vector. + * @param {module:twgl/v3.Vec3} b Operand vector. + * @param {module:twgl/v3.Vec3} t Interpolation coefficients vector. + * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created. + * @return {module:twgl/v3.Vec3} the linear interpolated result. + * @memberOf module:twgl/v3 + */ + + +function lerpV(a, b, t, dst) { + dst = dst || new VecType(3); + dst[0] = a[0] + t[0] * (b[0] - a[0]); + dst[1] = a[1] + t[1] * (b[1] - a[1]); + dst[2] = a[2] + t[2] * (b[2] - a[2]); + return dst; +} +/** + * Return max values of two vectors. + * Given vectors a and b returns + * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])]. + * @param {module:twgl/v3.Vec3} a Operand vector. + * @param {module:twgl/v3.Vec3} b Operand vector. + * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created. + * @return {module:twgl/v3.Vec3} The max components vector. + * @memberOf module:twgl/v3 + */ + + +function max(a, b, dst) { + dst = dst || new VecType(3); + dst[0] = Math.max(a[0], b[0]); + dst[1] = Math.max(a[1], b[1]); + dst[2] = Math.max(a[2], b[2]); + return dst; +} +/** + * Return min values of two vectors. + * Given vectors a and b returns + * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])]. + * @param {module:twgl/v3.Vec3} a Operand vector. + * @param {module:twgl/v3.Vec3} b Operand vector. + * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created. + * @return {module:twgl/v3.Vec3} The min components vector. + * @memberOf module:twgl/v3 + */ + + +function min(a, b, dst) { + dst = dst || new VecType(3); + dst[0] = Math.min(a[0], b[0]); + dst[1] = Math.min(a[1], b[1]); + dst[2] = Math.min(a[2], b[2]); + return dst; +} +/** + * Multiplies a vector by a scalar. + * @param {module:twgl/v3.Vec3} v The vector. + * @param {number} k The scalar. + * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created. + * @return {module:twgl/v3.Vec3} The scaled vector. + * @memberOf module:twgl/v3 + */ + + +function mulScalar(v, k, dst) { + dst = dst || new VecType(3); + dst[0] = v[0] * k; + dst[1] = v[1] * k; + dst[2] = v[2] * k; + return dst; +} +/** + * Divides a vector by a scalar. + * @param {module:twgl/v3.Vec3} v The vector. + * @param {number} k The scalar. + * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created. + * @return {module:twgl/v3.Vec3} The scaled vector. + * @memberOf module:twgl/v3 + */ + + +function divScalar(v, k, dst) { + dst = dst || new VecType(3); + dst[0] = v[0] / k; + dst[1] = v[1] / k; + dst[2] = v[2] / k; + return dst; +} +/** + * Computes the cross product of two vectors; assumes both vectors have + * three entries. + * @param {module:twgl/v3.Vec3} a Operand vector. + * @param {module:twgl/v3.Vec3} b Operand vector. + * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created. + * @return {module:twgl/v3.Vec3} The vector of a cross b. + * @memberOf module:twgl/v3 + */ + + +function cross(a, b, dst) { + dst = dst || new VecType(3); + var t1 = a[2] * b[0] - a[0] * b[2]; + var t2 = a[0] * b[1] - a[1] * b[0]; + dst[0] = a[1] * b[2] - a[2] * b[1]; + dst[1] = t1; + dst[2] = t2; + return dst; +} +/** + * Computes the dot product of two vectors; assumes both vectors have + * three entries. + * @param {module:twgl/v3.Vec3} a Operand vector. + * @param {module:twgl/v3.Vec3} b Operand vector. + * @return {number} dot product + * @memberOf module:twgl/v3 + */ + + +function dot(a, b) { + return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; +} +/** + * Computes the length of vector + * @param {module:twgl/v3.Vec3} v vector. + * @return {number} length of vector. + * @memberOf module:twgl/v3 + */ + + +function length(v) { + return Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); +} +/** + * Computes the square of the length of vector + * @param {module:twgl/v3.Vec3} v vector. + * @return {number} square of the length of vector. + * @memberOf module:twgl/v3 + */ + + +function lengthSq(v) { + return v[0] * v[0] + v[1] * v[1] + v[2] * v[2]; +} +/** + * Computes the distance between 2 points + * @param {module:twgl/v3.Vec3} a vector. + * @param {module:twgl/v3.Vec3} b vector. + * @return {number} distance between a and b + * @memberOf module:twgl/v3 + */ + + +function distance(a, b) { + var dx = a[0] - b[0]; + var dy = a[1] - b[1]; + var dz = a[2] - b[2]; + return Math.sqrt(dx * dx + dy * dy + dz * dz); +} +/** + * Computes the square of the distance between 2 points + * @param {module:twgl/v3.Vec3} a vector. + * @param {module:twgl/v3.Vec3} b vector. + * @return {number} square of the distance between a and b + * @memberOf module:twgl/v3 + */ + + +function distanceSq(a, b) { + var dx = a[0] - b[0]; + var dy = a[1] - b[1]; + var dz = a[2] - b[2]; + return dx * dx + dy * dy + dz * dz; +} +/** + * Divides a vector by its Euclidean length and returns the quotient. + * @param {module:twgl/v3.Vec3} a The vector. + * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created. + * @return {module:twgl/v3.Vec3} The normalized vector. + * @memberOf module:twgl/v3 + */ + + +function normalize(a, dst) { + dst = dst || new VecType(3); + var lenSq = a[0] * a[0] + a[1] * a[1] + a[2] * a[2]; + var len = Math.sqrt(lenSq); + + if (len > 0.00001) { + dst[0] = a[0] / len; + dst[1] = a[1] / len; + dst[2] = a[2] / len; + } else { + dst[0] = 0; + dst[1] = 0; + dst[2] = 0; + } + + return dst; +} +/** + * Negates a vector. + * @param {module:twgl/v3.Vec3} v The vector. + * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created. + * @return {module:twgl/v3.Vec3} -v. + * @memberOf module:twgl/v3 + */ + + +function negate(v, dst) { + dst = dst || new VecType(3); + dst[0] = -v[0]; + dst[1] = -v[1]; + dst[2] = -v[2]; + return dst; +} +/** + * Copies a vector. + * @param {module:twgl/v3.Vec3} v The vector. + * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created. + * @return {module:twgl/v3.Vec3} A copy of v. + * @memberOf module:twgl/v3 + */ + + +function copy(v, dst) { + dst = dst || new VecType(3); + dst[0] = v[0]; + dst[1] = v[1]; + dst[2] = v[2]; + return dst; +} +/** + * Multiplies a vector by another vector (component-wise); assumes a and + * b have the same length. + * @param {module:twgl/v3.Vec3} a Operand vector. + * @param {module:twgl/v3.Vec3} b Operand vector. + * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created. + * @return {module:twgl/v3.Vec3} The vector of products of entries of a and + * b. + * @memberOf module:twgl/v3 + */ + + +function multiply(a, b, dst) { + dst = dst || new VecType(3); + dst[0] = a[0] * b[0]; + dst[1] = a[1] * b[1]; + dst[2] = a[2] * b[2]; + return dst; +} +/** + * Divides a vector by another vector (component-wise); assumes a and + * b have the same length. + * @param {module:twgl/v3.Vec3} a Operand vector. + * @param {module:twgl/v3.Vec3} b Operand vector. + * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created. + * @return {module:twgl/v3.Vec3} The vector of quotients of entries of a and + * b. + * @memberOf module:twgl/v3 + */ + + +function divide(a, b, dst) { + dst = dst || new VecType(3); + dst[0] = a[0] / b[0]; + dst[1] = a[1] / b[1]; + dst[2] = a[2] / b[2]; + return dst; +} + +/***/ }), + +/***/ "./src/vertex-arrays.js": +/*!******************************!*\ + !*** ./src/vertex-arrays.js ***! + \******************************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +exports.createVertexArrayInfo = createVertexArrayInfo; +exports.createVAOAndSetAttributes = createVAOAndSetAttributes; +exports.createVAOFromBufferInfo = createVAOFromBufferInfo; + +var programs = _interopRequireWildcard(__webpack_require__(/*! ./programs.js */ "./src/programs.js")); + +function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; } + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * vertex array object related functions + * + * You should generally not need to use these functions. They are provided + * for those cases where you're doing something out of the ordinary + * and you need lower level access. + * + * For backward compatibility they are available at both `twgl.attributes` and `twgl` + * itself + * + * See {@link module:twgl} for core functions + * + * @module twgl/vertexArrays + */ +var ELEMENT_ARRAY_BUFFER = 0x8893; +/** + * @typedef {Object} VertexArrayInfo + * @property {number} numElements The number of elements to pass to `gl.drawArrays` or `gl.drawElements`. + * @property {number} [elementType] The type of indices `UNSIGNED_BYTE`, `UNSIGNED_SHORT` etc.. + * @property {WebGLVertexArrayObject} [vertexArrayObject] a vertex array object + * @memberOf module:twgl + */ + +/** + * Creates a VertexArrayInfo from a BufferInfo and one or more ProgramInfos + * + * This can be passed to {@link module:twgl.setBuffersAndAttributes} and to + * {@link module:twgl:drawBufferInfo}. + * + * > **IMPORTANT:** Vertex Array Objects are **not** a direct analog for a BufferInfo. Vertex Array Objects + * assign buffers to specific attributes at creation time. That means they can only be used with programs + * who's attributes use the same attribute locations for the same purposes. + * + * > Bind your attribute locations by passing an array of attribute names to {@link module:twgl.createProgramInfo} + * or use WebGL 2's GLSL ES 3's `layout(location = )` to make sure locations match. + * + * also + * + * > **IMPORTANT:** After calling twgl.setBuffersAndAttribute with a BufferInfo that uses a Vertex Array Object + * that Vertex Array Object will be bound. That means **ANY MANIPULATION OF ELEMENT_ARRAY_BUFFER or ATTRIBUTES** + * will affect the Vertex Array Object state. + * + * > Call `gl.bindVertexArray(null)` to get back manipulating the global attributes and ELEMENT_ARRAY_BUFFER. + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @param {module:twgl.ProgramInfo|module:twgl.ProgramInfo[]} programInfo a programInfo or array of programInfos + * @param {module:twgl.BufferInfo} bufferInfo BufferInfo as returned from createBufferInfoFromArrays etc... + * + * You need to make sure every attribute that will be used is bound. So for example assume shader 1 + * uses attributes A, B, C and shader 2 uses attributes A, B, D. If you only pass in the programInfo + * for shader 1 then only attributes A, B, and C will have their attributes set because TWGL doesn't + * now attribute D's location. + * + * So, you can pass in both shader 1 and shader 2's programInfo + * + * @return {module:twgl.VertexArrayInfo} The created VertexArrayInfo + * + * @memberOf module:twgl/vertexArrays + */ + +function createVertexArrayInfo(gl, programInfos, bufferInfo) { + var vao = gl.createVertexArray(); + gl.bindVertexArray(vao); + + if (!programInfos.length) { + programInfos = [programInfos]; + } + + programInfos.forEach(function (programInfo) { + programs.setBuffersAndAttributes(gl, programInfo, bufferInfo); + }); + gl.bindVertexArray(null); + return { + numElements: bufferInfo.numElements, + elementType: bufferInfo.elementType, + vertexArrayObject: vao + }; +} +/** + * Creates a vertex array object and then sets the attributes on it + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {Object.} setters Attribute setters as returned from createAttributeSetters + * @param {Object.} attribs AttribInfos mapped by attribute name. + * @param {WebGLBuffer} [indices] an optional ELEMENT_ARRAY_BUFFER of indices + * @memberOf module:twgl/vertexArrays + */ + + +function createVAOAndSetAttributes(gl, setters, attribs, indices) { + var vao = gl.createVertexArray(); + gl.bindVertexArray(vao); + programs.setAttributes(setters, attribs); + + if (indices) { + gl.bindBuffer(ELEMENT_ARRAY_BUFFER, indices); + } // We unbind this because otherwise any change to ELEMENT_ARRAY_BUFFER + // like when creating buffers for other stuff will mess up this VAO's binding + + + gl.bindVertexArray(null); + return vao; +} +/** + * Creates a vertex array object and then sets the attributes + * on it + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext + * to use. + * @param {Object.| module:twgl.ProgramInfo} programInfo as returned from createProgramInfo or Attribute setters as returned from createAttributeSetters + * @param {module:twgl.BufferInfo} bufferInfo BufferInfo as returned from createBufferInfoFromArrays etc... + * @param {WebGLBuffer} [indices] an optional ELEMENT_ARRAY_BUFFER of indices + * @memberOf module:twgl/vertexArrays + */ + + +function createVAOFromBufferInfo(gl, programInfo, bufferInfo) { + return createVAOAndSetAttributes(gl, programInfo.attribSetters || programInfo, bufferInfo.attribs, bufferInfo.indices); +} + +/***/ }) + +/******/ }); +}); +//# sourceMappingURL=twgl-full.js.map \ No newline at end of file diff --git a/blocks/waves/twgl/twgl-full.js.map b/blocks/waves/twgl/twgl-full.js.map new file mode 100755 index 00000000..d64cbaa5 --- /dev/null +++ b/blocks/waves/twgl/twgl-full.js.map @@ -0,0 +1 @@ +{"version":3,"sources":["webpack://twgl/webpack/universalModuleDefinition","webpack://twgl/webpack/bootstrap","webpack://twgl/./src/attributes.js","webpack://twgl/./src/draw.js","webpack://twgl/./src/framebuffers.js","webpack://twgl/./src/helper.js","webpack://twgl/./src/m4.js","webpack://twgl/./src/primitives.js","webpack://twgl/./src/programs.js","webpack://twgl/./src/textures.js","webpack://twgl/./src/twgl-full.js","webpack://twgl/./src/twgl.js","webpack://twgl/./src/typedarrays.js","webpack://twgl/./src/utils.js","webpack://twgl/./src/v3.js","webpack://twgl/./src/vertex-arrays.js"],"names":["STATIC_DRAW","ARRAY_BUFFER","ELEMENT_ARRAY_BUFFER","BUFFER_SIZE","BYTE","UNSIGNED_BYTE","SHORT","UNSIGNED_SHORT","INT","UNSIGNED_INT","FLOAT","gl","undefined","defaults","attribPrefix","setAttributePrefix","prefix","setDefaults","newDefaults","helper","copyExistingProperties","setBufferFromTypedArray","type","buffer","array","drawType","bindBuffer","bufferData","createBufferFromTypedArray","typedArray","isBuffer","createBuffer","isIndices","name","getNormalizationForTypedArray","Int8Array","Uint8Array","getNormalizationForTypedArrayType","typedArrayType","getArray","length","data","texcoordRE","colorRE","guessNumComponentsFromName","numComponents","test","Error","getNumComponents","arrayName","size","makeTypedArray","typedArrays","isArrayBuffer","Array","isArray","Type","Uint16Array","Float32Array","createAttribsFromArrays","arrays","attribs","Object","keys","forEach","attribName","attrib","value","normalization","WebGLBuffer","normalize","numValues","arrayType","numBytes","BYTES_PER_ELEMENT","getGLTypeForTypedArrayType","getGLTypeForTypedArray","stride","offset","divisor","setAttribInfoBufferFromArray","attribInfo","bufferSubData","getBytesPerValueForGLType","positionKeys","getNumElementsFromNonIndexedArrays","key","ii","numElements","getNumElementsFromAttributes","getBufferParameter","bytesPerValue","totalElements","createBufferInfoFromArrays","srcBufferInfo","newAttribs","bufferInfo","assign","indices","newIndices","elementType","createBufferFromArray","createBuffersFromArrays","buffers","TRIANGLES","drawBufferInfo","count","instanceCount","drawElementsInstanced","drawElements","drawArraysInstanced","drawArrays","drawObjectList","objectsToDraw","lastUsedProgramInfo","lastUsedBufferInfo","object","active","programInfo","vertexArrayInfo","bindBuffers","useProgram","program","vertexArrayObject","bindVertexArray","programs","setBuffersAndAttributes","setUniforms","uniforms","FRAMEBUFFER","RENDERBUFFER","TEXTURE_2D","DEPTH_COMPONENT","RGBA","RGBA4","RGB5_A1","RGB565","DEPTH_COMPONENT16","STENCIL_INDEX","STENCIL_INDEX8","DEPTH_STENCIL","COLOR_ATTACHMENT0","DEPTH_ATTACHMENT","STENCIL_ATTACHMENT","DEPTH_STENCIL_ATTACHMENT","REPEAT","CLAMP_TO_EDGE","MIRRORED_REPEAT","NEAREST","LINEAR","NEAREST_MIPMAP_NEAREST","LINEAR_MIPMAP_NEAREST","NEAREST_MIPMAP_LINEAR","LINEAR_MIPMAP_LINEAR","defaultAttachments","format","min","wrap","attachmentsByFormat","getAttachmentPointForFormat","renderbufferFormats","isRenderbufferFormat","createFramebufferInfo","attachments","width","height","target","fb","createFramebuffer","bindFramebuffer","drawingBufferWidth","drawingBufferHeight","colorAttachmentCount","framebufferInfo","framebuffer","attachmentOptions","attachment","attachmentPoint","createRenderbuffer","bindRenderbuffer","renderbufferStorage","textureOptions","auto","minMag","mag","wrapS","wrapT","textures","createTexture","isRenderbuffer","framebufferRenderbuffer","isTexture","layer","framebufferTextureLayer","level","framebufferTexture2D","texTarget","push","resizeFramebufferInfo","ndx","resizeTexture","bindFramebufferInfo","viewport","copyNamedProperties","names","src","dst","hasOwnProperty","error","console","warn","t","WebGLRenderbuffer","isShader","WebGLShader","WebGLTexture","isSampler","WebGLSampler","MatType","setDefaultType","ctor","oldType","negate","m","copy","identity","transpose","m00","m01","m02","m03","m10","m11","m12","m13","m20","m21","m22","m23","m30","m31","m32","m33","inverse","tmp_0","tmp_1","tmp_2","tmp_3","tmp_4","tmp_5","tmp_6","tmp_7","tmp_8","tmp_9","tmp_10","tmp_11","tmp_12","tmp_13","tmp_14","tmp_15","tmp_16","tmp_17","tmp_18","tmp_19","tmp_20","tmp_21","tmp_22","tmp_23","t0","t1","t2","t3","d","multiply","a","b","a00","a01","a02","a03","a10","a11","a12","a13","a20","a21","a22","a23","a30","a31","a32","a33","b00","b01","b02","b03","b10","b11","b12","b13","b20","b21","b22","b23","b30","b31","b32","b33","setTranslation","v","getTranslation","v3","create","getAxis","axis","off","setAxis","perspective","fieldOfViewYInRadians","aspect","zNear","zFar","f","Math","tan","PI","rangeInv","ortho","left","right","bottom","top","near","far","frustum","dx","dy","dz","xAxis","yAxis","zAxis","lookAt","eye","up","subtract","cross","translation","translate","v0","v1","v2","rotationX","angleInRadians","c","cos","s","sin","rotateX","rotationY","rotateY","rotationZ","rotateZ","axisRotation","x","y","z","n","sqrt","xx","yy","zz","oneMinusCosine","axisRotate","r00","r01","r02","r10","r11","r12","r20","r21","r22","scaling","scale","transformPoint","transformDirection","transformNormal","mi","attributes","getArray_","getNumComponents_","augmentTypedArray","cursor","arguments","jj","reset","opt_index","defineProperty","get","createAugmentedTypedArray","opt_type","allButIndices","deindexVertices","vertices","newVertices","expandToUnindexed","channel","srcBuffer","dstBuffer","constructor","filter","flattenNormals","normals","normal","numNormals","nax","nay","naz","nbx","nby","nbz","ncx","ncy","ncz","nx","ny","nz","applyFuncToV3Array","matrix","fn","len","tmp","reorientDirections","m4","reorientNormals","reorientPositions","reorientVertices","indexOf","createXYQuadVertices","xOffset","yOffset","position","texcoord","createPlaneVertices","depth","subdivisionsWidth","subdivisionsDepth","numVertices","positions","texcoords","u","numVertsAcross","createSphereVertices","radius","subdivisionsAxis","subdivisionsHeight","opt_startLatitudeInRadians","opt_endLatitudeInRadians","opt_startLongitudeInRadians","opt_endLongitudeInRadians","latRange","longRange","theta","phi","sinTheta","cosTheta","sinPhi","cosPhi","ux","uy","uz","numVertsAround","CUBE_FACE_INDICES","createCubeVertices","k","cornerVertices","faceNormals","uvCoords","faceIndices","uv","createTruncatedConeVertices","bottomRadius","topRadius","radialSubdivisions","verticalSubdivisions","opt_topCap","opt_bottomCap","topCap","bottomCap","extra","vertsAroundEdge","slant","atan2","cosSlant","sinSlant","start","end","ringRadius","expandRLEData","rleData","padding","runLength","element","slice","apply","create3DFVertices","colors","numVerts","color","createCrescentVertices","verticalRadius","outerRadius","innerRadius","thickness","subdivisionsDown","startOffset","endOffset","subdivisionsThick","offsetRange","lerp","createArc","arcRadius","normalMult","normalAdd","uMult","uAdd","uBack","xBack","angle","px","py","pz","add","createSurface","leftArcOffset","rightArcOffset","numVerticesDown","createCylinderVertices","createTorusVertices","bodySubdivisions","startAngle","endAngle","range","radialParts","bodyParts","sliceAngle","sliceSin","ring","ringAngle","xSin","zCos","nextRingIndex","nextSliceIndex","createDiscVertices","divisions","stacks","stackPower","firstIndex","radiusSpan","pointsPerStack","stack","stackRadius","pow","i","randInt","random","makeRandomVertexColors","options","vColors","rand","numVertsPerColor","vertsPerColor","numSets","createBufferFunc","prototype","call","createBufferInfoFunc","arraySpecPropertyNames","copyElements","dstNdx","createArrayOfSameType","srcArray","arraySrc","newArray","newArraySpec","concatVertices","arrayOfArrays","baseName","arrayInfo","getLengthOfCombinedArrays","arraySpec","spec","copyArraysToNewArray","base","baseIndex","newArrays","info","duplicateVertices","create3DFBufferInfo","create3DFBuffers","createCubeBufferInfo","createCubeBuffers","createPlaneBufferInfo","createPlaneBuffers","createSphereBufferInfo","createSphereBuffers","createTruncatedConeBufferInfo","createTruncatedConeBuffers","createXYQuadBufferInfo","createXYQuadBuffers","createCrescentBufferInfo","createCrescentBuffers","createCylinderBufferInfo","createCylinderBuffers","createTorusBufferInfo","createTorusBuffers","createDiscBufferInfo","createDiscBuffers","createCresentBufferInfo","createCresentBuffers","createCresentVertices","getElementById","id","document","TEXTURE0","DYNAMIC_DRAW","UNIFORM_BUFFER","TRANSFORM_FEEDBACK_BUFFER","TRANSFORM_FEEDBACK","COMPILE_STATUS","LINK_STATUS","FRAGMENT_SHADER","VERTEX_SHADER","SEPARATE_ATTRIBS","ACTIVE_UNIFORMS","ACTIVE_ATTRIBUTES","TRANSFORM_FEEDBACK_VARYINGS","ACTIVE_UNIFORM_BLOCKS","UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER","UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER","UNIFORM_BLOCK_DATA_SIZE","UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES","FLOAT_VEC2","FLOAT_VEC3","FLOAT_VEC4","INT_VEC2","INT_VEC3","INT_VEC4","BOOL","BOOL_VEC2","BOOL_VEC3","BOOL_VEC4","FLOAT_MAT2","FLOAT_MAT3","FLOAT_MAT4","SAMPLER_2D","SAMPLER_CUBE","SAMPLER_3D","SAMPLER_2D_SHADOW","FLOAT_MAT2x3","FLOAT_MAT2x4","FLOAT_MAT3x2","FLOAT_MAT3x4","FLOAT_MAT4x2","FLOAT_MAT4x3","SAMPLER_2D_ARRAY","SAMPLER_2D_ARRAY_SHADOW","SAMPLER_CUBE_SHADOW","UNSIGNED_INT_VEC2","UNSIGNED_INT_VEC3","UNSIGNED_INT_VEC4","INT_SAMPLER_2D","INT_SAMPLER_3D","INT_SAMPLER_CUBE","INT_SAMPLER_2D_ARRAY","UNSIGNED_INT_SAMPLER_2D","UNSIGNED_INT_SAMPLER_3D","UNSIGNED_INT_SAMPLER_CUBE","UNSIGNED_INT_SAMPLER_2D_ARRAY","TEXTURE_CUBE_MAP","TEXTURE_3D","TEXTURE_2D_ARRAY","typeMap","getBindPointForSamplerType","bindPoint","floatSetter","location","uniform1f","floatArraySetter","uniform1fv","floatVec2Setter","uniform2fv","floatVec3Setter","uniform3fv","floatVec4Setter","uniform4fv","intSetter","uniform1i","intArraySetter","uniform1iv","intVec2Setter","uniform2iv","intVec3Setter","uniform3iv","intVec4Setter","uniform4iv","uintSetter","uniform1ui","uintArraySetter","uniform1uiv","uintVec2Setter","uniform2uiv","uintVec3Setter","uniform3uiv","uintVec4Setter","uniform4uiv","floatMat2Setter","uniformMatrix2fv","floatMat3Setter","uniformMatrix3fv","floatMat4Setter","uniformMatrix4fv","floatMat23Setter","uniformMatrix2x3fv","floatMat32Setter","uniformMatrix3x2fv","floatMat24Setter","uniformMatrix2x4fv","floatMat42Setter","uniformMatrix4x2fv","floatMat34Setter","uniformMatrix3x4fv","floatMat43Setter","uniformMatrix4x3fv","samplerSetter","unit","utils","isWebGL2","textureOrPair","texture","sampler","activeTexture","bindTexture","bindSampler","samplerArraySetter","units","Int32Array","index","setter","arraySetter","Uint32Array","floatAttribSetter","disableVertexAttribArray","vertexAttrib4fv","vertexAttrib3fv","vertexAttrib2fv","vertexAttrib1fv","enableVertexAttribArray","vertexAttribPointer","vertexAttribDivisor","intAttribSetter","vertexAttrib4iv","vertexAttribIPointer","uintAttribSetter","vertexAttrib4uiv","matAttribSetter","typeInfo","defaultSize","rowOffset","attrTypeMap","addLineNumbers","lineOffset","split","map","line","join","spaceRE","loadShader","shaderSource","shaderType","opt_errorCallback","errFn","shader","createShader","replace","compileShader","compiled","getShaderParameter","lastError","getShaderInfoLog","deleteShader","getProgramOptions","opt_attribs","opt_locations","transformFeedbackVaryings","transformFeedbackMode","errorCallback","opt","attribLocations","defaultShaderType","getShaderTypeFromScriptType","scriptType","deleteShaders","shaders","createProgram","progOptions","realShaders","newShaders","elem","text","attachShader","bindAttribLocation","varyings","linkProgram","linked","getProgramParameter","getProgramInfoLog","deleteProgram","createShaderFromScript","scriptId","opt_shaderType","shaderScript","createProgramFromScripts","shaderScriptIds","createProgramFromSources","shaderSources","isBuiltIn","startsWith","createUniformSetters","textureUnit","createUniformSetter","uniformInfo","getUniformLocation","substr","toString","uniformSetters","numUniforms","getActiveUniform","createTransformFeedbackInfo","numVaryings","varying","getTransformFeedbackVarying","bindTransformFeedbackInfo","transformFeedbackInfo","buf","bindBufferRange","bindBufferBase","createTransformFeedback","tf","bindTransformFeedback","createUniformBlockSpecFromProgram","uniformData","uniformIndices","pair","pname","getActiveUniforms","blockSpecs","numUniformBlocks","getActiveUniformBlockName","blockSpec","usedByVertexShader","getActiveUniformBlockParameter","usedByFragmentShader","used","arraySuffixRE","createUniformBlockInfoFromProgram","uniformBlockSpec","blockName","ArrayBuffer","uniformBufferIndex","uniformBlockBinding","uniformNdx","asFloat","createUniformBlockInfo","bindUniformBlock","uniformBlockInfo","bufferBindIndex","byteLength","setUniformBlock","setBlockUniforms","values","set","setters","actualSetters","numArgs","aNdx","setUniformsAndBindTextures","createAttributeSetters","attribSetters","numAttribs","getActiveAttrib","getAttribLocation","setAttributes","createProgramInfoFromProgram","createProgramInfo","good","source","script","textureColor","crossOrigin","s_ctx","getShared2DContext","createElement","getContext","ALPHA","RGB","LUMINANCE","LUMINANCE_ALPHA","TEXTURE_CUBE_MAP_POSITIVE_X","TEXTURE_CUBE_MAP_NEGATIVE_X","TEXTURE_CUBE_MAP_POSITIVE_Y","TEXTURE_CUBE_MAP_NEGATIVE_Y","TEXTURE_CUBE_MAP_POSITIVE_Z","TEXTURE_CUBE_MAP_NEGATIVE_Z","TEXTURE_MIN_FILTER","TEXTURE_MAG_FILTER","TEXTURE_WRAP_S","TEXTURE_WRAP_T","TEXTURE_WRAP_R","TEXTURE_MIN_LOD","TEXTURE_MAX_LOD","TEXTURE_BASE_LEVEL","TEXTURE_MAX_LEVEL","UNPACK_ALIGNMENT","UNPACK_ROW_LENGTH","UNPACK_IMAGE_HEIGHT","UNPACK_SKIP_PIXELS","UNPACK_SKIP_ROWS","UNPACK_SKIP_IMAGES","UNPACK_COLORSPACE_CONVERSION_WEBGL","UNPACK_PREMULTIPLY_ALPHA_WEBGL","UNPACK_FLIP_Y_WEBGL","R8","R8_SNORM","R16F","R32F","R8UI","R8I","RG16UI","RG16I","RG32UI","RG32I","RG8","RG8_SNORM","RG16F","RG32F","RG8UI","RG8I","R16UI","R16I","R32UI","R32I","RGB8","SRGB8","RGB8_SNORM","R11F_G11F_B10F","RGB9_E5","RGB16F","RGB32F","RGB8UI","RGB8I","RGB16UI","RGB16I","RGB32UI","RGB32I","RGBA8","SRGB8_ALPHA8","RGBA8_SNORM","RGB10_A2","RGBA16F","RGBA32F","RGBA8UI","RGBA8I","RGB10_A2UI","RGBA16UI","RGBA16I","RGBA32I","RGBA32UI","DEPTH_COMPONENT24","DEPTH_COMPONENT32F","DEPTH32F_STENCIL8","DEPTH24_STENCIL8","UNSIGNED_SHORT_4_4_4_4","UNSIGNED_SHORT_5_5_5_1","UNSIGNED_SHORT_5_6_5","HALF_FLOAT","HALF_FLOAT_OES","UNSIGNED_INT_2_10_10_10_REV","UNSIGNED_INT_10F_11F_11F_REV","UNSIGNED_INT_5_9_9_9_REV","FLOAT_32_UNSIGNED_INT_24_8_REV","UNSIGNED_INT_24_8","RG","RG_INTEGER","RED","RED_INTEGER","RGB_INTEGER","RGBA_INTEGER","formatInfo","numColorComponents","s_textureInternalFormatInfo","getTextureInternalFormatInfo","internalFormat","textureFormat","colorRenderable","textureFilterable","bytesPerElement","bytesPerElementMap","getBytesPerElementForInternalFormat","getFormatAndTypeForInternalFormat","isPowerOf2","canGenerateMipmap","canFilter","getNumComponentsForFormat","getTextureTypeForArrayType","defaultType","guessDimensions","setDefaultTextureColor","lastPackState","savePackState","colorspaceConversion","getParameter","pixelStorei","premultiplyAlpha","flipY","restorePackState","saveSkipState","unpackAlignment","unpackRowLength","unpackImageHeight","unpackSkipPixels","unpackSkipRows","unpackSkipImages","restoreSkipState","setTextureSamplerParameters","parameteriFn","wrapR","minLod","maxLod","baseLevel","maxLevel","setTextureParameters","tex","texParameteri","setSamplerParameters","samplerParameteri","createSampler","createSamplers","samplerOptions","samplers","make1Pixel","setTextureFilteringForSize","generateMipmap","filtering","shouldAutomaticallySetTextureFilteringForSize","getCubeFaceOrder","cubeFaceOrder","getCubeFacesWithNdx","faces","facesWithNdx","face","sort","setTextureFromElement","formatType","imgWidth","imgHeight","slices","nodeName","ctx","canvas","drawImage","texImage2D","createImageBitmap","colorSpaceConversion","then","imageBitmap","smallest","largest","max","xMult","yMult","texImage3D","srcX","srcY","texSubImage3D","noop","urlIsSameOrigin","url","href","hostname","port","protocol","localOrigin","URL","origin","urlOrigin","setToAnonymousIfUndefinedAndURLIsNotSameOrigin","loadImage","callback","img","Image","clearEventHandlers","removeEventListener","onError","onLoad","msg","addEventListener","ImageBitmap","err","bm","cb","mode","fetch","response","ok","blob","bitmap","setTimeout","e","isTexImageSource","obj","ImageData","HTMLElement","loadAndUseImage","setTextureTo1PixelColor","loadTextureFromUrl","loadCubemapFromUrls","urls","numToLoad","errors","imgs","uploadImg","faceTarget","otherTarget","loadSlicesFromUrls","firstImage","setTextureFromArray","getTypedArrayTypeForGLType","Uint8ClampedArray","glEnumToString","dimensions","cbrt","elementsPerElement","faceSize","subarray","setEmptyTexture","isAsyncSrc","createTextures","numDownloading","images","callCallbackIfReady","onLoadFn","addExtensionsToContext","setAttributeDefaults_","setTextureDefaults_","prefixRE","addExtensionToContext","extensionName","ext","getExtension","enums","fnSuffix","exec","enumSuffix","isFunc","suffix","endsWith","substring","origFn","supportedExtensions","create3DContext","context","getWebGLContext","createContext","resizeCanvasToDisplaySize","multiplier","clientWidth","clientHeight","glTypeToTypedArray","tt","Int16Array","CTOR","SharedArrayBuffer","isArrayBufferOrSharedArrayBuffer","texStorage2D","isWebGL1","haveEnumsForType","addEnums","existing","VecType","lerpV","mulScalar","divScalar","dot","lengthSq","distance","distanceSq","lenSq","divide","createVertexArrayInfo","programInfos","vao","createVertexArray","createVAOAndSetAttributes","createVAOFromBufferInfo"],"mappings":";;;;;AAAA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC;AACD,O;QCVA;QACA;;QAEA;QACA;;QAEA;QACA;QACA;QACA;QACA;QACA;QACA;QACA;QACA;QACA;;QAEA;QACA;;QAEA;QACA;;QAEA;QACA;QACA;;;QAGA;QACA;;QAEA;QACA;;QAEA;QACA;QACA;QACA,0CAA0C,gCAAgC;QAC1E;QACA;;QAEA;QACA;QACA;QACA,wDAAwD,kBAAkB;QAC1E;QACA,iDAAiD,cAAc;QAC/D;;QAEA;QACA;QACA;QACA;QACA;QACA;QACA;QACA;QACA;QACA;QACA;QACA,yCAAyC,iCAAiC;QAC1E,gHAAgH,mBAAmB,EAAE;QACrI;QACA;;QAEA;QACA;QACA;QACA,2BAA2B,0BAA0B,EAAE;QACvD,iCAAiC,eAAe;QAChD;QACA;QACA;;QAEA;QACA,sDAAsD,+DAA+D;;QAErH;QACA;;;QAGA;QACA;;;;;;;;;;;;;;;;;;;;;;;;;;;AC5DA;;AACA;;;;;;AAvBA;;;;;;;;;;;;;;;;;;;;;AAyBA,IAAMA,WAAW,GAAoB,MAArC;AACA,IAAMC,YAAY,GAAmB,MAArC;AACA,IAAMC,oBAAoB,GAAW,MAArC;AACA,IAAMC,WAAW,GAAoB,MAArC;AAEA,IAAMC,IAAI,GAA2B,MAArC;AACA,IAAMC,aAAa,GAAkB,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,cAAc,GAAiB,MAArC;AACA,IAAMC,GAAG,GAA4B,MAArC;AACA,IAAMC,YAAY,GAAmB,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AAEA;;;;;;;;;;;;;;AAeA;;AACA,IAAMC,EAAE,GAAGC,SAAX;AAAuB;;AAA0B;;AACjD,IAAMC,QAAQ,GAAG;AACfC,cAAY,EAAE;AADC,CAAjB;AAIA;;;;;;;;;;;;;;;;;;;;;AAoBA,SAASC,kBAAT,CAA4BC,MAA5B,EAAoC;AAClCH,UAAQ,CAACC,YAAT,GAAwBE,MAAxB;AACD;;AAED,SAASC,WAAT,CAAqBC,WAArB,EAAkC;AAChCC,QAAM,CAACC,sBAAP,CAA8BF,WAA9B,EAA2CL,QAA3C;AACD;;AAED,SAASQ,uBAAT,CAAiCV,EAAjC,EAAqCW,IAArC,EAA2CC,MAA3C,EAAmDC,KAAnD,EAA0DC,QAA1D,EAAoE;AAClEd,IAAE,CAACe,UAAH,CAAcJ,IAAd,EAAoBC,MAApB;AACAZ,IAAE,CAACgB,UAAH,CAAcL,IAAd,EAAoBE,KAApB,EAA2BC,QAAQ,IAAIzB,WAAvC;AACD;AAED;;;;;;;;;;;;;AAWA,SAAS4B,0BAAT,CAAoCjB,EAApC,EAAwCkB,UAAxC,EAAoDP,IAApD,EAA0DG,QAA1D,EAAoE;AAClE,MAAIN,MAAM,CAACW,QAAP,CAAgBnB,EAAhB,EAAoBkB,UAApB,CAAJ,EAAqC;AACnC,WAAOA,UAAP;AACD;;AACDP,MAAI,GAAGA,IAAI,IAAIrB,YAAf;AACA,MAAMsB,MAAM,GAAGZ,EAAE,CAACoB,YAAH,EAAf;AACAV,yBAAuB,CAACV,EAAD,EAAKW,IAAL,EAAWC,MAAX,EAAmBM,UAAnB,EAA+BJ,QAA/B,CAAvB;AACA,SAAOF,MAAP;AACD;;AAED,SAASS,SAAT,CAAmBC,IAAnB,EAAyB;AACvB,SAAOA,IAAI,KAAK,SAAhB;AACD,C,CAED;AACA;;;AACA,SAASC,6BAAT,CAAuCL,UAAvC,EAAmD;AACjD,MAAIA,UAAU,YAAYM,SAA1B,EAAwC;AAAE,WAAO,IAAP;AAAc,GADP,CACS;;;AAC1D,MAAIN,UAAU,YAAYO,UAA1B,EAAwC;AAAE,WAAO,IAAP;AAAc,GAFP,CAES;;;AAC1D,SAAO,KAAP;AACD,C,CAED;AACA;;;AACA,SAASC,iCAAT,CAA2CC,cAA3C,EAA2D;AACzD,MAAIA,cAAc,KAAKH,SAAvB,EAAqC;AAAE,WAAO,IAAP;AAAc,GADI,CACF;;;AACvD,MAAIG,cAAc,KAAKF,UAAvB,EAAqC;AAAE,WAAO,IAAP;AAAc,GAFI,CAEF;;;AACvD,SAAO,KAAP;AACD;;AAED,SAASG,QAAT,CAAkBf,KAAlB,EAAyB;AACvB,SAAOA,KAAK,CAACgB,MAAN,GAAehB,KAAf,GAAuBA,KAAK,CAACiB,IAApC;AACD;;AAED,IAAMC,UAAU,GAAG,gBAAnB;AACA,IAAMC,OAAO,GAAG,eAAhB;;AAEA,SAASC,0BAAT,CAAoCX,IAApC,EAA0CO,MAA1C,EAAkD;AAChD,MAAIK,aAAJ;;AACA,MAAIH,UAAU,CAACI,IAAX,CAAgBb,IAAhB,CAAJ,EAA2B;AACzBY,iBAAa,GAAG,CAAhB;AACD,GAFD,MAEO,IAAIF,OAAO,CAACG,IAAR,CAAab,IAAb,CAAJ,EAAwB;AAC7BY,iBAAa,GAAG,CAAhB;AACD,GAFM,MAEA;AACLA,iBAAa,GAAG,CAAhB,CADK,CACe;AACrB;;AAED,MAAIL,MAAM,GAAGK,aAAT,GAAyB,CAA7B,EAAgC;AAC9B,UAAM,IAAIE,KAAJ,sDAAwDd,IAAxD,sBAAwEY,aAAxE,kBAA6FL,MAA7F,gDAAyIK,aAAzI,8BAAN;AACD;;AAED,SAAOA,aAAP;AACD;;AAED,SAASG,gBAAT,CAA0BxB,KAA1B,EAAiCyB,SAAjC,EAA4C;AAC1C,SAAOzB,KAAK,CAACqB,aAAN,IAAuBrB,KAAK,CAAC0B,IAA7B,IAAqCN,0BAA0B,CAACK,SAAD,EAAYV,QAAQ,CAACf,KAAD,CAAR,CAAgBgB,MAA5B,CAAtE;AACD;;AAED,SAASW,cAAT,CAAwB3B,KAAxB,EAA+BS,IAA/B,EAAqC;AACnC,MAAImB,WAAW,CAACC,aAAZ,CAA0B7B,KAA1B,CAAJ,EAAsC;AACpC,WAAOA,KAAP;AACD;;AAED,MAAI4B,WAAW,CAACC,aAAZ,CAA0B7B,KAAK,CAACiB,IAAhC,CAAJ,EAA2C;AACzC,WAAOjB,KAAK,CAACiB,IAAb;AACD;;AAED,MAAIa,KAAK,CAACC,OAAN,CAAc/B,KAAd,CAAJ,EAA0B;AACxBA,SAAK,GAAG;AACNiB,UAAI,EAAEjB;AADA,KAAR;AAGD;;AAED,MAAIgC,IAAI,GAAGhC,KAAK,CAACF,IAAjB;;AACA,MAAI,CAACkC,IAAL,EAAW;AACT,QAAIxB,SAAS,CAACC,IAAD,CAAb,EAAqB;AACnBuB,UAAI,GAAGC,WAAP;AACD,KAFD,MAEO;AACLD,UAAI,GAAGE,YAAP;AACD;AACF;;AACD,SAAO,IAAIF,IAAJ,CAAShC,KAAK,CAACiB,IAAf,CAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;AAoBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmCA;;;;;;;;;;;AAWA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA0CA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA0DA,SAASkB,uBAAT,CAAiChD,EAAjC,EAAqCiD,MAArC,EAA6C;AAC3C,MAAMC,OAAO,GAAG,EAAhB;AACAC,QAAM,CAACC,IAAP,CAAYH,MAAZ,EAAoBI,OAApB,CAA4B,UAASf,SAAT,EAAoB;AAC9C,QAAI,CAACjB,SAAS,CAACiB,SAAD,CAAd,EAA2B;AACzB,UAAMzB,KAAK,GAAGoC,MAAM,CAACX,SAAD,CAApB;AACA,UAAMgB,UAAU,GAAGzC,KAAK,CAAC0C,MAAN,IAAgB1C,KAAK,CAACS,IAAtB,IAA8BT,KAAK,CAACyC,UAApC,IAAmDpD,QAAQ,CAACC,YAAT,GAAwBmC,SAA9F;;AACA,UAAIzB,KAAK,CAAC2C,KAAV,EAAiB;AACf,YAAI,CAACb,KAAK,CAACC,OAAN,CAAc/B,KAAK,CAAC2C,KAApB,CAAD,IAA+B,CAACf,WAAW,CAACC,aAAZ,CAA0B7B,KAAK,CAAC2C,KAAhC,CAApC,EAA4E;AAC1E,gBAAM,IAAIpB,KAAJ,CAAU,wCAAV,CAAN;AACD;;AACDc,eAAO,CAACI,UAAD,CAAP,GAAsB;AACpBE,eAAK,EAAE3C,KAAK,CAAC2C;AADO,SAAtB;AAGD,OAPD,MAOO;AACL,YAAI5C,MAAJ;AACA,YAAID,IAAJ;AACA,YAAI8C,aAAJ;AACA,YAAIvB,aAAJ;;AACA,YAAIrB,KAAK,CAACD,MAAN,IAAgBC,KAAK,CAACD,MAAN,YAAwB8C,WAA5C,EAAyD;AACvD9C,gBAAM,GAAGC,KAAK,CAACD,MAAf;AACAsB,uBAAa,GAAGrB,KAAK,CAACqB,aAAN,IAAuBrB,KAAK,CAAC0B,IAA7C;AACA5B,cAAI,GAAGE,KAAK,CAACF,IAAb;AACA8C,uBAAa,GAAG5C,KAAK,CAAC8C,SAAtB;AACD,SALD,MAKO,IAAI,OAAO9C,KAAP,KAAiB,QAAjB,IAA6B,OAAOA,KAAK,CAACiB,IAAb,KAAsB,QAAvD,EAAiE;AACtE,cAAM8B,SAAS,GAAG/C,KAAK,CAACiB,IAAN,IAAcjB,KAAhC;AACA,cAAMgD,SAAS,GAAGhD,KAAK,CAACF,IAAN,IAAcoC,YAAhC;AACA,cAAMe,QAAQ,GAAGF,SAAS,GAAGC,SAAS,CAACE,iBAAvC;AACApD,cAAI,GAAG8B,WAAW,CAACuB,0BAAZ,CAAuCH,SAAvC,CAAP;AACAJ,uBAAa,GAAG5C,KAAK,CAAC8C,SAAN,KAAoB1D,SAApB,GAAgCY,KAAK,CAAC8C,SAAtC,GAAkDjC,iCAAiC,CAACmC,SAAD,CAAnG;AACA3B,uBAAa,GAAGrB,KAAK,CAACqB,aAAN,IAAuBrB,KAAK,CAAC0B,IAA7B,IAAqCN,0BAA0B,CAACK,SAAD,EAAYsB,SAAZ,CAA/E;AACAhD,gBAAM,GAAGZ,EAAE,CAACoB,YAAH,EAAT;AACApB,YAAE,CAACe,UAAH,CAAczB,YAAd,EAA4BsB,MAA5B;AACAZ,YAAE,CAACgB,UAAH,CAAc1B,YAAd,EAA4BwE,QAA5B,EAAsCjD,KAAK,CAACC,QAAN,IAAkBzB,WAAxD;AACD,SAVM,MAUA;AACL,cAAM6B,UAAU,GAAGsB,cAAc,CAAC3B,KAAD,EAAQyB,SAAR,CAAjC;AACA1B,gBAAM,GAAGK,0BAA0B,CAACjB,EAAD,EAAKkB,UAAL,EAAiBjB,SAAjB,EAA4BY,KAAK,CAACC,QAAlC,CAAnC;AACAH,cAAI,GAAG8B,WAAW,CAACwB,sBAAZ,CAAmC/C,UAAnC,CAAP;AACAuC,uBAAa,GAAG5C,KAAK,CAAC8C,SAAN,KAAoB1D,SAApB,GAAgCY,KAAK,CAAC8C,SAAtC,GAAkDpC,6BAA6B,CAACL,UAAD,CAA/F;AACAgB,uBAAa,GAAGG,gBAAgB,CAACxB,KAAD,EAAQyB,SAAR,CAAhC;AACD;;AACDY,eAAO,CAACI,UAAD,CAAP,GAAsB;AACpB1C,gBAAM,EAASA,MADK;AAEpBsB,uBAAa,EAAEA,aAFK;AAGpBvB,cAAI,EAAWA,IAHK;AAIpBgD,mBAAS,EAAMF,aAJK;AAKpBS,gBAAM,EAASrD,KAAK,CAACqD,MAAN,IAAgB,CALX;AAMpBC,gBAAM,EAAStD,KAAK,CAACsD,MAAN,IAAgB,CANX;AAOpBC,iBAAO,EAAQvD,KAAK,CAACuD,OAAN,KAAkBnE,SAAlB,GAA8BA,SAA9B,GAA0CY,KAAK,CAACuD,OAP3C;AAQpBtD,kBAAQ,EAAOD,KAAK,CAACC;AARD,SAAtB;AAUD;AACF;AACF,GAlDD;AAmDAd,IAAE,CAACe,UAAH,CAAczB,YAAd,EAA4B,IAA5B;AACA,SAAO4D,OAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAoCA,SAASmB,4BAAT,CAAsCrE,EAAtC,EAA0CsE,UAA1C,EAAsDzD,KAAtD,EAA6DsD,MAA7D,EAAqE;AACnEtD,OAAK,GAAG2B,cAAc,CAAC3B,KAAD,CAAtB;;AACA,MAAIsD,MAAM,KAAKlE,SAAf,EAA0B;AACxBD,MAAE,CAACe,UAAH,CAAczB,YAAd,EAA4BgF,UAAU,CAAC1D,MAAvC;AACAZ,MAAE,CAACuE,aAAH,CAAiBjF,YAAjB,EAA+B6E,MAA/B,EAAuCtD,KAAvC;AACD,GAHD,MAGO;AACLH,2BAAuB,CAACV,EAAD,EAAKV,YAAL,EAAmBgF,UAAU,CAAC1D,MAA9B,EAAsCC,KAAtC,EAA6CyD,UAAU,CAACxD,QAAxD,CAAvB;AACD;AACF;;AAED,SAAS0D,yBAAT,CAAmCxE,EAAnC,EAAuCW,IAAvC,EAA6C;AAC3C,MAAIA,IAAI,KAAKlB,IAAb,EAA6B,OAAO,CAAP,CADc,CACH;;AACxC,MAAIkB,IAAI,KAAKjB,aAAb,EAA6B,OAAO,CAAP,CAFc,CAEH;;AACxC,MAAIiB,IAAI,KAAKhB,KAAb,EAA6B,OAAO,CAAP,CAHc,CAGH;;AACxC,MAAIgB,IAAI,KAAKf,cAAb,EAA6B,OAAO,CAAP,CAJc,CAIH;;AACxC,MAAIe,IAAI,KAAKd,GAAb,EAA6B,OAAO,CAAP,CALc,CAKH;;AACxC,MAAIc,IAAI,KAAKb,YAAb,EAA6B,OAAO,CAAP,CANc,CAMH;;AACxC,MAAIa,IAAI,KAAKZ,KAAb,EAA6B,OAAO,CAAP,CAPc,CAOH;;AACxC,SAAO,CAAP;AACD,C,CAED;;;AACA,IAAM0E,YAAY,GAAG,CAAC,UAAD,EAAa,WAAb,EAA0B,YAA1B,CAArB;;AACA,SAASC,kCAAT,CAA4CzB,MAA5C,EAAoD;AAClD,MAAI0B,GAAJ;AACA,MAAIC,EAAJ;;AACA,OAAKA,EAAE,GAAG,CAAV,EAAaA,EAAE,GAAGH,YAAY,CAAC5C,MAA/B,EAAuC,EAAE+C,EAAzC,EAA6C;AAC3CD,OAAG,GAAGF,YAAY,CAACG,EAAD,CAAlB;;AACA,QAAID,GAAG,IAAI1B,MAAX,EAAmB;AACjB;AACD;AACF;;AACD,MAAI2B,EAAE,KAAKH,YAAY,CAAC5C,MAAxB,EAAgC;AAC9B8C,OAAG,GAAGxB,MAAM,CAACC,IAAP,CAAYH,MAAZ,EAAoB,CAApB,CAAN;AACD;;AACD,MAAMpC,KAAK,GAAGoC,MAAM,CAAC0B,GAAD,CAApB;AACA,MAAM9C,MAAM,GAAGD,QAAQ,CAACf,KAAD,CAAR,CAAgBgB,MAA/B;AACA,MAAMK,aAAa,GAAGG,gBAAgB,CAACxB,KAAD,EAAQ8D,GAAR,CAAtC;AACA,MAAME,WAAW,GAAGhD,MAAM,GAAGK,aAA7B;;AACA,MAAIL,MAAM,GAAGK,aAAT,GAAyB,CAA7B,EAAgC;AAC9B,UAAM,IAAIE,KAAJ,yBAA2BF,aAA3B,qCAAmEL,MAAnE,EAAN;AACD;;AACD,SAAOgD,WAAP;AACD;;AAED,SAASC,4BAAT,CAAsC9E,EAAtC,EAA0CkD,OAA1C,EAAmD;AACjD,MAAIyB,GAAJ;AACA,MAAIC,EAAJ;;AACA,OAAKA,EAAE,GAAG,CAAV,EAAaA,EAAE,GAAGH,YAAY,CAAC5C,MAA/B,EAAuC,EAAE+C,EAAzC,EAA6C;AAC3CD,OAAG,GAAGF,YAAY,CAACG,EAAD,CAAlB;;AACA,QAAID,GAAG,IAAIzB,OAAX,EAAoB;AAClB;AACD;;AACDyB,OAAG,GAAGzE,QAAQ,CAACC,YAAT,GAAwBwE,GAA9B;;AACA,QAAIA,GAAG,IAAIzB,OAAX,EAAoB;AAClB;AACD;AACF;;AACD,MAAI0B,EAAE,KAAKH,YAAY,CAAC5C,MAAxB,EAAgC;AAC9B8C,OAAG,GAAGxB,MAAM,CAACC,IAAP,CAAYF,OAAZ,EAAqB,CAArB,CAAN;AACD;;AACD,MAAMK,MAAM,GAAGL,OAAO,CAACyB,GAAD,CAAtB;AACA3E,IAAE,CAACe,UAAH,CAAczB,YAAd,EAA4BiE,MAAM,CAAC3C,MAAnC;AACA,MAAMkD,QAAQ,GAAG9D,EAAE,CAAC+E,kBAAH,CAAsBzF,YAAtB,EAAoCE,WAApC,CAAjB;AACAQ,IAAE,CAACe,UAAH,CAAczB,YAAd,EAA4B,IAA5B;AAEA,MAAM0F,aAAa,GAAGR,yBAAyB,CAACxE,EAAD,EAAKuD,MAAM,CAAC5C,IAAZ,CAA/C;AACA,MAAMsE,aAAa,GAAGnB,QAAQ,GAAGkB,aAAjC;AACA,MAAM9C,aAAa,GAAGqB,MAAM,CAACrB,aAAP,IAAwBqB,MAAM,CAAChB,IAArD,CAvBiD,CAwBjD;;AACA,MAAMsC,WAAW,GAAGI,aAAa,GAAG/C,aAApC;;AACA,MAAI2C,WAAW,GAAG,CAAd,KAAoB,CAAxB,EAA2B;AACzB,UAAM,IAAIzC,KAAJ,yBAA2BF,aAA3B,qCAAmEL,MAAnE,EAAN;AACD;;AACD,SAAOgD,WAAP;AACD;AAED;;;;;;;;;AASA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgGA,SAASK,0BAAT,CAAoClF,EAApC,EAAwCiD,MAAxC,EAAgDkC,aAAhD,EAA+D;AAC7D,MAAMC,UAAU,GAAGpC,uBAAuB,CAAChD,EAAD,EAAKiD,MAAL,CAA1C;AACA,MAAMoC,UAAU,GAAGlC,MAAM,CAACmC,MAAP,CAAc,EAAd,EAAkBH,aAAa,GAAGA,aAAH,GAAmB,EAAlD,CAAnB;AACAE,YAAU,CAACnC,OAAX,GAAqBC,MAAM,CAACmC,MAAP,CAAc,EAAd,EAAkBH,aAAa,GAAGA,aAAa,CAACjC,OAAjB,GAA2B,EAA1D,EAA8DkC,UAA9D,CAArB;AACA,MAAMG,OAAO,GAAGtC,MAAM,CAACsC,OAAvB;;AACA,MAAIA,OAAJ,EAAa;AACX,QAAMC,UAAU,GAAGhD,cAAc,CAAC+C,OAAD,EAAU,SAAV,CAAjC;AACAF,cAAU,CAACE,OAAX,GAAqBtE,0BAA0B,CAACjB,EAAD,EAAKwF,UAAL,EAAiBjG,oBAAjB,CAA/C;AACA8F,cAAU,CAACR,WAAX,GAAyBW,UAAU,CAAC3D,MAApC;AACAwD,cAAU,CAACI,WAAX,GAAyBhD,WAAW,CAACwB,sBAAZ,CAAmCuB,UAAnC,CAAzB;AACD,GALD,MAKO,IAAI,CAACH,UAAU,CAACR,WAAhB,EAA6B;AAClCQ,cAAU,CAACR,WAAX,GAAyBC,4BAA4B,CAAC9E,EAAD,EAAKqF,UAAU,CAACnC,OAAhB,CAArD;AACD;;AAED,SAAOmC,UAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA0BA,SAASK,qBAAT,CAA+B1F,EAA/B,EAAmCa,KAAnC,EAA0CyB,SAA1C,EAAqD;AACnD,MAAM3B,IAAI,GAAG2B,SAAS,KAAK,SAAd,GAA0B/C,oBAA1B,GAAiDD,YAA9D;AACA,MAAM4B,UAAU,GAAGsB,cAAc,CAAC3B,KAAD,EAAQyB,SAAR,CAAjC;AACA,SAAOrB,0BAA0B,CAACjB,EAAD,EAAKkB,UAAL,EAAiBP,IAAjB,CAAjC;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;AAwBA,SAASgF,uBAAT,CAAiC3F,EAAjC,EAAqCiD,MAArC,EAA6C;AAC3C,MAAM2C,OAAO,GAAG,EAAhB;AACAzC,QAAM,CAACC,IAAP,CAAYH,MAAZ,EAAoBI,OAApB,CAA4B,UAASsB,GAAT,EAAc;AACxCiB,WAAO,CAACjB,GAAD,CAAP,GAAee,qBAAqB,CAAC1F,EAAD,EAAKiD,MAAM,CAAC0B,GAAD,CAAX,EAAkBA,GAAlB,CAApC;AACD,GAFD,EAF2C,CAM3C;;AACA,MAAI1B,MAAM,CAACsC,OAAX,EAAoB;AAClBK,WAAO,CAACf,WAAR,GAAsB5B,MAAM,CAACsC,OAAP,CAAe1D,MAArC;AACA+D,WAAO,CAACH,WAAR,GAAsBhD,WAAW,CAACwB,sBAAZ,CAAmCzB,cAAc,CAACS,MAAM,CAACsC,OAAR,CAAjD,EAAmE,SAAnE,CAAtB;AACD,GAHD,MAGO;AACLK,WAAO,CAACf,WAAR,GAAsBH,kCAAkC,CAACzB,MAAD,CAAxD;AACD;;AAED,SAAO2C,OAAP;AACD,C;;;;;;;;;;;;;;;;;;ACtrBD;;;;;;AAtBA;;;;;;;;;;;;;;;;;;;;;AAwBA,IAAMC,SAAS,GAAwB,MAAvC;AACA,IAAMjG,cAAc,GAAmB,MAAvC;AAEA;;;;;;;;;;;AAWA;;;;;;;;;;;;;;;;;AAgBA,SAASkG,cAAT,CAAwB9F,EAAxB,EAA4BqF,UAA5B,EAAwC1E,IAAxC,EAA8CoF,KAA9C,EAAqD5B,MAArD,EAA6D6B,aAA7D,EAA4E;AAC1ErF,MAAI,GAAGA,IAAI,KAAKV,SAAT,GAAqB4F,SAArB,GAAiClF,IAAxC;AACA,MAAM4E,OAAO,GAAGF,UAAU,CAACE,OAA3B;AACA,MAAME,WAAW,GAAGJ,UAAU,CAACI,WAA/B;AACA,MAAMZ,WAAW,GAAGkB,KAAK,KAAK9F,SAAV,GAAsBoF,UAAU,CAACR,WAAjC,GAA+CkB,KAAnE;AACA5B,QAAM,GAAGA,MAAM,KAAKlE,SAAX,GAAuB,CAAvB,GAA2BkE,MAApC;;AACA,MAAIsB,WAAW,IAAIF,OAAnB,EAA4B;AAC1B,QAAIS,aAAa,KAAK/F,SAAtB,EAAiC;AAC/BD,QAAE,CAACiG,qBAAH,CAAyBtF,IAAzB,EAA+BkE,WAA/B,EAA4CY,WAAW,KAAKxF,SAAhB,GAA4BL,cAA5B,GAA6CyF,UAAU,CAACI,WAApG,EAAiHtB,MAAjH,EAAyH6B,aAAzH;AACD,KAFD,MAEO;AACLhG,QAAE,CAACkG,YAAH,CAAgBvF,IAAhB,EAAsBkE,WAAtB,EAAmCY,WAAW,KAAKxF,SAAhB,GAA4BL,cAA5B,GAA6CyF,UAAU,CAACI,WAA3F,EAAwGtB,MAAxG;AACD;AACF,GAND,MAMO;AACL,QAAI6B,aAAa,KAAK/F,SAAtB,EAAiC;AAC/BD,QAAE,CAACmG,mBAAH,CAAuBxF,IAAvB,EAA6BwD,MAA7B,EAAqCU,WAArC,EAAkDmB,aAAlD;AACD,KAFD,MAEO;AACLhG,QAAE,CAACoG,UAAH,CAAczF,IAAd,EAAoBwD,MAApB,EAA4BU,WAA5B;AACD;AACF;AACF;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAoCA;;;;;;;;AAMA,SAASwB,cAAT,CAAwBrG,EAAxB,EAA4BsG,aAA5B,EAA2C;AACzC,MAAIC,mBAAmB,GAAG,IAA1B;AACA,MAAIC,kBAAkB,GAAG,IAAzB;AAEAF,eAAa,CAACjD,OAAd,CAAsB,UAASoD,MAAT,EAAiB;AACrC,QAAIA,MAAM,CAACC,MAAP,KAAkB,KAAtB,EAA6B;AAC3B;AACD;;AAED,QAAMC,WAAW,GAAGF,MAAM,CAACE,WAA3B;AACA,QAAMtB,UAAU,GAAGoB,MAAM,CAACG,eAAP,IAA0BH,MAAM,CAACpB,UAApD;AACA,QAAIwB,WAAW,GAAG,KAAlB;AACA,QAAMlG,IAAI,GAAG8F,MAAM,CAAC9F,IAAP,KAAgBV,SAAhB,GAA4B4F,SAA5B,GAAwCY,MAAM,CAAC9F,IAA5D;;AAEA,QAAIgG,WAAW,KAAKJ,mBAApB,EAAyC;AACvCA,yBAAmB,GAAGI,WAAtB;AACA3G,QAAE,CAAC8G,UAAH,CAAcH,WAAW,CAACI,OAA1B,EAFuC,CAIvC;AACA;AACA;AACA;;AACAF,iBAAW,GAAG,IAAd;AACD,KAnBoC,CAqBrC;;;AACA,QAAIA,WAAW,IAAIxB,UAAU,KAAKmB,kBAAlC,EAAsD;AACpD,UAAIA,kBAAkB,IAAIA,kBAAkB,CAACQ,iBAAzC,IAA8D,CAAC3B,UAAU,CAAC2B,iBAA9E,EAAiG;AAC/FhH,UAAE,CAACiH,eAAH,CAAmB,IAAnB;AACD;;AACDT,wBAAkB,GAAGnB,UAArB;AACA6B,cAAQ,CAACC,uBAAT,CAAiCnH,EAAjC,EAAqC2G,WAArC,EAAkDtB,UAAlD;AACD,KA5BoC,CA8BrC;;;AACA6B,YAAQ,CAACE,WAAT,CAAqBT,WAArB,EAAkCF,MAAM,CAACY,QAAzC,EA/BqC,CAiCrC;;AACAvB,kBAAc,CAAC9F,EAAD,EAAKqF,UAAL,EAAiB1E,IAAjB,EAAuB8F,MAAM,CAACV,KAA9B,EAAqCU,MAAM,CAACtC,MAA5C,EAAoDsC,MAAM,CAACT,aAA3D,CAAd;AACD,GAnCD;;AAqCA,MAAIQ,kBAAkB,IAAIA,kBAAkB,CAACQ,iBAA7C,EAAgE;AAC9DhH,MAAE,CAACiH,eAAH,CAAmB,IAAnB;AACD;AACF,C;;;;;;;;;;;;;;;;;;;AC3ID;;AACA;;;;;;AAvBA;;;;;;;;;;;;;;;;;;;;;;AAyBA;;;;;;;;;;AAWA;AACA,IAAMjH,EAAE,GAAGC,SAAX;AAAuB;;AAA0B;;AAEjD,IAAMqH,WAAW,GAAsB,MAAvC;AACA,IAAMC,YAAY,GAAqB,MAAvC;AACA,IAAMC,UAAU,GAAuB,MAAvC;AAEA,IAAM9H,aAAa,GAAoB,MAAvC;AAEA;;AACA,IAAM+H,eAAe,GAAkB,MAAvC;AACA,IAAMC,IAAI,GAA6B,MAAvC;AAEA;;AACA,IAAMC,KAAK,GAA4B,MAAvC;AACA,IAAMC,OAAO,GAA0B,MAAvC;AACA,IAAMC,MAAM,GAA2B,MAAvC;AACA,IAAMC,iBAAiB,GAAgB,MAAvC;AACA,IAAMC,aAAa,GAAoB,MAAvC;AACA,IAAMC,cAAc,GAAmB,MAAvC;AACA,IAAMC,aAAa,GAAoB,MAAvC;AACA,IAAMC,iBAAiB,GAAgB,MAAvC;AACA,IAAMC,gBAAgB,GAAiB,MAAvC;AACA,IAAMC,kBAAkB,GAAe,MAAvC;AACA,IAAMC,wBAAwB,GAAS,MAAvC;AAEA;;AACA,IAAMC,MAAM,GAA2B,MAAvC,C,CAAgD;;AAChD,IAAMC,aAAa,GAAoB,MAAvC;AACA,IAAMC,eAAe,GAAkB,MAAvC,C,CAAgD;;AAEhD;;AACA,IAAMC,OAAO,GAA0B,MAAvC,C,CAAgD;;AAChD,IAAMC,MAAM,GAA2B,MAAvC;AAEA;;AACA,IAAMC,sBAAsB,GAAW,MAAvC,C,CAAgD;;AAChD,IAAMC,qBAAqB,GAAY,MAAvC,C,CAAgD;;AAChD,IAAMC,qBAAqB,GAAY,MAAvC,C,CAAgD;;AAChD,IAAMC,oBAAoB,GAAa,MAAvC,C,CAAgD;;AAEhD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+BA,IAAMC,kBAAkB,GAAG,CACzB;AAAEC,QAAM,EAAEtB,IAAV;AAAgB/G,MAAI,EAAEjB,aAAtB;AAAqCuJ,KAAG,EAAEP,MAA1C;AAAkDQ,MAAI,EAAEX;AAAxD,CADyB,EAEzB;AAAES,QAAM,EAAEf;AAAV,CAFyB,CAA3B;AAKA,IAAMkB,mBAAmB,GAAG,EAA5B;AACAA,mBAAmB,CAAClB,aAAD,CAAnB,GAAqCI,wBAArC;AACAc,mBAAmB,CAACpB,aAAD,CAAnB,GAAqCK,kBAArC;AACAe,mBAAmB,CAACnB,cAAD,CAAnB,GAAsCI,kBAAtC;AACAe,mBAAmB,CAAC1B,eAAD,CAAnB,GAAuCU,gBAAvC;AACAgB,mBAAmB,CAACrB,iBAAD,CAAnB,GAAyCK,gBAAzC;;AAEA,SAASiB,2BAAT,CAAqCJ,MAArC,EAA6C;AAC3C,SAAOG,mBAAmB,CAACH,MAAD,CAA1B;AACD;;AAED,IAAMK,mBAAmB,GAAG,EAA5B;AACAA,mBAAmB,CAAC1B,KAAD,CAAnB,GAA6B,IAA7B;AACA0B,mBAAmB,CAACzB,OAAD,CAAnB,GAA+B,IAA/B;AACAyB,mBAAmB,CAACxB,MAAD,CAAnB,GAA8B,IAA9B;AACAwB,mBAAmB,CAACpB,aAAD,CAAnB,GAAqC,IAArC;AACAoB,mBAAmB,CAACvB,iBAAD,CAAnB,GAAyC,IAAzC;AACAuB,mBAAmB,CAACtB,aAAD,CAAnB,GAAqC,IAArC;AACAsB,mBAAmB,CAACrB,cAAD,CAAnB,GAAsC,IAAtC;;AAEA,SAASsB,oBAAT,CAA8BN,MAA9B,EAAsC;AACpC,SAAOK,mBAAmB,CAACL,MAAD,CAA1B;AACD;AAED;;;;;;;;;AASA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAoCA,SAASO,qBAAT,CAA+BvJ,EAA/B,EAAmCwJ,WAAnC,EAAgDC,KAAhD,EAAuDC,MAAvD,EAA+D;AAC7D,MAAMC,MAAM,GAAGrC,WAAf;AACA,MAAMsC,EAAE,GAAG5J,EAAE,CAAC6J,iBAAH,EAAX;AACA7J,IAAE,CAAC8J,eAAH,CAAmBH,MAAnB,EAA2BC,EAA3B;AACAH,OAAK,GAAIA,KAAK,IAAKzJ,EAAE,CAAC+J,kBAAtB;AACAL,QAAM,GAAGA,MAAM,IAAI1J,EAAE,CAACgK,mBAAtB;AACAR,aAAW,GAAGA,WAAW,IAAIT,kBAA7B;AACA,MAAIkB,oBAAoB,GAAG,CAA3B;AACA,MAAMC,eAAe,GAAG;AACtBC,eAAW,EAAEP,EADS;AAEtBJ,eAAW,EAAE,EAFS;AAGtBC,SAAK,EAAEA,KAHe;AAItBC,UAAM,EAAEA;AAJc,GAAxB;AAMAF,aAAW,CAACnG,OAAZ,CAAoB,UAAS+G,iBAAT,EAA4B;AAC9C,QAAIC,UAAU,GAAGD,iBAAiB,CAACC,UAAnC;AACA,QAAMrB,MAAM,GAAGoB,iBAAiB,CAACpB,MAAjC;AACA,QAAIsB,eAAe,GAAGlB,2BAA2B,CAACJ,MAAD,CAAjD;;AACA,QAAI,CAACsB,eAAL,EAAsB;AACpBA,qBAAe,GAAGpC,iBAAiB,GAAG+B,oBAAoB,EAA1D;AACD;;AACD,QAAI,CAACI,UAAL,EAAiB;AACf,UAAIf,oBAAoB,CAACN,MAAD,CAAxB,EAAkC;AAChCqB,kBAAU,GAAGrK,EAAE,CAACuK,kBAAH,EAAb;AACAvK,UAAE,CAACwK,gBAAH,CAAoBjD,YAApB,EAAkC8C,UAAlC;AACArK,UAAE,CAACyK,mBAAH,CAAuBlD,YAAvB,EAAqCyB,MAArC,EAA6CS,KAA7C,EAAoDC,MAApD;AACD,OAJD,MAIO;AACL,YAAMgB,cAAc,GAAGvH,MAAM,CAACmC,MAAP,CAAc,EAAd,EAAkB8E,iBAAlB,CAAvB;AACAM,sBAAc,CAACjB,KAAf,GAAuBA,KAAvB;AACAiB,sBAAc,CAAChB,MAAf,GAAwBA,MAAxB;;AACA,YAAIgB,cAAc,CAACC,IAAf,KAAwB1K,SAA5B,EAAuC;AACrCyK,wBAAc,CAACC,IAAf,GAAsB,KAAtB;AACAD,wBAAc,CAACzB,GAAf,GAAqByB,cAAc,CAACzB,GAAf,IAAsByB,cAAc,CAACE,MAArC,IAA+ClC,MAApE;AACAgC,wBAAc,CAACG,GAAf,GAAqBH,cAAc,CAACG,GAAf,IAAsBH,cAAc,CAACE,MAArC,IAA+ClC,MAApE;AACAgC,wBAAc,CAACI,KAAf,GAAuBJ,cAAc,CAACI,KAAf,IAAwBJ,cAAc,CAACxB,IAAvC,IAA+CX,aAAtE;AACAmC,wBAAc,CAACK,KAAf,GAAuBL,cAAc,CAACK,KAAf,IAAwBL,cAAc,CAACxB,IAAvC,IAA+CX,aAAtE;AACD;;AACD8B,kBAAU,GAAGW,QAAQ,CAACC,aAAT,CAAuBjL,EAAvB,EAA2B0K,cAA3B,CAAb;AACD;AACF;;AACD,QAAIlK,MAAM,CAAC0K,cAAP,CAAsBlL,EAAtB,EAA0BqK,UAA1B,CAAJ,EAA2C;AACzCrK,QAAE,CAACmL,uBAAH,CAA2BxB,MAA3B,EAAmCW,eAAnC,EAAoD/C,YAApD,EAAkE8C,UAAlE;AACD,KAFD,MAEO,IAAI7J,MAAM,CAAC4K,SAAP,CAAiBpL,EAAjB,EAAqBqK,UAArB,CAAJ,EAAsC;AAC3C,UAAID,iBAAiB,CAACiB,KAAlB,KAA4BpL,SAAhC,EAA2C;AACzCD,UAAE,CAACsL,uBAAH,CACE3B,MADF,EAEEW,eAFF,EAGED,UAHF,EAIED,iBAAiB,CAACmB,KAAlB,IAA2B,CAJ7B,EAKEnB,iBAAiB,CAACiB,KALpB;AAMD,OAPD,MAOO;AACLrL,UAAE,CAACwL,oBAAH,CACI7B,MADJ,EAEIW,eAFJ,EAGIF,iBAAiB,CAACqB,SAAlB,IAA+BjE,UAHnC,EAII6C,UAJJ,EAKID,iBAAiB,CAACmB,KAAlB,IAA2B,CAL/B;AAMD;AACF,KAhBM,MAgBA;AACL,YAAM,IAAInJ,KAAJ,CAAU,yBAAV,CAAN;AACD;;AACD8H,mBAAe,CAACV,WAAhB,CAA4BkC,IAA5B,CAAiCrB,UAAjC;AACD,GAhDD;AAiDA,SAAOH,eAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA2CA,SAASyB,qBAAT,CAA+B3L,EAA/B,EAAmCkK,eAAnC,EAAoDV,WAApD,EAAiEC,KAAjE,EAAwEC,MAAxE,EAAgF;AAC9ED,OAAK,GAAIA,KAAK,IAAKzJ,EAAE,CAAC+J,kBAAtB;AACAL,QAAM,GAAGA,MAAM,IAAI1J,EAAE,CAACgK,mBAAtB;AACAE,iBAAe,CAACT,KAAhB,GAAwBA,KAAxB;AACAS,iBAAe,CAACR,MAAhB,GAAyBA,MAAzB;AACAF,aAAW,GAAGA,WAAW,IAAIT,kBAA7B;AACAS,aAAW,CAACnG,OAAZ,CAAoB,UAAS+G,iBAAT,EAA4BwB,GAA5B,EAAiC;AACnD,QAAMvB,UAAU,GAAGH,eAAe,CAACV,WAAhB,CAA4BoC,GAA5B,CAAnB;AACA,QAAM5C,MAAM,GAAGoB,iBAAiB,CAACpB,MAAjC;;AACA,QAAIxI,MAAM,CAAC0K,cAAP,CAAsBlL,EAAtB,EAA0BqK,UAA1B,CAAJ,EAA2C;AACzCrK,QAAE,CAACwK,gBAAH,CAAoBjD,YAApB,EAAkC8C,UAAlC;AACArK,QAAE,CAACyK,mBAAH,CAAuBlD,YAAvB,EAAqCyB,MAArC,EAA6CS,KAA7C,EAAoDC,MAApD;AACD,KAHD,MAGO,IAAIlJ,MAAM,CAAC4K,SAAP,CAAiBpL,EAAjB,EAAqBqK,UAArB,CAAJ,EAAsC;AAC3CW,cAAQ,CAACa,aAAT,CAAuB7L,EAAvB,EAA2BqK,UAA3B,EAAuCD,iBAAvC,EAA0DX,KAA1D,EAAiEC,MAAjE;AACD,KAFM,MAEA;AACL,YAAM,IAAItH,KAAJ,CAAU,yBAAV,CAAN;AACD;AACF,GAXD;AAYD;AAED;;;;;;;;;;;;;;;;;;;;;AAoBA,SAAS0J,mBAAT,CAA6B9L,EAA7B,EAAiCkK,eAAjC,EAAkDP,MAAlD,EAA0D;AACxDA,QAAM,GAAGA,MAAM,IAAIrC,WAAnB;;AACA,MAAI4C,eAAJ,EAAqB;AACnBlK,MAAE,CAAC8J,eAAH,CAAmBH,MAAnB,EAA2BO,eAAe,CAACC,WAA3C;AACAnK,MAAE,CAAC+L,QAAH,CAAY,CAAZ,EAAe,CAAf,EAAkB7B,eAAe,CAACT,KAAlC,EAAyCS,eAAe,CAACR,MAAzD;AACD,GAHD,MAGO;AACL1J,MAAE,CAAC8J,eAAH,CAAmBH,MAAnB,EAA2B,IAA3B;AACA3J,MAAE,CAAC+L,QAAH,CAAY,CAAZ,EAAe,CAAf,EAAkB/L,EAAE,CAAC+J,kBAArB,EAAyC/J,EAAE,CAACgK,mBAA5C;AACD;AACF,C;;;;;;;;;;;;;;;;;;;;;;;;;ACpVD;;;;;;;;;;;;;;;;;;;;;;AAsBA;;AAEA;;;;;;;;AAQA,SAASgC,mBAAT,CAA6BC,KAA7B,EAAoCC,GAApC,EAAyCC,GAAzC,EAA8C;AAC5CF,OAAK,CAAC5I,OAAN,CAAc,UAAS/B,IAAT,EAAe;AAC3B,QAAMkC,KAAK,GAAG0I,GAAG,CAAC5K,IAAD,CAAjB;;AACA,QAAIkC,KAAK,KAAKvD,SAAd,EAAyB;AACvBkM,SAAG,CAAC7K,IAAD,CAAH,GAAYkC,KAAZ;AACD;AACF,GALD;AAMD;AAED;;;;;;;;;AAOA,SAAS/C,sBAAT,CAAgCyL,GAAhC,EAAqCC,GAArC,EAA0C;AACxChJ,QAAM,CAACC,IAAP,CAAY+I,GAAZ,EAAiB9I,OAAjB,CAAyB,UAASsB,GAAT,EAAc;AACrC,QAAIwH,GAAG,CAACC,cAAJ,CAAmBzH,GAAnB,KAA2BuH,GAAG,CAACE,cAAJ,CAAmBzH,GAAnB,CAA/B,EAAwD;AAAG;AACzDwH,SAAG,CAACxH,GAAD,CAAH,GAAWuH,GAAG,CAACvH,GAAD,CAAd;AACD;AACF,GAJD;AAKD;;AAED,SAAS0H,KAAT,GAAwB;AAAA;;AACtB,cAAAC,OAAO,EAACD,KAAR;AACD;;AAED,SAASE,IAAT,GAAuB;AAAA;;AACrB,eAAAD,OAAO,EAACC,IAAR;AACD;;AAED,SAASpL,QAAT,CAAkBnB,EAAlB,EAAsBwM,CAAtB,EAAyB;AACvB,SAAO,OAAO9I,WAAP,KAAuB,WAAvB,IAAsC8I,CAAC,YAAY9I,WAA1D;AACD;;AAED,SAASwH,cAAT,CAAwBlL,EAAxB,EAA4BwM,CAA5B,EAA+B;AAC7B,SAAO,OAAOC,iBAAP,KAA6B,WAA7B,IAA4CD,CAAC,YAAYC,iBAAhE;AACD;;AAED,SAASC,QAAT,CAAkB1M,EAAlB,EAAsBwM,CAAtB,EAAyB;AACvB,SAAO,OAAOG,WAAP,KAAuB,WAAvB,IAAsCH,CAAC,YAAYG,WAA1D;AACD;;AAED,SAASvB,SAAT,CAAmBpL,EAAnB,EAAuBwM,CAAvB,EAA0B;AACxB,SAAO,OAAOI,YAAP,KAAwB,WAAxB,IAAuCJ,CAAC,YAAYI,YAA3D;AACD;;AAED,SAASC,SAAT,CAAmB7M,EAAnB,EAAuBwM,CAAvB,EAA0B;AACxB,SAAO,OAAOM,YAAP,KAAwB,WAAxB,IAAuCN,CAAC,YAAYM,YAA3D;AACD,C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AC5DD;;;;;;AAtBA;;;;;;;;;;;;;;;;;;;;;;AAwBA;;;;;;;;;;;;;;;;;;;;;;;;AAwBA,IAAIC,OAAO,GAAGhK,YAAd;AAEA;;;;;;;;AAQA;;;;;;;AAMA,SAASiK,cAAT,CAAwBC,IAAxB,EAA8B;AAC5B,MAAMC,OAAO,GAAGH,OAAhB;AACAA,SAAO,GAAGE,IAAV;AACA,SAAOC,OAAP;AACD;AAED;;;;;;;;;AAOA,SAASC,MAAT,CAAgBC,CAAhB,EAAmBjB,GAAnB,EAAwB;AACtBA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;AAEAZ,KAAG,CAAE,CAAF,CAAH,GAAU,CAACiB,CAAC,CAAE,CAAF,CAAZ;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAU,CAACiB,CAAC,CAAE,CAAF,CAAZ;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAU,CAACiB,CAAC,CAAE,CAAF,CAAZ;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAU,CAACiB,CAAC,CAAE,CAAF,CAAZ;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAU,CAACiB,CAAC,CAAE,CAAF,CAAZ;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAU,CAACiB,CAAC,CAAE,CAAF,CAAZ;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAU,CAACiB,CAAC,CAAE,CAAF,CAAZ;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAU,CAACiB,CAAC,CAAE,CAAF,CAAZ;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAU,CAACiB,CAAC,CAAE,CAAF,CAAZ;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAU,CAACiB,CAAC,CAAE,CAAF,CAAZ;AACAjB,KAAG,CAAC,EAAD,CAAH,GAAU,CAACiB,CAAC,CAAC,EAAD,CAAZ;AACAjB,KAAG,CAAC,EAAD,CAAH,GAAU,CAACiB,CAAC,CAAC,EAAD,CAAZ;AACAjB,KAAG,CAAC,EAAD,CAAH,GAAU,CAACiB,CAAC,CAAC,EAAD,CAAZ;AACAjB,KAAG,CAAC,EAAD,CAAH,GAAU,CAACiB,CAAC,CAAC,EAAD,CAAZ;AACAjB,KAAG,CAAC,EAAD,CAAH,GAAU,CAACiB,CAAC,CAAC,EAAD,CAAZ;AACAjB,KAAG,CAAC,EAAD,CAAH,GAAU,CAACiB,CAAC,CAAC,EAAD,CAAZ;AAEA,SAAOjB,GAAP;AACD;AAED;;;;;;;;;AAOA,SAASkB,IAAT,CAAcD,CAAd,EAAiBjB,GAAjB,EAAsB;AACpBA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;AAEAZ,KAAG,CAAE,CAAF,CAAH,GAAUiB,CAAC,CAAE,CAAF,CAAX;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAUiB,CAAC,CAAE,CAAF,CAAX;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAUiB,CAAC,CAAE,CAAF,CAAX;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAUiB,CAAC,CAAE,CAAF,CAAX;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAUiB,CAAC,CAAE,CAAF,CAAX;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAUiB,CAAC,CAAE,CAAF,CAAX;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAUiB,CAAC,CAAE,CAAF,CAAX;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAUiB,CAAC,CAAE,CAAF,CAAX;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAUiB,CAAC,CAAE,CAAF,CAAX;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAUiB,CAAC,CAAE,CAAF,CAAX;AACAjB,KAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,KAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,KAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,KAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,KAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,KAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AAEA,SAAOjB,GAAP;AACD;AAED;;;;;;;;;AAOA,SAASmB,QAAT,CAAkBnB,GAAlB,EAAuB;AACrBA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;AAEAZ,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AAEA,SAAOA,GAAP;AACD;AAED;;;;;;;;;AAOC,SAASoB,SAAT,CAAmBH,CAAnB,EAAsBjB,GAAtB,EAA2B;AAC1BA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;;AACA,MAAIZ,GAAG,KAAKiB,CAAZ,EAAe;AACb,QAAIZ,CAAJ;AAEAA,KAAC,GAAGY,CAAC,CAAC,CAAD,CAAL;AACAA,KAAC,CAAC,CAAD,CAAD,GAAOA,CAAC,CAAC,CAAD,CAAR;AACAA,KAAC,CAAC,CAAD,CAAD,GAAOZ,CAAP;AAEAA,KAAC,GAAGY,CAAC,CAAC,CAAD,CAAL;AACAA,KAAC,CAAC,CAAD,CAAD,GAAOA,CAAC,CAAC,CAAD,CAAR;AACAA,KAAC,CAAC,CAAD,CAAD,GAAOZ,CAAP;AAEAA,KAAC,GAAGY,CAAC,CAAC,CAAD,CAAL;AACAA,KAAC,CAAC,CAAD,CAAD,GAAOA,CAAC,CAAC,EAAD,CAAR;AACAA,KAAC,CAAC,EAAD,CAAD,GAAQZ,CAAR;AAEAA,KAAC,GAAGY,CAAC,CAAC,CAAD,CAAL;AACAA,KAAC,CAAC,CAAD,CAAD,GAAOA,CAAC,CAAC,CAAD,CAAR;AACAA,KAAC,CAAC,CAAD,CAAD,GAAOZ,CAAP;AAEAA,KAAC,GAAGY,CAAC,CAAC,CAAD,CAAL;AACAA,KAAC,CAAC,CAAD,CAAD,GAAOA,CAAC,CAAC,EAAD,CAAR;AACAA,KAAC,CAAC,EAAD,CAAD,GAAQZ,CAAR;AAEAA,KAAC,GAAGY,CAAC,CAAC,EAAD,CAAL;AACAA,KAAC,CAAC,EAAD,CAAD,GAAQA,CAAC,CAAC,EAAD,CAAT;AACAA,KAAC,CAAC,EAAD,CAAD,GAAQZ,CAAR;AACA,WAAOL,GAAP;AACD;;AAED,MAAMqB,GAAG,GAAGJ,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMK,GAAG,GAAGL,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMM,GAAG,GAAGN,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMO,GAAG,GAAGP,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMQ,GAAG,GAAGR,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMS,GAAG,GAAGT,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMU,GAAG,GAAGV,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMW,GAAG,GAAGX,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMY,GAAG,GAAGZ,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMa,GAAG,GAAGb,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMc,GAAG,GAAGd,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMe,GAAG,GAAGf,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMgB,GAAG,GAAGhB,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMiB,GAAG,GAAGjB,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMkB,GAAG,GAAGlB,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMmB,GAAG,GAAGnB,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AAEAjB,KAAG,CAAE,CAAF,CAAH,GAAUqB,GAAV;AACArB,KAAG,CAAE,CAAF,CAAH,GAAUyB,GAAV;AACAzB,KAAG,CAAE,CAAF,CAAH,GAAU6B,GAAV;AACA7B,KAAG,CAAE,CAAF,CAAH,GAAUiC,GAAV;AACAjC,KAAG,CAAE,CAAF,CAAH,GAAUsB,GAAV;AACAtB,KAAG,CAAE,CAAF,CAAH,GAAU0B,GAAV;AACA1B,KAAG,CAAE,CAAF,CAAH,GAAU8B,GAAV;AACA9B,KAAG,CAAE,CAAF,CAAH,GAAUkC,GAAV;AACAlC,KAAG,CAAE,CAAF,CAAH,GAAUuB,GAAV;AACAvB,KAAG,CAAE,CAAF,CAAH,GAAU2B,GAAV;AACA3B,KAAG,CAAC,EAAD,CAAH,GAAU+B,GAAV;AACA/B,KAAG,CAAC,EAAD,CAAH,GAAUmC,GAAV;AACAnC,KAAG,CAAC,EAAD,CAAH,GAAUwB,GAAV;AACAxB,KAAG,CAAC,EAAD,CAAH,GAAU4B,GAAV;AACA5B,KAAG,CAAC,EAAD,CAAH,GAAUgC,GAAV;AACAhC,KAAG,CAAC,EAAD,CAAH,GAAUoC,GAAV;AAEA,SAAOpC,GAAP;AACD;AAED;;;;;;;;;AAOA,SAASqC,OAAT,CAAiBpB,CAAjB,EAAoBjB,GAApB,EAAyB;AACvBA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;AAEA,MAAMS,GAAG,GAAGJ,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMK,GAAG,GAAGL,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMM,GAAG,GAAGN,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMO,GAAG,GAAGP,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMQ,GAAG,GAAGR,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMS,GAAG,GAAGT,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMU,GAAG,GAAGV,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMW,GAAG,GAAGX,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMY,GAAG,GAAGZ,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMa,GAAG,GAAGb,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMc,GAAG,GAAGd,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMe,GAAG,GAAGf,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMgB,GAAG,GAAGhB,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMiB,GAAG,GAAGjB,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMkB,GAAG,GAAGlB,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMmB,GAAG,GAAGnB,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMqB,KAAK,GAAIP,GAAG,GAAGK,GAArB;AACA,MAAMG,KAAK,GAAIJ,GAAG,GAAGH,GAArB;AACA,MAAMQ,KAAK,GAAIb,GAAG,GAAGS,GAArB;AACA,MAAMK,KAAK,GAAIN,GAAG,GAAGP,GAArB;AACA,MAAMc,KAAK,GAAIf,GAAG,GAAGK,GAArB;AACA,MAAMW,KAAK,GAAIZ,GAAG,GAAGH,GAArB;AACA,MAAMgB,KAAK,GAAIrB,GAAG,GAAGa,GAArB;AACA,MAAMS,KAAK,GAAIV,GAAG,GAAGX,GAArB;AACA,MAAMsB,KAAK,GAAIvB,GAAG,GAAGS,GAArB;AACA,MAAMe,KAAK,GAAIhB,GAAG,GAAGP,GAArB;AACA,MAAMwB,MAAM,GAAGzB,GAAG,GAAGK,GAArB;AACA,MAAMqB,MAAM,GAAGtB,GAAG,GAAGH,GAArB;AACA,MAAM0B,MAAM,GAAGrB,GAAG,GAAGK,GAArB;AACA,MAAMiB,MAAM,GAAGlB,GAAG,GAAGH,GAArB;AACA,MAAMsB,MAAM,GAAG3B,GAAG,GAAGS,GAArB;AACA,MAAMmB,MAAM,GAAGpB,GAAG,GAAGP,GAArB;AACA,MAAM4B,MAAM,GAAG7B,GAAG,GAAGK,GAArB;AACA,MAAMyB,MAAM,GAAG1B,GAAG,GAAGH,GAArB;AACA,MAAM8B,MAAM,GAAGnC,GAAG,GAAGa,GAArB;AACA,MAAMuB,MAAM,GAAGxB,GAAG,GAAGX,GAArB;AACA,MAAMoC,MAAM,GAAGrC,GAAG,GAAGS,GAArB;AACA,MAAM6B,MAAM,GAAG9B,GAAG,GAAGP,GAArB;AACA,MAAMsC,MAAM,GAAGvC,GAAG,GAAGK,GAArB;AACA,MAAMmC,MAAM,GAAGpC,GAAG,GAAGH,GAArB;AAEA,MAAMwC,EAAE,GAAIxB,KAAK,GAAGZ,GAAR,GAAce,KAAK,GAAGX,GAAtB,GAA4BY,KAAK,GAAGR,GAArC,IACNK,KAAK,GAAGb,GAAR,GAAcc,KAAK,GAAGV,GAAtB,GAA4Ba,KAAK,GAAGT,GAD9B,CAAX;AAEA,MAAM6B,EAAE,GAAIxB,KAAK,GAAGjB,GAAR,GAAcsB,KAAK,GAAGd,GAAtB,GAA4BiB,KAAK,GAAGb,GAArC,IACNI,KAAK,GAAGhB,GAAR,GAAcuB,KAAK,GAAGf,GAAtB,GAA4BgB,KAAK,GAAGZ,GAD9B,CAAX;AAEA,MAAM8B,EAAE,GAAIxB,KAAK,GAAGlB,GAAR,GAAcuB,KAAK,GAAGnB,GAAtB,GAA4BsB,MAAM,GAAGd,GAAtC,IACNO,KAAK,GAAGnB,GAAR,GAAcsB,KAAK,GAAGlB,GAAtB,GAA4BuB,MAAM,GAAGf,GAD/B,CAAX;AAEA,MAAM+B,EAAE,GAAItB,KAAK,GAAGrB,GAAR,GAAcwB,KAAK,GAAGpB,GAAtB,GAA4BuB,MAAM,GAAGnB,GAAtC,IACNY,KAAK,GAAGpB,GAAR,GAAcyB,KAAK,GAAGrB,GAAtB,GAA4BsB,MAAM,GAAGlB,GAD/B,CAAX;AAGA,MAAMoC,CAAC,GAAG,OAAO7C,GAAG,GAAGyC,EAAN,GAAWrC,GAAG,GAAGsC,EAAjB,GAAsBlC,GAAG,GAAGmC,EAA5B,GAAiC/B,GAAG,GAAGgC,EAA9C,CAAV;AAEAjE,KAAG,CAAE,CAAF,CAAH,GAAUkE,CAAC,GAAGJ,EAAd;AACA9D,KAAG,CAAE,CAAF,CAAH,GAAUkE,CAAC,GAAGH,EAAd;AACA/D,KAAG,CAAE,CAAF,CAAH,GAAUkE,CAAC,GAAGF,EAAd;AACAhE,KAAG,CAAE,CAAF,CAAH,GAAUkE,CAAC,GAAGD,EAAd;AACAjE,KAAG,CAAE,CAAF,CAAH,GAAUkE,CAAC,IAAK3B,KAAK,GAAGd,GAAR,GAAce,KAAK,GAAGX,GAAtB,GAA4Bc,KAAK,GAAGV,GAArC,IACNK,KAAK,GAAGb,GAAR,GAAcgB,KAAK,GAAGZ,GAAtB,GAA4Ba,KAAK,GAAGT,GAD9B,CAAJ,CAAX;AAEAjC,KAAG,CAAE,CAAF,CAAH,GAAUkE,CAAC,IAAK5B,KAAK,GAAGjB,GAAR,GAAcwB,KAAK,GAAGhB,GAAtB,GAA4BiB,KAAK,GAAGb,GAArC,IACNM,KAAK,GAAGlB,GAAR,GAAcuB,KAAK,GAAGf,GAAtB,GAA4BkB,KAAK,GAAGd,GAD9B,CAAJ,CAAX;AAEAjC,KAAG,CAAE,CAAF,CAAH,GAAUkE,CAAC,IAAKzB,KAAK,GAAGpB,GAAR,GAAcuB,KAAK,GAAGnB,GAAtB,GAA4BwB,MAAM,GAAGhB,GAAtC,IACNO,KAAK,GAAGnB,GAAR,GAAcwB,KAAK,GAAGpB,GAAtB,GAA4BuB,MAAM,GAAGf,GAD/B,CAAJ,CAAX;AAEAjC,KAAG,CAAE,CAAF,CAAH,GAAUkE,CAAC,IAAKxB,KAAK,GAAGrB,GAAR,GAAc0B,KAAK,GAAGtB,GAAtB,GAA4BuB,MAAM,GAAGnB,GAAtC,IACNc,KAAK,GAAGtB,GAAR,GAAcyB,KAAK,GAAGrB,GAAtB,GAA4BwB,MAAM,GAAGpB,GAD/B,CAAJ,CAAX;AAEA7B,KAAG,CAAE,CAAF,CAAH,GAAUkE,CAAC,IAAKhB,MAAM,GAAGtB,GAAT,GAAeyB,MAAM,GAAGrB,GAAxB,GAA8BsB,MAAM,GAAGlB,GAAxC,IACNe,MAAM,GAAGvB,GAAT,GAAewB,MAAM,GAAGpB,GAAxB,GAA8BuB,MAAM,GAAGnB,GADjC,CAAJ,CAAX;AAEApC,KAAG,CAAE,CAAF,CAAH,GAAUkE,CAAC,IAAKf,MAAM,GAAG3B,GAAT,GAAegC,MAAM,GAAGxB,GAAxB,GAA8B2B,MAAM,GAAGvB,GAAxC,IACNc,MAAM,GAAG1B,GAAT,GAAeiC,MAAM,GAAGzB,GAAxB,GAA8B0B,MAAM,GAAGtB,GADjC,CAAJ,CAAX;AAEApC,KAAG,CAAC,EAAD,CAAH,GAAUkE,CAAC,IAAKd,MAAM,GAAG5B,GAAT,GAAeiC,MAAM,GAAG7B,GAAxB,GAA8BgC,MAAM,GAAGxB,GAAxC,IACNiB,MAAM,GAAG7B,GAAT,GAAegC,MAAM,GAAG5B,GAAxB,GAA8BiC,MAAM,GAAGzB,GADjC,CAAJ,CAAX;AAEApC,KAAG,CAAC,EAAD,CAAH,GAAUkE,CAAC,IAAKX,MAAM,GAAG/B,GAAT,GAAekC,MAAM,GAAG9B,GAAxB,GAA8BiC,MAAM,GAAG7B,GAAxC,IACNsB,MAAM,GAAG9B,GAAT,GAAemC,MAAM,GAAG/B,GAAxB,GAA8BgC,MAAM,GAAG5B,GADjC,CAAJ,CAAX;AAEAhC,KAAG,CAAC,EAAD,CAAH,GAAUkE,CAAC,IAAKd,MAAM,GAAGrB,GAAT,GAAewB,MAAM,GAAGpB,GAAxB,GAA8BgB,MAAM,GAAGxB,GAAxC,IACN2B,MAAM,GAAGnB,GAAT,GAAee,MAAM,GAAGvB,GAAxB,GAA8B0B,MAAM,GAAGtB,GADjC,CAAJ,CAAX;AAEA/B,KAAG,CAAC,EAAD,CAAH,GAAUkE,CAAC,IAAKR,MAAM,GAAGvB,GAAT,GAAee,MAAM,GAAG3B,GAAxB,GAA8BkC,MAAM,GAAG1B,GAAxC,IACNyB,MAAM,GAAGzB,GAAT,GAAe4B,MAAM,GAAGxB,GAAxB,GAA8BgB,MAAM,GAAG5B,GADjC,CAAJ,CAAX;AAEAvB,KAAG,CAAC,EAAD,CAAH,GAAUkE,CAAC,IAAKV,MAAM,GAAG7B,GAAT,GAAekC,MAAM,GAAG1B,GAAxB,GAA8BkB,MAAM,GAAG9B,GAAxC,IACNqC,MAAM,GAAGzB,GAAT,GAAeiB,MAAM,GAAG7B,GAAxB,GAA8BkC,MAAM,GAAG9B,GADjC,CAAJ,CAAX;AAEA3B,KAAG,CAAC,EAAD,CAAH,GAAUkE,CAAC,IAAKN,MAAM,GAAG7B,GAAT,GAAeuB,MAAM,GAAG/B,GAAxB,GAA8BoC,MAAM,GAAGhC,GAAxC,IACN+B,MAAM,GAAG/B,GAAT,GAAekC,MAAM,GAAG9B,GAAxB,GAA8BwB,MAAM,GAAGhC,GADjC,CAAJ,CAAX;AAGA,SAAOvB,GAAP;AACD;AAED;;;;;;;;;;AAQA,SAASmE,QAAT,CAAkBC,CAAlB,EAAqBC,CAArB,EAAwBrE,GAAxB,EAA6B;AAC3BA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;AAEA,MAAM0D,GAAG,GAAGF,CAAC,CAAC,CAAD,CAAb;AACA,MAAMG,GAAG,GAAGH,CAAC,CAAC,CAAD,CAAb;AACA,MAAMI,GAAG,GAAGJ,CAAC,CAAC,CAAD,CAAb;AACA,MAAMK,GAAG,GAAGL,CAAC,CAAC,CAAD,CAAb;AACA,MAAMM,GAAG,GAAGN,CAAC,CAAE,IAAI,CAAN,CAAb;AACA,MAAMO,GAAG,GAAGP,CAAC,CAAE,IAAI,CAAN,CAAb;AACA,MAAMQ,GAAG,GAAGR,CAAC,CAAE,IAAI,CAAN,CAAb;AACA,MAAMS,GAAG,GAAGT,CAAC,CAAE,IAAI,CAAN,CAAb;AACA,MAAMU,GAAG,GAAGV,CAAC,CAAE,IAAI,CAAN,CAAb;AACA,MAAMW,GAAG,GAAGX,CAAC,CAAE,IAAI,CAAN,CAAb;AACA,MAAMY,GAAG,GAAGZ,CAAC,CAAE,IAAI,CAAN,CAAb;AACA,MAAMa,GAAG,GAAGb,CAAC,CAAE,IAAI,CAAN,CAAb;AACA,MAAMc,GAAG,GAAGd,CAAC,CAAC,KAAK,CAAN,CAAb;AACA,MAAMe,GAAG,GAAGf,CAAC,CAAC,KAAK,CAAN,CAAb;AACA,MAAMgB,GAAG,GAAGhB,CAAC,CAAC,KAAK,CAAN,CAAb;AACA,MAAMiB,GAAG,GAAGjB,CAAC,CAAC,KAAK,CAAN,CAAb;AACA,MAAMkB,GAAG,GAAGjB,CAAC,CAAC,CAAD,CAAb;AACA,MAAMkB,GAAG,GAAGlB,CAAC,CAAC,CAAD,CAAb;AACA,MAAMmB,GAAG,GAAGnB,CAAC,CAAC,CAAD,CAAb;AACA,MAAMoB,GAAG,GAAGpB,CAAC,CAAC,CAAD,CAAb;AACA,MAAMqB,GAAG,GAAGrB,CAAC,CAAE,IAAI,CAAN,CAAb;AACA,MAAMsB,GAAG,GAAGtB,CAAC,CAAE,IAAI,CAAN,CAAb;AACA,MAAMuB,GAAG,GAAGvB,CAAC,CAAE,IAAI,CAAN,CAAb;AACA,MAAMwB,GAAG,GAAGxB,CAAC,CAAE,IAAI,CAAN,CAAb;AACA,MAAMyB,GAAG,GAAGzB,CAAC,CAAE,IAAI,CAAN,CAAb;AACA,MAAM0B,GAAG,GAAG1B,CAAC,CAAE,IAAI,CAAN,CAAb;AACA,MAAM2B,GAAG,GAAG3B,CAAC,CAAE,IAAI,CAAN,CAAb;AACA,MAAM4B,GAAG,GAAG5B,CAAC,CAAE,IAAI,CAAN,CAAb;AACA,MAAM6B,GAAG,GAAG7B,CAAC,CAAC,KAAK,CAAN,CAAb;AACA,MAAM8B,GAAG,GAAG9B,CAAC,CAAC,KAAK,CAAN,CAAb;AACA,MAAM+B,GAAG,GAAG/B,CAAC,CAAC,KAAK,CAAN,CAAb;AACA,MAAMgC,GAAG,GAAGhC,CAAC,CAAC,KAAK,CAAN,CAAb;AAEArE,KAAG,CAAE,CAAF,CAAH,GAAUsE,GAAG,GAAGgB,GAAN,GAAYZ,GAAG,GAAGa,GAAlB,GAAwBT,GAAG,GAAGU,GAA9B,GAAoCN,GAAG,GAAGO,GAApD;AACAzF,KAAG,CAAE,CAAF,CAAH,GAAUuE,GAAG,GAAGe,GAAN,GAAYX,GAAG,GAAGY,GAAlB,GAAwBR,GAAG,GAAGS,GAA9B,GAAoCL,GAAG,GAAGM,GAApD;AACAzF,KAAG,CAAE,CAAF,CAAH,GAAUwE,GAAG,GAAGc,GAAN,GAAYV,GAAG,GAAGW,GAAlB,GAAwBP,GAAG,GAAGQ,GAA9B,GAAoCJ,GAAG,GAAGK,GAApD;AACAzF,KAAG,CAAE,CAAF,CAAH,GAAUyE,GAAG,GAAGa,GAAN,GAAYT,GAAG,GAAGU,GAAlB,GAAwBN,GAAG,GAAGO,GAA9B,GAAoCH,GAAG,GAAGI,GAApD;AACAzF,KAAG,CAAE,CAAF,CAAH,GAAUsE,GAAG,GAAGoB,GAAN,GAAYhB,GAAG,GAAGiB,GAAlB,GAAwBb,GAAG,GAAGc,GAA9B,GAAoCV,GAAG,GAAGW,GAApD;AACA7F,KAAG,CAAE,CAAF,CAAH,GAAUuE,GAAG,GAAGmB,GAAN,GAAYf,GAAG,GAAGgB,GAAlB,GAAwBZ,GAAG,GAAGa,GAA9B,GAAoCT,GAAG,GAAGU,GAApD;AACA7F,KAAG,CAAE,CAAF,CAAH,GAAUwE,GAAG,GAAGkB,GAAN,GAAYd,GAAG,GAAGe,GAAlB,GAAwBX,GAAG,GAAGY,GAA9B,GAAoCR,GAAG,GAAGS,GAApD;AACA7F,KAAG,CAAE,CAAF,CAAH,GAAUyE,GAAG,GAAGiB,GAAN,GAAYb,GAAG,GAAGc,GAAlB,GAAwBV,GAAG,GAAGW,GAA9B,GAAoCP,GAAG,GAAGQ,GAApD;AACA7F,KAAG,CAAE,CAAF,CAAH,GAAUsE,GAAG,GAAGwB,GAAN,GAAYpB,GAAG,GAAGqB,GAAlB,GAAwBjB,GAAG,GAAGkB,GAA9B,GAAoCd,GAAG,GAAGe,GAApD;AACAjG,KAAG,CAAE,CAAF,CAAH,GAAUuE,GAAG,GAAGuB,GAAN,GAAYnB,GAAG,GAAGoB,GAAlB,GAAwBhB,GAAG,GAAGiB,GAA9B,GAAoCb,GAAG,GAAGc,GAApD;AACAjG,KAAG,CAAC,EAAD,CAAH,GAAUwE,GAAG,GAAGsB,GAAN,GAAYlB,GAAG,GAAGmB,GAAlB,GAAwBf,GAAG,GAAGgB,GAA9B,GAAoCZ,GAAG,GAAGa,GAApD;AACAjG,KAAG,CAAC,EAAD,CAAH,GAAUyE,GAAG,GAAGqB,GAAN,GAAYjB,GAAG,GAAGkB,GAAlB,GAAwBd,GAAG,GAAGe,GAA9B,GAAoCX,GAAG,GAAGY,GAApD;AACAjG,KAAG,CAAC,EAAD,CAAH,GAAUsE,GAAG,GAAG4B,GAAN,GAAYxB,GAAG,GAAGyB,GAAlB,GAAwBrB,GAAG,GAAGsB,GAA9B,GAAoClB,GAAG,GAAGmB,GAApD;AACArG,KAAG,CAAC,EAAD,CAAH,GAAUuE,GAAG,GAAG2B,GAAN,GAAYvB,GAAG,GAAGwB,GAAlB,GAAwBpB,GAAG,GAAGqB,GAA9B,GAAoCjB,GAAG,GAAGkB,GAApD;AACArG,KAAG,CAAC,EAAD,CAAH,GAAUwE,GAAG,GAAG0B,GAAN,GAAYtB,GAAG,GAAGuB,GAAlB,GAAwBnB,GAAG,GAAGoB,GAA9B,GAAoChB,GAAG,GAAGiB,GAApD;AACArG,KAAG,CAAC,EAAD,CAAH,GAAUyE,GAAG,GAAGyB,GAAN,GAAYrB,GAAG,GAAGsB,GAAlB,GAAwBlB,GAAG,GAAGmB,GAA9B,GAAoCf,GAAG,GAAGgB,GAApD;AAEA,SAAOrG,GAAP;AACD;AAED;;;;;;;;;;;AASA,SAASsG,cAAT,CAAwBlC,CAAxB,EAA2BmC,CAA3B,EAA8BvG,GAA9B,EAAmC;AACjCA,KAAG,GAAGA,GAAG,IAAImB,QAAQ,EAArB;;AACA,MAAIiD,CAAC,KAAKpE,GAAV,EAAe;AACbA,OAAG,CAAE,CAAF,CAAH,GAAUoE,CAAC,CAAE,CAAF,CAAX;AACApE,OAAG,CAAE,CAAF,CAAH,GAAUoE,CAAC,CAAE,CAAF,CAAX;AACApE,OAAG,CAAE,CAAF,CAAH,GAAUoE,CAAC,CAAE,CAAF,CAAX;AACApE,OAAG,CAAE,CAAF,CAAH,GAAUoE,CAAC,CAAE,CAAF,CAAX;AACApE,OAAG,CAAE,CAAF,CAAH,GAAUoE,CAAC,CAAE,CAAF,CAAX;AACApE,OAAG,CAAE,CAAF,CAAH,GAAUoE,CAAC,CAAE,CAAF,CAAX;AACApE,OAAG,CAAE,CAAF,CAAH,GAAUoE,CAAC,CAAE,CAAF,CAAX;AACApE,OAAG,CAAE,CAAF,CAAH,GAAUoE,CAAC,CAAE,CAAF,CAAX;AACApE,OAAG,CAAE,CAAF,CAAH,GAAUoE,CAAC,CAAE,CAAF,CAAX;AACApE,OAAG,CAAE,CAAF,CAAH,GAAUoE,CAAC,CAAE,CAAF,CAAX;AACApE,OAAG,CAAC,EAAD,CAAH,GAAUoE,CAAC,CAAC,EAAD,CAAX;AACApE,OAAG,CAAC,EAAD,CAAH,GAAUoE,CAAC,CAAC,EAAD,CAAX;AACD;;AACDpE,KAAG,CAAC,EAAD,CAAH,GAAUuG,CAAC,CAAC,CAAD,CAAX;AACAvG,KAAG,CAAC,EAAD,CAAH,GAAUuG,CAAC,CAAC,CAAD,CAAX;AACAvG,KAAG,CAAC,EAAD,CAAH,GAAUuG,CAAC,CAAC,CAAD,CAAX;AACAvG,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACA,SAAOA,GAAP;AACD;AAED;;;;;;;;;;AAQA,SAASwG,cAAT,CAAwBvF,CAAxB,EAA2BjB,GAA3B,EAAgC;AAC9BA,KAAG,GAAGA,GAAG,IAAIyG,EAAE,CAACC,MAAH,EAAb;AACA1G,KAAG,CAAC,CAAD,CAAH,GAASiB,CAAC,CAAC,EAAD,CAAV;AACAjB,KAAG,CAAC,CAAD,CAAH,GAASiB,CAAC,CAAC,EAAD,CAAV;AACAjB,KAAG,CAAC,CAAD,CAAH,GAASiB,CAAC,CAAC,EAAD,CAAV;AACA,SAAOjB,GAAP;AACD;AAED;;;;;;;;;;AAQA,SAAS2G,OAAT,CAAiB1F,CAAjB,EAAoB2F,IAApB,EAA0B5G,GAA1B,EAA+B;AAC7BA,KAAG,GAAGA,GAAG,IAAIyG,EAAE,CAACC,MAAH,EAAb;AACA,MAAMG,GAAG,GAAGD,IAAI,GAAG,CAAnB;AACA5G,KAAG,CAAC,CAAD,CAAH,GAASiB,CAAC,CAAC4F,GAAG,GAAG,CAAP,CAAV;AACA7G,KAAG,CAAC,CAAD,CAAH,GAASiB,CAAC,CAAC4F,GAAG,GAAG,CAAP,CAAV;AACA7G,KAAG,CAAC,CAAD,CAAH,GAASiB,CAAC,CAAC4F,GAAG,GAAG,CAAP,CAAV;AACA,SAAO7G,GAAP;AACD;AAED;;;;;;;;;;;AASA,SAAS8G,OAAT,CAAiB1C,CAAjB,EAAoBmC,CAApB,EAAuBK,IAAvB,EAA6B5G,GAA7B,EAAkC;AAChC,MAAIA,GAAG,KAAKoE,CAAZ,EAAe;AACbpE,OAAG,GAAGkB,IAAI,CAACkD,CAAD,EAAIpE,GAAJ,CAAV;AACD;;AACD,MAAM6G,GAAG,GAAGD,IAAI,GAAG,CAAnB;AACA5G,KAAG,CAAC6G,GAAG,GAAG,CAAP,CAAH,GAAeN,CAAC,CAAC,CAAD,CAAhB;AACAvG,KAAG,CAAC6G,GAAG,GAAG,CAAP,CAAH,GAAeN,CAAC,CAAC,CAAD,CAAhB;AACAvG,KAAG,CAAC6G,GAAG,GAAG,CAAP,CAAH,GAAeN,CAAC,CAAC,CAAD,CAAhB;AACA,SAAOvG,GAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;AAqBA,SAAS+G,WAAT,CAAqBC,qBAArB,EAA4CC,MAA5C,EAAoDC,KAApD,EAA2DC,IAA3D,EAAiEnH,GAAjE,EAAsE;AACpEA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;AAEA,MAAMwG,CAAC,GAAGC,IAAI,CAACC,GAAL,CAASD,IAAI,CAACE,EAAL,GAAU,GAAV,GAAgB,MAAMP,qBAA/B,CAAV;AACA,MAAMQ,QAAQ,GAAG,OAAON,KAAK,GAAGC,IAAf,CAAjB;AAEAnH,KAAG,CAAC,CAAD,CAAH,GAAUoH,CAAC,GAAGH,MAAd;AACAjH,KAAG,CAAC,CAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,CAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,CAAD,CAAH,GAAU,CAAV;AAEAA,KAAG,CAAC,CAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,CAAD,CAAH,GAAUoH,CAAV;AACApH,KAAG,CAAC,CAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,CAAD,CAAH,GAAU,CAAV;AAEAA,KAAG,CAAC,CAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,CAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAACkH,KAAK,GAAGC,IAAT,IAAiBK,QAA3B;AACAxH,KAAG,CAAC,EAAD,CAAH,GAAU,CAAC,CAAX;AAEAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAUkH,KAAK,GAAGC,IAAR,GAAeK,QAAf,GAA0B,CAApC;AACAxH,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AAEA,SAAOA,GAAP;AACD;AAED;;;;;;;;;;;;;;;;;;AAgBA,SAASyH,KAAT,CAAeC,IAAf,EAAqBC,KAArB,EAA4BC,MAA5B,EAAoCC,GAApC,EAAyCC,IAAzC,EAA+CC,GAA/C,EAAoD/H,GAApD,EAAyD;AACvDA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;AAEAZ,KAAG,CAAC,CAAD,CAAH,GAAU,KAAK2H,KAAK,GAAGD,IAAb,CAAV;AACA1H,KAAG,CAAC,CAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,CAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,CAAD,CAAH,GAAU,CAAV;AAEAA,KAAG,CAAC,CAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,CAAD,CAAH,GAAU,KAAK6H,GAAG,GAAGD,MAAX,CAAV;AACA5H,KAAG,CAAC,CAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,CAAD,CAAH,GAAU,CAAV;AAEAA,KAAG,CAAC,CAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,CAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,KAAK8H,IAAI,GAAGC,GAAZ,CAAV;AACA/H,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AAEAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAC2H,KAAK,GAAGD,IAAT,KAAkBA,IAAI,GAAGC,KAAzB,CAAV;AACA3H,KAAG,CAAC,EAAD,CAAH,GAAU,CAAC6H,GAAG,GAAGD,MAAP,KAAkBA,MAAM,GAAGC,GAA3B,CAAV;AACA7H,KAAG,CAAC,EAAD,CAAH,GAAU,CAAC+H,GAAG,GAAGD,IAAP,KAAgBA,IAAI,GAAGC,GAAvB,CAAV;AACA/H,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AAEA,SAAOA,GAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;;AAmBA,SAASgI,OAAT,CAAiBN,IAAjB,EAAuBC,KAAvB,EAA8BC,MAA9B,EAAsCC,GAAtC,EAA2CC,IAA3C,EAAiDC,GAAjD,EAAsD/H,GAAtD,EAA2D;AACzDA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;AAEA,MAAMqH,EAAE,GAAIN,KAAK,GAAGD,IAApB;AACA,MAAMQ,EAAE,GAAIL,GAAG,GAAGD,MAAlB;AACA,MAAMO,EAAE,GAAIL,IAAI,GAAGC,GAAnB;AAEA/H,KAAG,CAAE,CAAF,CAAH,GAAU,IAAI8H,IAAJ,GAAWG,EAArB;AACAjI,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,IAAI8H,IAAJ,GAAWI,EAArB;AACAlI,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAC0H,IAAI,GAAGC,KAAR,IAAiBM,EAA3B;AACAjI,KAAG,CAAE,CAAF,CAAH,GAAU,CAAC6H,GAAG,GAAGD,MAAP,IAAiBM,EAA3B;AACAlI,KAAG,CAAC,EAAD,CAAH,GAAU+H,GAAG,GAAGI,EAAhB;AACAnI,KAAG,CAAC,EAAD,CAAH,GAAU,CAAC,CAAX;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU8H,IAAI,GAAGC,GAAP,GAAaI,EAAvB;AACAnI,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AAEA,SAAOA,GAAP;AACD;;AAED,IAAIoI,KAAJ;AACA,IAAIC,KAAJ;AACA,IAAIC,KAAJ;AAEA;;;;;;;;;;;;;;;AAcA,SAASC,MAAT,CAAgBC,GAAhB,EAAqBhL,MAArB,EAA6BiL,EAA7B,EAAiCzI,GAAjC,EAAsC;AACpCA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;AAEAwH,OAAK,GAAGA,KAAK,IAAI3B,EAAE,CAACC,MAAH,EAAjB;AACA2B,OAAK,GAAGA,KAAK,IAAI5B,EAAE,CAACC,MAAH,EAAjB;AACA4B,OAAK,GAAGA,KAAK,IAAI7B,EAAE,CAACC,MAAH,EAAjB;AAEAD,IAAE,CAACjP,SAAH,CACIiP,EAAE,CAACiC,QAAH,CAAYF,GAAZ,EAAiBhL,MAAjB,EAAyB8K,KAAzB,CADJ,EACqCA,KADrC;AAEA7B,IAAE,CAACjP,SAAH,CAAaiP,EAAE,CAACkC,KAAH,CAASF,EAAT,EAAaH,KAAb,EAAoBF,KAApB,CAAb,EAAyCA,KAAzC;AACA3B,IAAE,CAACjP,SAAH,CAAaiP,EAAE,CAACkC,KAAH,CAASL,KAAT,EAAgBF,KAAhB,EAAuBC,KAAvB,CAAb,EAA4CA,KAA5C;AAEArI,KAAG,CAAE,CAAF,CAAH,GAAUoI,KAAK,CAAC,CAAD,CAAf;AACApI,KAAG,CAAE,CAAF,CAAH,GAAUoI,KAAK,CAAC,CAAD,CAAf;AACApI,KAAG,CAAE,CAAF,CAAH,GAAUoI,KAAK,CAAC,CAAD,CAAf;AACApI,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAUqI,KAAK,CAAC,CAAD,CAAf;AACArI,KAAG,CAAE,CAAF,CAAH,GAAUqI,KAAK,CAAC,CAAD,CAAf;AACArI,KAAG,CAAE,CAAF,CAAH,GAAUqI,KAAK,CAAC,CAAD,CAAf;AACArI,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAUsI,KAAK,CAAC,CAAD,CAAf;AACAtI,KAAG,CAAE,CAAF,CAAH,GAAUsI,KAAK,CAAC,CAAD,CAAf;AACAtI,KAAG,CAAC,EAAD,CAAH,GAAUsI,KAAK,CAAC,CAAD,CAAf;AACAtI,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAUwI,GAAG,CAAC,CAAD,CAAb;AACAxI,KAAG,CAAC,EAAD,CAAH,GAAUwI,GAAG,CAAC,CAAD,CAAb;AACAxI,KAAG,CAAC,EAAD,CAAH,GAAUwI,GAAG,CAAC,CAAD,CAAb;AACAxI,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AAEA,SAAOA,GAAP;AACD;AAED;;;;;;;;;;AAQA,SAAS4I,WAAT,CAAqBrC,CAArB,EAAwBvG,GAAxB,EAA6B;AAC3BA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;AAEAZ,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAUuG,CAAC,CAAC,CAAD,CAAX;AACAvG,KAAG,CAAC,EAAD,CAAH,GAAUuG,CAAC,CAAC,CAAD,CAAX;AACAvG,KAAG,CAAC,EAAD,CAAH,GAAUuG,CAAC,CAAC,CAAD,CAAX;AACAvG,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACA,SAAOA,GAAP;AACD;AAED;;;;;;;;;;;AASA,SAAS6I,SAAT,CAAmB5H,CAAnB,EAAsBsF,CAAtB,EAAyBvG,GAAzB,EAA8B;AAC5BA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;AAEA,MAAMkI,EAAE,GAAGvC,CAAC,CAAC,CAAD,CAAZ;AACA,MAAMwC,EAAE,GAAGxC,CAAC,CAAC,CAAD,CAAZ;AACA,MAAMyC,EAAE,GAAGzC,CAAC,CAAC,CAAD,CAAZ;AACA,MAAMlF,GAAG,GAAGJ,CAAC,CAAC,CAAD,CAAb;AACA,MAAMK,GAAG,GAAGL,CAAC,CAAC,CAAD,CAAb;AACA,MAAMM,GAAG,GAAGN,CAAC,CAAC,CAAD,CAAb;AACA,MAAMO,GAAG,GAAGP,CAAC,CAAC,CAAD,CAAb;AACA,MAAMQ,GAAG,GAAGR,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMS,GAAG,GAAGT,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMU,GAAG,GAAGV,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMW,GAAG,GAAGX,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMY,GAAG,GAAGZ,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMa,GAAG,GAAGb,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMc,GAAG,GAAGd,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMe,GAAG,GAAGf,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMgB,GAAG,GAAGhB,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMiB,GAAG,GAAGjB,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMkB,GAAG,GAAGlB,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMmB,GAAG,GAAGnB,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;;AAEA,MAAIA,CAAC,KAAKjB,GAAV,EAAe;AACbA,OAAG,CAAE,CAAF,CAAH,GAAUqB,GAAV;AACArB,OAAG,CAAE,CAAF,CAAH,GAAUsB,GAAV;AACAtB,OAAG,CAAE,CAAF,CAAH,GAAUuB,GAAV;AACAvB,OAAG,CAAE,CAAF,CAAH,GAAUwB,GAAV;AACAxB,OAAG,CAAE,CAAF,CAAH,GAAUyB,GAAV;AACAzB,OAAG,CAAE,CAAF,CAAH,GAAU0B,GAAV;AACA1B,OAAG,CAAE,CAAF,CAAH,GAAU2B,GAAV;AACA3B,OAAG,CAAE,CAAF,CAAH,GAAU4B,GAAV;AACA5B,OAAG,CAAE,CAAF,CAAH,GAAU6B,GAAV;AACA7B,OAAG,CAAE,CAAF,CAAH,GAAU8B,GAAV;AACA9B,OAAG,CAAC,EAAD,CAAH,GAAU+B,GAAV;AACA/B,OAAG,CAAC,EAAD,CAAH,GAAUgC,GAAV;AACD;;AAEDhC,KAAG,CAAC,EAAD,CAAH,GAAUqB,GAAG,GAAGyH,EAAN,GAAWrH,GAAG,GAAGsH,EAAjB,GAAsBlH,GAAG,GAAGmH,EAA5B,GAAiC/G,GAA3C;AACAjC,KAAG,CAAC,EAAD,CAAH,GAAUsB,GAAG,GAAGwH,EAAN,GAAWpH,GAAG,GAAGqH,EAAjB,GAAsBjH,GAAG,GAAGkH,EAA5B,GAAiC9G,GAA3C;AACAlC,KAAG,CAAC,EAAD,CAAH,GAAUuB,GAAG,GAAGuH,EAAN,GAAWnH,GAAG,GAAGoH,EAAjB,GAAsBhH,GAAG,GAAGiH,EAA5B,GAAiC7G,GAA3C;AACAnC,KAAG,CAAC,EAAD,CAAH,GAAUwB,GAAG,GAAGsH,EAAN,GAAWlH,GAAG,GAAGmH,EAAjB,GAAsB/G,GAAG,GAAGgH,EAA5B,GAAiC5G,GAA3C;AAEA,SAAOpC,GAAP;AACD;AAED;;;;;;;;;AAOA,SAASiJ,SAAT,CAAmBC,cAAnB,EAAmClJ,GAAnC,EAAwC;AACtCA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;AAEA,MAAMuI,CAAC,GAAG9B,IAAI,CAAC+B,GAAL,CAASF,cAAT,CAAV;AACA,MAAMG,CAAC,GAAGhC,IAAI,CAACiC,GAAL,CAASJ,cAAT,CAAV;AAEAlJ,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAUmJ,CAAV;AACAnJ,KAAG,CAAE,CAAF,CAAH,GAAUqJ,CAAV;AACArJ,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAACqJ,CAAX;AACArJ,KAAG,CAAC,EAAD,CAAH,GAAUmJ,CAAV;AACAnJ,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AAEA,SAAOA,GAAP;AACD;AAED;;;;;;;;;;;AASA,SAASuJ,OAAT,CAAiBtI,CAAjB,EAAoBiI,cAApB,EAAoClJ,GAApC,EAAyC;AACvCA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;AAEA,MAAMa,GAAG,GAAGR,CAAC,CAAC,CAAD,CAAb;AACA,MAAMS,GAAG,GAAGT,CAAC,CAAC,CAAD,CAAb;AACA,MAAMU,GAAG,GAAGV,CAAC,CAAC,CAAD,CAAb;AACA,MAAMW,GAAG,GAAGX,CAAC,CAAC,CAAD,CAAb;AACA,MAAMY,GAAG,GAAGZ,CAAC,CAAC,CAAD,CAAb;AACA,MAAMa,GAAG,GAAGb,CAAC,CAAC,CAAD,CAAb;AACA,MAAMc,GAAG,GAAGd,CAAC,CAAC,EAAD,CAAb;AACA,MAAMe,GAAG,GAAGf,CAAC,CAAC,EAAD,CAAb;AACA,MAAMkI,CAAC,GAAG9B,IAAI,CAAC+B,GAAL,CAASF,cAAT,CAAV;AACA,MAAMG,CAAC,GAAGhC,IAAI,CAACiC,GAAL,CAASJ,cAAT,CAAV;AAEAlJ,KAAG,CAAC,CAAD,CAAH,GAAUmJ,CAAC,GAAG1H,GAAJ,GAAU4H,CAAC,GAAGxH,GAAxB;AACA7B,KAAG,CAAC,CAAD,CAAH,GAAUmJ,CAAC,GAAGzH,GAAJ,GAAU2H,CAAC,GAAGvH,GAAxB;AACA9B,KAAG,CAAC,CAAD,CAAH,GAAUmJ,CAAC,GAAGxH,GAAJ,GAAU0H,CAAC,GAAGtH,GAAxB;AACA/B,KAAG,CAAC,CAAD,CAAH,GAAUmJ,CAAC,GAAGvH,GAAJ,GAAUyH,CAAC,GAAGrH,GAAxB;AACAhC,KAAG,CAAC,CAAD,CAAH,GAAUmJ,CAAC,GAAGtH,GAAJ,GAAUwH,CAAC,GAAG5H,GAAxB;AACAzB,KAAG,CAAC,CAAD,CAAH,GAAUmJ,CAAC,GAAGrH,GAAJ,GAAUuH,CAAC,GAAG3H,GAAxB;AACA1B,KAAG,CAAC,EAAD,CAAH,GAAUmJ,CAAC,GAAGpH,GAAJ,GAAUsH,CAAC,GAAG1H,GAAxB;AACA3B,KAAG,CAAC,EAAD,CAAH,GAAUmJ,CAAC,GAAGnH,GAAJ,GAAUqH,CAAC,GAAGzH,GAAxB;;AAEA,MAAIX,CAAC,KAAKjB,GAAV,EAAe;AACbA,OAAG,CAAE,CAAF,CAAH,GAAUiB,CAAC,CAAE,CAAF,CAAX;AACAjB,OAAG,CAAE,CAAF,CAAH,GAAUiB,CAAC,CAAE,CAAF,CAAX;AACAjB,OAAG,CAAE,CAAF,CAAH,GAAUiB,CAAC,CAAE,CAAF,CAAX;AACAjB,OAAG,CAAE,CAAF,CAAH,GAAUiB,CAAC,CAAE,CAAF,CAAX;AACAjB,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACD;;AAED,SAAOjB,GAAP;AACD;AAED;;;;;;;;;AAOA,SAASwJ,SAAT,CAAmBN,cAAnB,EAAmClJ,GAAnC,EAAwC;AACtCA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;AAEA,MAAMuI,CAAC,GAAG9B,IAAI,CAAC+B,GAAL,CAASF,cAAT,CAAV;AACA,MAAMG,CAAC,GAAGhC,IAAI,CAACiC,GAAL,CAASJ,cAAT,CAAV;AAEAlJ,KAAG,CAAE,CAAF,CAAH,GAAUmJ,CAAV;AACAnJ,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAACqJ,CAAX;AACArJ,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAUqJ,CAAV;AACArJ,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAUmJ,CAAV;AACAnJ,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AAEA,SAAOA,GAAP;AACD;AAED;;;;;;;;;;;AASA,SAASyJ,OAAT,CAAiBxI,CAAjB,EAAoBiI,cAApB,EAAoClJ,GAApC,EAAyC;AACvCA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;AAEA,MAAMS,GAAG,GAAGJ,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMK,GAAG,GAAGL,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMM,GAAG,GAAGN,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMO,GAAG,GAAGP,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMY,GAAG,GAAGZ,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMa,GAAG,GAAGb,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMc,GAAG,GAAGd,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMe,GAAG,GAAGf,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMkI,CAAC,GAAG9B,IAAI,CAAC+B,GAAL,CAASF,cAAT,CAAV;AACA,MAAMG,CAAC,GAAGhC,IAAI,CAACiC,GAAL,CAASJ,cAAT,CAAV;AAEAlJ,KAAG,CAAE,CAAF,CAAH,GAAUmJ,CAAC,GAAG9H,GAAJ,GAAUgI,CAAC,GAAGxH,GAAxB;AACA7B,KAAG,CAAE,CAAF,CAAH,GAAUmJ,CAAC,GAAG7H,GAAJ,GAAU+H,CAAC,GAAGvH,GAAxB;AACA9B,KAAG,CAAE,CAAF,CAAH,GAAUmJ,CAAC,GAAG5H,GAAJ,GAAU8H,CAAC,GAAGtH,GAAxB;AACA/B,KAAG,CAAE,CAAF,CAAH,GAAUmJ,CAAC,GAAG3H,GAAJ,GAAU6H,CAAC,GAAGrH,GAAxB;AACAhC,KAAG,CAAE,CAAF,CAAH,GAAUmJ,CAAC,GAAGtH,GAAJ,GAAUwH,CAAC,GAAGhI,GAAxB;AACArB,KAAG,CAAE,CAAF,CAAH,GAAUmJ,CAAC,GAAGrH,GAAJ,GAAUuH,CAAC,GAAG/H,GAAxB;AACAtB,KAAG,CAAC,EAAD,CAAH,GAAUmJ,CAAC,GAAGpH,GAAJ,GAAUsH,CAAC,GAAG9H,GAAxB;AACAvB,KAAG,CAAC,EAAD,CAAH,GAAUmJ,CAAC,GAAGnH,GAAJ,GAAUqH,CAAC,GAAG7H,GAAxB;;AAEA,MAAIP,CAAC,KAAKjB,GAAV,EAAe;AACbA,OAAG,CAAE,CAAF,CAAH,GAAUiB,CAAC,CAAE,CAAF,CAAX;AACAjB,OAAG,CAAE,CAAF,CAAH,GAAUiB,CAAC,CAAE,CAAF,CAAX;AACAjB,OAAG,CAAE,CAAF,CAAH,GAAUiB,CAAC,CAAE,CAAF,CAAX;AACAjB,OAAG,CAAE,CAAF,CAAH,GAAUiB,CAAC,CAAE,CAAF,CAAX;AACAjB,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACD;;AAED,SAAOjB,GAAP;AACD;AAED;;;;;;;;;AAOA,SAAS0J,SAAT,CAAmBR,cAAnB,EAAmClJ,GAAnC,EAAwC;AACtCA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;AAEA,MAAMuI,CAAC,GAAG9B,IAAI,CAAC+B,GAAL,CAASF,cAAT,CAAV;AACA,MAAMG,CAAC,GAAGhC,IAAI,CAACiC,GAAL,CAASJ,cAAT,CAAV;AAEAlJ,KAAG,CAAE,CAAF,CAAH,GAAUmJ,CAAV;AACAnJ,KAAG,CAAE,CAAF,CAAH,GAAUqJ,CAAV;AACArJ,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAACqJ,CAAX;AACArJ,KAAG,CAAE,CAAF,CAAH,GAAUmJ,CAAV;AACAnJ,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AAEA,SAAOA,GAAP;AACD;AAED;;;;;;;;;;;AASA,SAAS2J,OAAT,CAAiB1I,CAAjB,EAAoBiI,cAApB,EAAoClJ,GAApC,EAAyC;AACvCA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;AAEA,MAAMS,GAAG,GAAGJ,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMK,GAAG,GAAGL,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMM,GAAG,GAAGN,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMO,GAAG,GAAGP,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMQ,GAAG,GAAGR,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMS,GAAG,GAAGT,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMU,GAAG,GAAGV,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMW,GAAG,GAAGX,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAb;AACA,MAAMkI,CAAC,GAAG9B,IAAI,CAAC+B,GAAL,CAASF,cAAT,CAAV;AACA,MAAMG,CAAC,GAAGhC,IAAI,CAACiC,GAAL,CAASJ,cAAT,CAAV;AAEAlJ,KAAG,CAAE,CAAF,CAAH,GAAUmJ,CAAC,GAAG9H,GAAJ,GAAUgI,CAAC,GAAG5H,GAAxB;AACAzB,KAAG,CAAE,CAAF,CAAH,GAAUmJ,CAAC,GAAG7H,GAAJ,GAAU+H,CAAC,GAAG3H,GAAxB;AACA1B,KAAG,CAAE,CAAF,CAAH,GAAUmJ,CAAC,GAAG5H,GAAJ,GAAU8H,CAAC,GAAG1H,GAAxB;AACA3B,KAAG,CAAE,CAAF,CAAH,GAAUmJ,CAAC,GAAG3H,GAAJ,GAAU6H,CAAC,GAAGzH,GAAxB;AACA5B,KAAG,CAAE,CAAF,CAAH,GAAUmJ,CAAC,GAAG1H,GAAJ,GAAU4H,CAAC,GAAGhI,GAAxB;AACArB,KAAG,CAAE,CAAF,CAAH,GAAUmJ,CAAC,GAAGzH,GAAJ,GAAU2H,CAAC,GAAG/H,GAAxB;AACAtB,KAAG,CAAE,CAAF,CAAH,GAAUmJ,CAAC,GAAGxH,GAAJ,GAAU0H,CAAC,GAAG9H,GAAxB;AACAvB,KAAG,CAAE,CAAF,CAAH,GAAUmJ,CAAC,GAAGvH,GAAJ,GAAUyH,CAAC,GAAG7H,GAAxB;;AAEA,MAAIP,CAAC,KAAKjB,GAAV,EAAe;AACbA,OAAG,CAAE,CAAF,CAAH,GAAUiB,CAAC,CAAE,CAAF,CAAX;AACAjB,OAAG,CAAE,CAAF,CAAH,GAAUiB,CAAC,CAAE,CAAF,CAAX;AACAjB,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACD;;AAED,SAAOjB,GAAP;AACD;AAED;;;;;;;;;;;;;AAWA,SAAS4J,YAAT,CAAsBhD,IAAtB,EAA4BsC,cAA5B,EAA4ClJ,GAA5C,EAAiD;AAC/CA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;AAEA,MAAIiJ,CAAC,GAAGjD,IAAI,CAAC,CAAD,CAAZ;AACA,MAAIkD,CAAC,GAAGlD,IAAI,CAAC,CAAD,CAAZ;AACA,MAAImD,CAAC,GAAGnD,IAAI,CAAC,CAAD,CAAZ;AACA,MAAMoD,CAAC,GAAG3C,IAAI,CAAC4C,IAAL,CAAUJ,CAAC,GAAGA,CAAJ,GAAQC,CAAC,GAAGA,CAAZ,GAAgBC,CAAC,GAAGA,CAA9B,CAAV;AACAF,GAAC,IAAIG,CAAL;AACAF,GAAC,IAAIE,CAAL;AACAD,GAAC,IAAIC,CAAL;AACA,MAAME,EAAE,GAAGL,CAAC,GAAGA,CAAf;AACA,MAAMM,EAAE,GAAGL,CAAC,GAAGA,CAAf;AACA,MAAMM,EAAE,GAAGL,CAAC,GAAGA,CAAf;AACA,MAAMZ,CAAC,GAAG9B,IAAI,CAAC+B,GAAL,CAASF,cAAT,CAAV;AACA,MAAMG,CAAC,GAAGhC,IAAI,CAACiC,GAAL,CAASJ,cAAT,CAAV;AACA,MAAMmB,cAAc,GAAG,IAAIlB,CAA3B;AAEAnJ,KAAG,CAAE,CAAF,CAAH,GAAUkK,EAAE,GAAG,CAAC,IAAIA,EAAL,IAAWf,CAA1B;AACAnJ,KAAG,CAAE,CAAF,CAAH,GAAU6J,CAAC,GAAGC,CAAJ,GAAQO,cAAR,GAAyBN,CAAC,GAAGV,CAAvC;AACArJ,KAAG,CAAE,CAAF,CAAH,GAAU6J,CAAC,GAAGE,CAAJ,GAAQM,cAAR,GAAyBP,CAAC,GAAGT,CAAvC;AACArJ,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU6J,CAAC,GAAGC,CAAJ,GAAQO,cAAR,GAAyBN,CAAC,GAAGV,CAAvC;AACArJ,KAAG,CAAE,CAAF,CAAH,GAAUmK,EAAE,GAAG,CAAC,IAAIA,EAAL,IAAWhB,CAA1B;AACAnJ,KAAG,CAAE,CAAF,CAAH,GAAU8J,CAAC,GAAGC,CAAJ,GAAQM,cAAR,GAAyBR,CAAC,GAAGR,CAAvC;AACArJ,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU6J,CAAC,GAAGE,CAAJ,GAAQM,cAAR,GAAyBP,CAAC,GAAGT,CAAvC;AACArJ,KAAG,CAAE,CAAF,CAAH,GAAU8J,CAAC,GAAGC,CAAJ,GAAQM,cAAR,GAAyBR,CAAC,GAAGR,CAAvC;AACArJ,KAAG,CAAC,EAAD,CAAH,GAAUoK,EAAE,GAAG,CAAC,IAAIA,EAAL,IAAWjB,CAA1B;AACAnJ,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AAEA,SAAOA,GAAP;AACD;AAED;;;;;;;;;;;;;AAWA,SAASsK,UAAT,CAAoBrJ,CAApB,EAAuB2F,IAAvB,EAA6BsC,cAA7B,EAA6ClJ,GAA7C,EAAkD;AAChDA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;AAEA,MAAIiJ,CAAC,GAAGjD,IAAI,CAAC,CAAD,CAAZ;AACA,MAAIkD,CAAC,GAAGlD,IAAI,CAAC,CAAD,CAAZ;AACA,MAAImD,CAAC,GAAGnD,IAAI,CAAC,CAAD,CAAZ;AACA,MAAMoD,CAAC,GAAG3C,IAAI,CAAC4C,IAAL,CAAUJ,CAAC,GAAGA,CAAJ,GAAQC,CAAC,GAAGA,CAAZ,GAAgBC,CAAC,GAAGA,CAA9B,CAAV;AACAF,GAAC,IAAIG,CAAL;AACAF,GAAC,IAAIE,CAAL;AACAD,GAAC,IAAIC,CAAL;AACA,MAAME,EAAE,GAAGL,CAAC,GAAGA,CAAf;AACA,MAAMM,EAAE,GAAGL,CAAC,GAAGA,CAAf;AACA,MAAMM,EAAE,GAAGL,CAAC,GAAGA,CAAf;AACA,MAAMZ,CAAC,GAAG9B,IAAI,CAAC+B,GAAL,CAASF,cAAT,CAAV;AACA,MAAMG,CAAC,GAAGhC,IAAI,CAACiC,GAAL,CAASJ,cAAT,CAAV;AACA,MAAMmB,cAAc,GAAG,IAAIlB,CAA3B;AAEA,MAAMoB,GAAG,GAAGL,EAAE,GAAG,CAAC,IAAIA,EAAL,IAAWf,CAA5B;AACA,MAAMqB,GAAG,GAAGX,CAAC,GAAGC,CAAJ,GAAQO,cAAR,GAAyBN,CAAC,GAAGV,CAAzC;AACA,MAAMoB,GAAG,GAAGZ,CAAC,GAAGE,CAAJ,GAAQM,cAAR,GAAyBP,CAAC,GAAGT,CAAzC;AACA,MAAMqB,GAAG,GAAGb,CAAC,GAAGC,CAAJ,GAAQO,cAAR,GAAyBN,CAAC,GAAGV,CAAzC;AACA,MAAMsB,GAAG,GAAGR,EAAE,GAAG,CAAC,IAAIA,EAAL,IAAWhB,CAA5B;AACA,MAAMyB,GAAG,GAAGd,CAAC,GAAGC,CAAJ,GAAQM,cAAR,GAAyBR,CAAC,GAAGR,CAAzC;AACA,MAAMwB,GAAG,GAAGhB,CAAC,GAAGE,CAAJ,GAAQM,cAAR,GAAyBP,CAAC,GAAGT,CAAzC;AACA,MAAMyB,GAAG,GAAGhB,CAAC,GAAGC,CAAJ,GAAQM,cAAR,GAAyBR,CAAC,GAAGR,CAAzC;AACA,MAAM0B,GAAG,GAAGX,EAAE,GAAG,CAAC,IAAIA,EAAL,IAAWjB,CAA5B;AAEA,MAAM9H,GAAG,GAAGJ,CAAC,CAAC,CAAD,CAAb;AACA,MAAMK,GAAG,GAAGL,CAAC,CAAC,CAAD,CAAb;AACA,MAAMM,GAAG,GAAGN,CAAC,CAAC,CAAD,CAAb;AACA,MAAMO,GAAG,GAAGP,CAAC,CAAC,CAAD,CAAb;AACA,MAAMQ,GAAG,GAAGR,CAAC,CAAC,CAAD,CAAb;AACA,MAAMS,GAAG,GAAGT,CAAC,CAAC,CAAD,CAAb;AACA,MAAMU,GAAG,GAAGV,CAAC,CAAC,CAAD,CAAb;AACA,MAAMW,GAAG,GAAGX,CAAC,CAAC,CAAD,CAAb;AACA,MAAMY,GAAG,GAAGZ,CAAC,CAAC,CAAD,CAAb;AACA,MAAMa,GAAG,GAAGb,CAAC,CAAC,CAAD,CAAb;AACA,MAAMc,GAAG,GAAGd,CAAC,CAAC,EAAD,CAAb;AACA,MAAMe,GAAG,GAAGf,CAAC,CAAC,EAAD,CAAb;AAEAjB,KAAG,CAAE,CAAF,CAAH,GAAUuK,GAAG,GAAGlJ,GAAN,GAAYmJ,GAAG,GAAG/I,GAAlB,GAAwBgJ,GAAG,GAAG5I,GAAxC;AACA7B,KAAG,CAAE,CAAF,CAAH,GAAUuK,GAAG,GAAGjJ,GAAN,GAAYkJ,GAAG,GAAG9I,GAAlB,GAAwB+I,GAAG,GAAG3I,GAAxC;AACA9B,KAAG,CAAE,CAAF,CAAH,GAAUuK,GAAG,GAAGhJ,GAAN,GAAYiJ,GAAG,GAAG7I,GAAlB,GAAwB8I,GAAG,GAAG1I,GAAxC;AACA/B,KAAG,CAAE,CAAF,CAAH,GAAUuK,GAAG,GAAG/I,GAAN,GAAYgJ,GAAG,GAAG5I,GAAlB,GAAwB6I,GAAG,GAAGzI,GAAxC;AACAhC,KAAG,CAAE,CAAF,CAAH,GAAU0K,GAAG,GAAGrJ,GAAN,GAAYsJ,GAAG,GAAGlJ,GAAlB,GAAwBmJ,GAAG,GAAG/I,GAAxC;AACA7B,KAAG,CAAE,CAAF,CAAH,GAAU0K,GAAG,GAAGpJ,GAAN,GAAYqJ,GAAG,GAAGjJ,GAAlB,GAAwBkJ,GAAG,GAAG9I,GAAxC;AACA9B,KAAG,CAAE,CAAF,CAAH,GAAU0K,GAAG,GAAGnJ,GAAN,GAAYoJ,GAAG,GAAGhJ,GAAlB,GAAwBiJ,GAAG,GAAG7I,GAAxC;AACA/B,KAAG,CAAE,CAAF,CAAH,GAAU0K,GAAG,GAAGlJ,GAAN,GAAYmJ,GAAG,GAAG/I,GAAlB,GAAwBgJ,GAAG,GAAG5I,GAAxC;AACAhC,KAAG,CAAE,CAAF,CAAH,GAAU6K,GAAG,GAAGxJ,GAAN,GAAYyJ,GAAG,GAAGrJ,GAAlB,GAAwBsJ,GAAG,GAAGlJ,GAAxC;AACA7B,KAAG,CAAE,CAAF,CAAH,GAAU6K,GAAG,GAAGvJ,GAAN,GAAYwJ,GAAG,GAAGpJ,GAAlB,GAAwBqJ,GAAG,GAAGjJ,GAAxC;AACA9B,KAAG,CAAC,EAAD,CAAH,GAAU6K,GAAG,GAAGtJ,GAAN,GAAYuJ,GAAG,GAAGnJ,GAAlB,GAAwBoJ,GAAG,GAAGhJ,GAAxC;AACA/B,KAAG,CAAC,EAAD,CAAH,GAAU6K,GAAG,GAAGrJ,GAAN,GAAYsJ,GAAG,GAAGlJ,GAAlB,GAAwBmJ,GAAG,GAAG/I,GAAxC;;AAEA,MAAIf,CAAC,KAAKjB,GAAV,EAAe;AACbA,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACD;;AAED,SAAOjB,GAAP;AACD;AAED;;;;;;;;;;;;AAUA,SAASgL,OAAT,CAAiBzE,CAAjB,EAAoBvG,GAApB,EAAyB;AACvBA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;AAEAZ,KAAG,CAAE,CAAF,CAAH,GAAUuG,CAAC,CAAC,CAAD,CAAX;AACAvG,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAUuG,CAAC,CAAC,CAAD,CAAX;AACAvG,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAE,CAAF,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAUuG,CAAC,CAAC,CAAD,CAAX;AACAvG,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AACAA,KAAG,CAAC,EAAD,CAAH,GAAU,CAAV;AAEA,SAAOA,GAAP;AACD;AAED;;;;;;;;;;;;;AAWA,SAASiL,KAAT,CAAehK,CAAf,EAAkBsF,CAAlB,EAAqBvG,GAArB,EAA0B;AACxBA,KAAG,GAAGA,GAAG,IAAI,IAAIY,OAAJ,CAAY,EAAZ,CAAb;AAEA,MAAMkI,EAAE,GAAGvC,CAAC,CAAC,CAAD,CAAZ;AACA,MAAMwC,EAAE,GAAGxC,CAAC,CAAC,CAAD,CAAZ;AACA,MAAMyC,EAAE,GAAGzC,CAAC,CAAC,CAAD,CAAZ;AAEAvG,KAAG,CAAE,CAAF,CAAH,GAAU8I,EAAE,GAAG7H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAhB;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAU8I,EAAE,GAAG7H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAhB;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAU8I,EAAE,GAAG7H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAhB;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAU8I,EAAE,GAAG7H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAhB;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAU+I,EAAE,GAAG9H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAhB;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAU+I,EAAE,GAAG9H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAhB;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAU+I,EAAE,GAAG9H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAhB;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAU+I,EAAE,GAAG9H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAhB;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAUgJ,EAAE,GAAG/H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAhB;AACAjB,KAAG,CAAE,CAAF,CAAH,GAAUgJ,EAAE,GAAG/H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAhB;AACAjB,KAAG,CAAC,EAAD,CAAH,GAAUgJ,EAAE,GAAG/H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAhB;AACAjB,KAAG,CAAC,EAAD,CAAH,GAAUgJ,EAAE,GAAG/H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAhB;;AAEA,MAAIA,CAAC,KAAKjB,GAAV,EAAe;AACbA,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACAjB,OAAG,CAAC,EAAD,CAAH,GAAUiB,CAAC,CAAC,EAAD,CAAX;AACD;;AAED,SAAOjB,GAAP;AACD;AAED;;;;;;;;;;;;AAUA,SAASkL,cAAT,CAAwBjK,CAAxB,EAA2BsF,CAA3B,EAA8BvG,GAA9B,EAAmC;AACjCA,KAAG,GAAGA,GAAG,IAAIyG,EAAE,CAACC,MAAH,EAAb;AACA,MAAMoC,EAAE,GAAGvC,CAAC,CAAC,CAAD,CAAZ;AACA,MAAMwC,EAAE,GAAGxC,CAAC,CAAC,CAAD,CAAZ;AACA,MAAMyC,EAAE,GAAGzC,CAAC,CAAC,CAAD,CAAZ;AACA,MAAMrC,CAAC,GAAG4E,EAAE,GAAG7H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAN,GAAoB8H,EAAE,GAAG9H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA1B,GAAwC+H,EAAE,GAAG/H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA9C,GAA4DA,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAvE;AAEAjB,KAAG,CAAC,CAAD,CAAH,GAAS,CAAC8I,EAAE,GAAG7H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAN,GAAoB8H,EAAE,GAAG9H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA1B,GAAwC+H,EAAE,GAAG/H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA9C,GAA4DA,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA9D,IAA6EiD,CAAtF;AACAlE,KAAG,CAAC,CAAD,CAAH,GAAS,CAAC8I,EAAE,GAAG7H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAN,GAAoB8H,EAAE,GAAG9H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA1B,GAAwC+H,EAAE,GAAG/H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA9C,GAA4DA,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA9D,IAA6EiD,CAAtF;AACAlE,KAAG,CAAC,CAAD,CAAH,GAAS,CAAC8I,EAAE,GAAG7H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAN,GAAoB8H,EAAE,GAAG9H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA1B,GAAwC+H,EAAE,GAAG/H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA9C,GAA4DA,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA9D,IAA6EiD,CAAtF;AAEA,SAAOlE,GAAP;AACD;AAED;;;;;;;;;;;;;;;AAaA,SAASmL,kBAAT,CAA4BlK,CAA5B,EAA+BsF,CAA/B,EAAkCvG,GAAlC,EAAuC;AACrCA,KAAG,GAAGA,GAAG,IAAIyG,EAAE,CAACC,MAAH,EAAb;AAEA,MAAMoC,EAAE,GAAGvC,CAAC,CAAC,CAAD,CAAZ;AACA,MAAMwC,EAAE,GAAGxC,CAAC,CAAC,CAAD,CAAZ;AACA,MAAMyC,EAAE,GAAGzC,CAAC,CAAC,CAAD,CAAZ;AAEAvG,KAAG,CAAC,CAAD,CAAH,GAAS8I,EAAE,GAAG7H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAN,GAAoB8H,EAAE,GAAG9H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA1B,GAAwC+H,EAAE,GAAG/H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAvD;AACAjB,KAAG,CAAC,CAAD,CAAH,GAAS8I,EAAE,GAAG7H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAN,GAAoB8H,EAAE,GAAG9H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA1B,GAAwC+H,EAAE,GAAG/H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAvD;AACAjB,KAAG,CAAC,CAAD,CAAH,GAAS8I,EAAE,GAAG7H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAN,GAAoB8H,EAAE,GAAG9H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA1B,GAAwC+H,EAAE,GAAG/H,CAAC,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAvD;AAEA,SAAOjB,GAAP;AACD;AAED;;;;;;;;;;;;;;;;;AAeA,SAASoL,eAAT,CAAyBnK,CAAzB,EAA4BsF,CAA5B,EAA+BvG,GAA/B,EAAoC;AAClCA,KAAG,GAAGA,GAAG,IAAIyG,EAAE,CAACC,MAAH,EAAb;AACA,MAAM2E,EAAE,GAAGhJ,OAAO,CAACpB,CAAD,CAAlB;AACA,MAAM6H,EAAE,GAAGvC,CAAC,CAAC,CAAD,CAAZ;AACA,MAAMwC,EAAE,GAAGxC,CAAC,CAAC,CAAD,CAAZ;AACA,MAAMyC,EAAE,GAAGzC,CAAC,CAAC,CAAD,CAAZ;AAEAvG,KAAG,CAAC,CAAD,CAAH,GAAS8I,EAAE,GAAGuC,EAAE,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAP,GAAqBtC,EAAE,GAAGsC,EAAE,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA5B,GAA0CrC,EAAE,GAAGqC,EAAE,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA1D;AACArL,KAAG,CAAC,CAAD,CAAH,GAAS8I,EAAE,GAAGuC,EAAE,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAP,GAAqBtC,EAAE,GAAGsC,EAAE,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA5B,GAA0CrC,EAAE,GAAGqC,EAAE,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA1D;AACArL,KAAG,CAAC,CAAD,CAAH,GAAS8I,EAAE,GAAGuC,EAAE,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAP,GAAqBtC,EAAE,GAAGsC,EAAE,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA5B,GAA0CrC,EAAE,GAAGqC,EAAE,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA1D;AAEA,SAAOrL,GAAP;AACD,C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;ACxrCD;;AACA;;AACA;;AACA;;AACA;;;;;;AA1DA;;;;;;;;;;;;;;;;;;;;;;AAsBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAsCA,IAAMvK,QAAQ,GAAG6V,UAAU,CAACC,SAA5B,C,CAAwC;;AACxC,IAAMrV,gBAAgB,GAAGoV,UAAU,CAACE,iBAApC,C,CAAwD;;AAExD;;;;AAIA;;;;;;;;;AAQA,SAASC,iBAAT,CAA2B1W,UAA3B,EAAuCgB,aAAvC,EAAsD;AACpD,MAAI2V,MAAM,GAAG,CAAb;;AACA3W,YAAU,CAACwK,IAAX,GAAkB,YAAW;AAC3B,SAAK,IAAI9G,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGkT,SAAS,CAACjW,MAAhC,EAAwC,EAAE+C,EAA1C,EAA8C;AAC5C,UAAMpB,KAAK,GAAGsU,SAAS,CAAClT,EAAD,CAAvB;;AACA,UAAIpB,KAAK,YAAYb,KAAjB,IAA0BF,WAAW,CAACC,aAAZ,CAA0Bc,KAA1B,CAA9B,EAAgE;AAC9D,aAAK,IAAIuU,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGvU,KAAK,CAAC3B,MAA5B,EAAoC,EAAEkW,EAAtC,EAA0C;AACxC7W,oBAAU,CAAC2W,MAAM,EAAP,CAAV,GAAuBrU,KAAK,CAACuU,EAAD,CAA5B;AACD;AACF,OAJD,MAIO;AACL7W,kBAAU,CAAC2W,MAAM,EAAP,CAAV,GAAuBrU,KAAvB;AACD;AACF;AACF,GAXD;;AAYAtC,YAAU,CAAC8W,KAAX,GAAmB,UAASC,SAAT,EAAoB;AACrCJ,UAAM,GAAGI,SAAS,IAAI,CAAtB;AACD,GAFD;;AAGA/W,YAAU,CAACgB,aAAX,GAA2BA,aAA3B;AACAiB,QAAM,CAAC+U,cAAP,CAAsBhX,UAAtB,EAAkC,aAAlC,EAAiD;AAC/CiX,OAAG,EAAE,eAAW;AACd,aAAO,KAAKtW,MAAL,GAAc,KAAKK,aAAnB,GAAmC,CAA1C;AACD;AAH8C,GAAjD;AAKA,SAAOhB,UAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;AAsBA,SAASkX,yBAAT,CAAmClW,aAAnC,EAAkD2C,WAAlD,EAA+DwT,QAA/D,EAAyE;AACvE,MAAMxV,IAAI,GAAGwV,QAAQ,IAAItV,YAAzB;AACA,SAAO6U,iBAAiB,CAAC,IAAI/U,IAAJ,CAASX,aAAa,GAAG2C,WAAzB,CAAD,EAAwC3C,aAAxC,CAAxB;AACD;;AAED,SAASoW,aAAT,CAAuBhX,IAAvB,EAA6B;AAC3B,SAAOA,IAAI,KAAK,SAAhB;AACD;AAED;;;;;;;;AAMA,SAASiX,eAAT,CAAyBC,QAAzB,EAAmC;AACjC,MAAMjT,OAAO,GAAGiT,QAAQ,CAACjT,OAAzB;AACA,MAAMkT,WAAW,GAAG,EAApB;AACA,MAAM5T,WAAW,GAAGU,OAAO,CAAC1D,MAA5B;;AAEA,WAAS6W,iBAAT,CAA2BC,OAA3B,EAAoC;AAClC,QAAMC,SAAS,GAAGJ,QAAQ,CAACG,OAAD,CAA1B;AACA,QAAMzW,aAAa,GAAG0W,SAAS,CAAC1W,aAAhC;AACA,QAAM2W,SAAS,GAAGT,yBAAyB,CAAClW,aAAD,EAAgB2C,WAAhB,EAA6B+T,SAAS,CAACE,WAAvC,CAA3C;;AACA,SAAK,IAAIlU,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGC,WAAtB,EAAmC,EAAED,EAArC,EAAyC;AACvC,UAAMgH,GAAG,GAAGrG,OAAO,CAACX,EAAD,CAAnB;AACA,UAAMT,MAAM,GAAGyH,GAAG,GAAG1J,aAArB;;AACA,WAAK,IAAI6V,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAG7V,aAAtB,EAAqC,EAAE6V,EAAvC,EAA2C;AACzCc,iBAAS,CAACnN,IAAV,CAAekN,SAAS,CAACzU,MAAM,GAAG4T,EAAV,CAAxB;AACD;AACF;;AACDU,eAAW,CAACE,OAAD,CAAX,GAAuBE,SAAvB;AACD;;AAED1V,QAAM,CAACC,IAAP,CAAYoV,QAAZ,EAAsBO,MAAtB,CAA6BT,aAA7B,EAA4CjV,OAA5C,CAAoDqV,iBAApD;AAEA,SAAOD,WAAP;AACD;AAED;;;;;;;;AAMA,SAASO,cAAT,CAAwBR,QAAxB,EAAkC;AAChC,MAAIA,QAAQ,CAACjT,OAAb,EAAsB;AACpB,UAAM,IAAInD,KAAJ,CAAU,iEAAV,CAAN;AACD;;AAED,MAAM6W,OAAO,GAAGT,QAAQ,CAACU,MAAzB;AACA,MAAMC,UAAU,GAAGF,OAAO,CAACpX,MAA3B;;AACA,OAAK,IAAI+C,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGuU,UAAtB,EAAkCvU,EAAE,IAAI,CAAxC,EAA2C;AACzC;AACA,QAAMwU,GAAG,GAAGH,OAAO,CAACrU,EAAE,GAAG,CAAN,CAAnB;AACA,QAAMyU,GAAG,GAAGJ,OAAO,CAACrU,EAAE,GAAG,CAAN,CAAnB;AACA,QAAM0U,GAAG,GAAGL,OAAO,CAACrU,EAAE,GAAG,CAAN,CAAnB;AAEA,QAAM2U,GAAG,GAAGN,OAAO,CAACrU,EAAE,GAAG,CAAN,CAAnB;AACA,QAAM4U,GAAG,GAAGP,OAAO,CAACrU,EAAE,GAAG,CAAN,CAAnB;AACA,QAAM6U,GAAG,GAAGR,OAAO,CAACrU,EAAE,GAAG,CAAN,CAAnB;AAEA,QAAM8U,GAAG,GAAGT,OAAO,CAACrU,EAAE,GAAG,CAAN,CAAnB;AACA,QAAM+U,GAAG,GAAGV,OAAO,CAACrU,EAAE,GAAG,CAAN,CAAnB;AACA,QAAMgV,GAAG,GAAGX,OAAO,CAACrU,EAAE,GAAG,CAAN,CAAnB,CAZyC,CAczC;;AACA,QAAIiV,EAAE,GAAGT,GAAG,GAAGG,GAAN,GAAYG,GAArB;AACA,QAAII,EAAE,GAAGT,GAAG,GAAGG,GAAN,GAAYG,GAArB;AACA,QAAII,EAAE,GAAGT,GAAG,GAAGG,GAAN,GAAYG,GAArB,CAjByC,CAmBzC;;AACA,QAAM/X,MAAM,GAAG2R,IAAI,CAAC4C,IAAL,CAAUyD,EAAE,GAAGA,EAAL,GAAUC,EAAE,GAAGA,EAAf,GAAoBC,EAAE,GAAGA,EAAnC,CAAf;AAEAF,MAAE,IAAIhY,MAAN;AACAiY,MAAE,IAAIjY,MAAN;AACAkY,MAAE,IAAIlY,MAAN,CAxByC,CA0BzC;;AACAoX,WAAO,CAACrU,EAAE,GAAG,CAAN,CAAP,GAAkBiV,EAAlB;AACAZ,WAAO,CAACrU,EAAE,GAAG,CAAN,CAAP,GAAkBkV,EAAlB;AACAb,WAAO,CAACrU,EAAE,GAAG,CAAN,CAAP,GAAkBmV,EAAlB;AAEAd,WAAO,CAACrU,EAAE,GAAG,CAAN,CAAP,GAAkBiV,EAAlB;AACAZ,WAAO,CAACrU,EAAE,GAAG,CAAN,CAAP,GAAkBkV,EAAlB;AACAb,WAAO,CAACrU,EAAE,GAAG,CAAN,CAAP,GAAkBmV,EAAlB;AAEAd,WAAO,CAACrU,EAAE,GAAG,CAAN,CAAP,GAAkBiV,EAAlB;AACAZ,WAAO,CAACrU,EAAE,GAAG,CAAN,CAAP,GAAkBkV,EAAlB;AACAb,WAAO,CAACrU,EAAE,GAAG,CAAN,CAAP,GAAkBmV,EAAlB;AACD;;AAED,SAAOvB,QAAP;AACD;;AAED,SAASwB,kBAAT,CAA4BnZ,KAA5B,EAAmCoZ,MAAnC,EAA2CC,EAA3C,EAA+C;AAC7C,MAAMC,GAAG,GAAGtZ,KAAK,CAACgB,MAAlB;AACA,MAAMuY,GAAG,GAAG,IAAIrX,YAAJ,CAAiB,CAAjB,CAAZ;;AACA,OAAK,IAAI6B,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGuV,GAAtB,EAA2BvV,EAAE,IAAI,CAAjC,EAAoC;AAClCsV,MAAE,CAACD,MAAD,EAAS,CAACpZ,KAAK,CAAC+D,EAAD,CAAN,EAAY/D,KAAK,CAAC+D,EAAE,GAAG,CAAN,CAAjB,EAA2B/D,KAAK,CAAC+D,EAAE,GAAG,CAAN,CAAhC,CAAT,EAAoDwV,GAApD,CAAF;AACAvZ,SAAK,CAAC+D,EAAD,CAAL,GAAgBwV,GAAG,CAAC,CAAD,CAAnB;AACAvZ,SAAK,CAAC+D,EAAE,GAAG,CAAN,CAAL,GAAgBwV,GAAG,CAAC,CAAD,CAAnB;AACAvZ,SAAK,CAAC+D,EAAE,GAAG,CAAN,CAAL,GAAgBwV,GAAG,CAAC,CAAD,CAAnB;AACD;AACF;;AAED,SAAS7C,eAAT,CAAyBC,EAAzB,EAA6B9E,CAA7B,EAAgCvG,GAAhC,EAAqC;AACnCA,KAAG,GAAGA,GAAG,IAAIyG,EAAE,CAACC,MAAH,EAAb;AACA,MAAMoC,EAAE,GAAGvC,CAAC,CAAC,CAAD,CAAZ;AACA,MAAMwC,EAAE,GAAGxC,CAAC,CAAC,CAAD,CAAZ;AACA,MAAMyC,EAAE,GAAGzC,CAAC,CAAC,CAAD,CAAZ;AAEAvG,KAAG,CAAC,CAAD,CAAH,GAAS8I,EAAE,GAAGuC,EAAE,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAP,GAAqBtC,EAAE,GAAGsC,EAAE,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA5B,GAA0CrC,EAAE,GAAGqC,EAAE,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA1D;AACArL,KAAG,CAAC,CAAD,CAAH,GAAS8I,EAAE,GAAGuC,EAAE,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAP,GAAqBtC,EAAE,GAAGsC,EAAE,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA5B,GAA0CrC,EAAE,GAAGqC,EAAE,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA1D;AACArL,KAAG,CAAC,CAAD,CAAH,GAAS8I,EAAE,GAAGuC,EAAE,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAAP,GAAqBtC,EAAE,GAAGsC,EAAE,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA5B,GAA0CrC,EAAE,GAAGqC,EAAE,CAAC,IAAI,CAAJ,GAAQ,CAAT,CAA1D;AAEA,SAAOrL,GAAP;AACD;AAED;;;;;;;;;AAOA,SAASkO,kBAAT,CAA4BxZ,KAA5B,EAAmCoZ,MAAnC,EAA2C;AACzCD,oBAAkB,CAACnZ,KAAD,EAAQoZ,MAAR,EAAgBK,EAAE,CAAChD,kBAAnB,CAAlB;AACA,SAAOzW,KAAP;AACD;AAED;;;;;;;;;;AAQA,SAAS0Z,eAAT,CAAyB1Z,KAAzB,EAAgCoZ,MAAhC,EAAwC;AACtCD,oBAAkB,CAACnZ,KAAD,EAAQyZ,EAAE,CAAC9L,OAAH,CAAWyL,MAAX,CAAR,EAA4B1C,eAA5B,CAAlB;AACA,SAAO1W,KAAP;AACD;AAED;;;;;;;;;;AAQA,SAAS2Z,iBAAT,CAA2B3Z,KAA3B,EAAkCoZ,MAAlC,EAA0C;AACxCD,oBAAkB,CAACnZ,KAAD,EAAQoZ,MAAR,EAAgBK,EAAE,CAACjD,cAAnB,CAAlB;AACA,SAAOxW,KAAP;AACD;AAED;;;;AAIA;;;;;;;;;;;;AAUA,SAAS4Z,gBAAT,CAA0BxX,MAA1B,EAAkCgX,MAAlC,EAA0C;AACxC9W,QAAM,CAACC,IAAP,CAAYH,MAAZ,EAAoBI,OAApB,CAA4B,UAAS/B,IAAT,EAAe;AACzC,QAAMT,KAAK,GAAGoC,MAAM,CAAC3B,IAAD,CAApB;;AACA,QAAIA,IAAI,CAACoZ,OAAL,CAAa,KAAb,KAAuB,CAA3B,EAA8B;AAC5BF,uBAAiB,CAAC3Z,KAAD,EAAQoZ,MAAR,CAAjB;AACD,KAFD,MAEO,IAAI3Y,IAAI,CAACoZ,OAAL,CAAa,KAAb,KAAuB,CAAvB,IAA4BpZ,IAAI,CAACoZ,OAAL,CAAa,QAAb,KAA0B,CAA1D,EAA6D;AAClEL,wBAAkB,CAACxZ,KAAD,EAAQoZ,MAAR,CAAlB;AACD,KAFM,MAEA,IAAI3Y,IAAI,CAACoZ,OAAL,CAAa,MAAb,KAAwB,CAA5B,EAA+B;AACpCH,qBAAe,CAAC1Z,KAAD,EAAQoZ,MAAR,CAAf;AACD;AACF,GATD;AAUA,SAAOhX,MAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;;AAqBA;;;;;;;;;;;;;;;;;;;;;AAqBA;;;;;;;;;;;;;;;;;;;;AAkBA,SAAS0X,oBAAT,CAA8BpY,IAA9B,EAAoCqY,OAApC,EAA6CC,OAA7C,EAAsD;AACpDtY,MAAI,GAAGA,IAAI,IAAI,CAAf;AACAqY,SAAO,GAAGA,OAAO,IAAI,CAArB;AACAC,SAAO,GAAGA,OAAO,IAAI,CAArB;AACAtY,MAAI,IAAI,GAAR;AACA,SAAO;AACLuY,YAAQ,EAAE;AACR5Y,mBAAa,EAAE,CADP;AAERJ,UAAI,EAAE,CACJ8Y,OAAO,GAAG,CAAC,CAAD,GAAKrY,IADX,EACiBsY,OAAO,GAAG,CAAC,CAAD,GAAKtY,IADhC,EAEJqY,OAAO,GAAI,IAAIrY,IAFX,EAEiBsY,OAAO,GAAG,CAAC,CAAD,GAAKtY,IAFhC,EAGJqY,OAAO,GAAG,CAAC,CAAD,GAAKrY,IAHX,EAGiBsY,OAAO,GAAI,IAAItY,IAHhC,EAIJqY,OAAO,GAAI,IAAIrY,IAJX,EAIiBsY,OAAO,GAAI,IAAItY,IAJhC;AAFE,KADL;AAUL2W,UAAM,EAAE,CACN,CADM,EACH,CADG,EACA,CADA,EAEN,CAFM,EAEH,CAFG,EAEA,CAFA,EAGN,CAHM,EAGH,CAHG,EAGA,CAHA,EAIN,CAJM,EAIH,CAJG,EAIA,CAJA,CAVH;AAgBL6B,YAAQ,EAAE,CACR,CADQ,EACL,CADK,EAER,CAFQ,EAEL,CAFK,EAGR,CAHQ,EAGL,CAHK,EAIR,CAJQ,EAIL,CAJK,CAhBL;AAsBLxV,WAAO,EAAE,CAAE,CAAF,EAAK,CAAL,EAAQ,CAAR,EAAW,CAAX,EAAc,CAAd,EAAiB,CAAjB;AAtBJ,GAAP;AAwBD;AAED;;;;;;;;;;;;;;;;AAgBA;;;;;;;;;;;;;;;;AAgBA;;;;;;;;;;;;;;;AAaA,SAASyV,mBAAT,CACIvR,KADJ,EAEIwR,KAFJ,EAGIC,iBAHJ,EAIIC,iBAJJ,EAKIlB,MALJ,EAKY;AACVxQ,OAAK,GAAGA,KAAK,IAAI,CAAjB;AACAwR,OAAK,GAAGA,KAAK,IAAI,CAAjB;AACAC,mBAAiB,GAAGA,iBAAiB,IAAI,CAAzC;AACAC,mBAAiB,GAAGA,iBAAiB,IAAI,CAAzC;AACAlB,QAAM,GAAGA,MAAM,IAAIK,EAAE,CAAChN,QAAH,EAAnB;AAEA,MAAM8N,WAAW,GAAG,CAACF,iBAAiB,GAAG,CAArB,KAA2BC,iBAAiB,GAAG,CAA/C,CAApB;AACA,MAAME,SAAS,GAAGjD,yBAAyB,CAAC,CAAD,EAAIgD,WAAJ,CAA3C;AACA,MAAMnC,OAAO,GAAGb,yBAAyB,CAAC,CAAD,EAAIgD,WAAJ,CAAzC;AACA,MAAME,SAAS,GAAGlD,yBAAyB,CAAC,CAAD,EAAIgD,WAAJ,CAA3C;;AAEA,OAAK,IAAIlF,CAAC,GAAG,CAAb,EAAgBA,CAAC,IAAIiF,iBAArB,EAAwCjF,CAAC,EAAzC,EAA6C;AAC3C,SAAK,IAAIF,CAAC,GAAG,CAAb,EAAgBA,CAAC,IAAIkF,iBAArB,EAAwClF,CAAC,EAAzC,EAA6C;AAC3C,UAAMuF,CAAC,GAAGvF,CAAC,GAAGkF,iBAAd;AACA,UAAMxI,CAAC,GAAGwD,CAAC,GAAGiF,iBAAd;AACAE,eAAS,CAAC3P,IAAV,CACIjC,KAAK,GAAG8R,CAAR,GAAY9R,KAAK,GAAG,GADxB,EAEI,CAFJ,EAGIwR,KAAK,GAAGvI,CAAR,GAAYuI,KAAK,GAAG,GAHxB;AAIAhC,aAAO,CAACvN,IAAR,CAAa,CAAb,EAAgB,CAAhB,EAAmB,CAAnB;AACA4P,eAAS,CAAC5P,IAAV,CAAe6P,CAAf,EAAkB7I,CAAlB;AACD;AACF;;AAED,MAAM8I,cAAc,GAAGN,iBAAiB,GAAG,CAA3C;AACA,MAAM3V,OAAO,GAAG6S,yBAAyB,CACrC,CADqC,EAClC8C,iBAAiB,GAAGC,iBAApB,GAAwC,CADN,EACSrY,WADT,CAAzC;;AAGA,OAAK,IAAIoT,EAAC,GAAG,CAAb,EAAgBA,EAAC,GAAGiF,iBAApB,EAAuCjF,EAAC,EAAxC,EAA4C;AAAG;AAC7C,SAAK,IAAIF,EAAC,GAAG,CAAb,EAAgBA,EAAC,GAAGkF,iBAApB,EAAuClF,EAAC,EAAxC,EAA4C;AAAG;AAC7C;AACAzQ,aAAO,CAACmG,IAAR,CACI,CAACwK,EAAC,GAAG,CAAL,IAAUsF,cAAV,GAA2BxF,EAD/B,EAEI,CAACE,EAAC,GAAG,CAAL,IAAUsF,cAAV,GAA2BxF,EAF/B,EAGI,CAACE,EAAC,GAAG,CAAL,IAAUsF,cAAV,GAA2BxF,EAA3B,GAA+B,CAHnC,EAF0C,CAO1C;;AACAzQ,aAAO,CAACmG,IAAR,CACI,CAACwK,EAAC,GAAG,CAAL,IAAUsF,cAAV,GAA2BxF,EAD/B,EAEI,CAACE,EAAC,GAAG,CAAL,IAAUsF,cAAV,GAA2BxF,EAA3B,GAA+B,CAFnC,EAGI,CAACE,EAAC,GAAG,CAAL,IAAUsF,cAAV,GAA2BxF,EAA3B,GAA+B,CAHnC;AAID;AACF;;AAED,MAAM/S,MAAM,GAAGwX,gBAAgB,CAAC;AAC9BK,YAAQ,EAAEO,SADoB;AAE9BnC,UAAM,EAAED,OAFsB;AAG9B8B,YAAQ,EAAEO,SAHoB;AAI9B/V,WAAO,EAAEA;AAJqB,GAAD,EAK5B0U,MAL4B,CAA/B;AAMA,SAAOhX,MAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;AAsBA;;;;;;;;;;;;;;;;;;;;;;AAsBA;;;;;;;;;;;;;;;;;;;;;AAmBA,SAASwY,oBAAT,CACIC,MADJ,EAEIC,gBAFJ,EAGIC,kBAHJ,EAIIC,0BAJJ,EAKIC,wBALJ,EAMIC,2BANJ,EAOIC,yBAPJ,EAO+B;AAC7B,MAAIL,gBAAgB,IAAI,CAApB,IAAyBC,kBAAkB,IAAI,CAAnD,EAAsD;AACpD,UAAM,IAAIxZ,KAAJ,CAAU,mDAAV,CAAN;AACD;;AAEDyZ,4BAA0B,GAAGA,0BAA0B,IAAI,CAA3D;AACAC,0BAAwB,GAAGA,wBAAwB,IAAItI,IAAI,CAACE,EAA5D;AACAqI,6BAA2B,GAAGA,2BAA2B,IAAI,CAA7D;AACAC,2BAAyB,GAAGA,yBAAyB,IAAKxI,IAAI,CAACE,EAAL,GAAU,CAApE;AAEA,MAAMuI,QAAQ,GAAGH,wBAAwB,GAAGD,0BAA5C;AACA,MAAMK,SAAS,GAAGF,yBAAyB,GAAGD,2BAA9C,CAX6B,CAa7B;AACA;AACA;;AACA,MAAMX,WAAW,GAAG,CAACO,gBAAgB,GAAG,CAApB,KAA0BC,kBAAkB,GAAG,CAA/C,CAApB;AACA,MAAMP,SAAS,GAAGjD,yBAAyB,CAAC,CAAD,EAAIgD,WAAJ,CAA3C;AACA,MAAMnC,OAAO,GAAKb,yBAAyB,CAAC,CAAD,EAAIgD,WAAJ,CAA3C;AACA,MAAME,SAAS,GAAGlD,yBAAyB,CAAC,CAAD,EAAKgD,WAAL,CAA3C,CAnB6B,CAqB7B;;AACA,OAAK,IAAInF,CAAC,GAAG,CAAb,EAAgBA,CAAC,IAAI2F,kBAArB,EAAyC3F,CAAC,EAA1C,EAA8C;AAC5C,SAAK,IAAID,CAAC,GAAG,CAAb,EAAgBA,CAAC,IAAI2F,gBAArB,EAAuC3F,CAAC,EAAxC,EAA4C;AAC1C;AACA,UAAMuF,CAAC,GAAGvF,CAAC,GAAG2F,gBAAd;AACA,UAAMjJ,CAAC,GAAGuD,CAAC,GAAG2F,kBAAd;AACA,UAAMO,KAAK,GAAGD,SAAS,GAAGX,CAAZ,GAAgBQ,2BAA9B;AACA,UAAMK,GAAG,GAAGH,QAAQ,GAAGvJ,CAAX,GAAemJ,0BAA3B;AACA,UAAMQ,QAAQ,GAAG7I,IAAI,CAACiC,GAAL,CAAS0G,KAAT,CAAjB;AACA,UAAMG,QAAQ,GAAG9I,IAAI,CAAC+B,GAAL,CAAS4G,KAAT,CAAjB;AACA,UAAMI,MAAM,GAAG/I,IAAI,CAACiC,GAAL,CAAS2G,GAAT,CAAf;AACA,UAAMI,MAAM,GAAGhJ,IAAI,CAAC+B,GAAL,CAAS6G,GAAT,CAAf;AACA,UAAMK,EAAE,GAAGH,QAAQ,GAAGC,MAAtB;AACA,UAAMG,EAAE,GAAGF,MAAX;AACA,UAAMG,EAAE,GAAGN,QAAQ,GAAGE,MAAtB;AACAlB,eAAS,CAAC3P,IAAV,CAAegQ,MAAM,GAAGe,EAAxB,EAA4Bf,MAAM,GAAGgB,EAArC,EAAyChB,MAAM,GAAGiB,EAAlD;AACA1D,aAAO,CAACvN,IAAR,CAAa+Q,EAAb,EAAiBC,EAAjB,EAAqBC,EAArB;AACArB,eAAS,CAAC5P,IAAV,CAAe,IAAI6P,CAAnB,EAAsB7I,CAAtB;AACD;AACF;;AAED,MAAMkK,cAAc,GAAGjB,gBAAgB,GAAG,CAA1C;AACA,MAAMpW,OAAO,GAAG6S,yBAAyB,CAAC,CAAD,EAAIuD,gBAAgB,GAAGC,kBAAnB,GAAwC,CAA5C,EAA+C9Y,WAA/C,CAAzC;;AACA,OAAK,IAAIkT,GAAC,GAAG,CAAb,EAAgBA,GAAC,GAAG2F,gBAApB,EAAsC3F,GAAC,EAAvC,EAA2C;AAAG;AAC5C,SAAK,IAAIC,EAAC,GAAG,CAAb,EAAgBA,EAAC,GAAG2F,kBAApB,EAAwC3F,EAAC,EAAzC,EAA6C;AAAG;AAC9C;AACA1Q,aAAO,CAACmG,IAAR,CACI,CAACuK,EAAC,GAAG,CAAL,IAAU2G,cAAV,GAA2B5G,GAD/B,EAEI,CAACC,EAAC,GAAG,CAAL,IAAU2G,cAAV,GAA2B5G,GAA3B,GAA+B,CAFnC,EAGI,CAACC,EAAC,GAAG,CAAL,IAAU2G,cAAV,GAA2B5G,GAH/B,EAF2C,CAO3C;;AACAzQ,aAAO,CAACmG,IAAR,CACI,CAACuK,EAAC,GAAG,CAAL,IAAU2G,cAAV,GAA2B5G,GAD/B,EAEI,CAACC,EAAC,GAAG,CAAL,IAAU2G,cAAV,GAA2B5G,GAA3B,GAA+B,CAFnC,EAGI,CAACC,EAAC,GAAG,CAAL,IAAU2G,cAAV,GAA2B5G,GAA3B,GAA+B,CAHnC;AAID;AACF;;AAED,SAAO;AACL8E,YAAQ,EAAEO,SADL;AAELnC,UAAM,EAAED,OAFH;AAGL8B,YAAQ,EAAEO,SAHL;AAIL/V,WAAO,EAAEA;AAJJ,GAAP;AAMD;AAED;;;;;;;AAKA,IAAMsX,iBAAiB,GAAG,CACxB,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CADwB,EACT;AACf,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CAFwB,EAET;AACf,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CAHwB,EAGT;AACf,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CAJwB,EAIT;AACf,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CALwB,EAKT;AACf,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CANwB,CAMT;AANS,CAA1B;AASA;;;;;;;;;;;;AAYA;;;;;;;;;;;;AAYA;;;;;;;;;;AASA,SAASC,kBAAT,CAA4Bva,IAA5B,EAAkC;AAChCA,MAAI,GAAGA,IAAI,IAAI,CAAf;AACA,MAAMwa,CAAC,GAAGxa,IAAI,GAAG,CAAjB;AAEA,MAAMya,cAAc,GAAG,CACrB,CAAC,CAACD,CAAF,EAAK,CAACA,CAAN,EAAS,CAACA,CAAV,CADqB,EAErB,CAAC,CAACA,CAAF,EAAK,CAACA,CAAN,EAAS,CAACA,CAAV,CAFqB,EAGrB,CAAC,CAACA,CAAF,EAAK,CAACA,CAAN,EAAS,CAACA,CAAV,CAHqB,EAIrB,CAAC,CAACA,CAAF,EAAK,CAACA,CAAN,EAAS,CAACA,CAAV,CAJqB,EAKrB,CAAC,CAACA,CAAF,EAAK,CAACA,CAAN,EAAS,CAACA,CAAV,CALqB,EAMrB,CAAC,CAACA,CAAF,EAAK,CAACA,CAAN,EAAS,CAACA,CAAV,CANqB,EAOrB,CAAC,CAACA,CAAF,EAAK,CAACA,CAAN,EAAS,CAACA,CAAV,CAPqB,EAQrB,CAAC,CAACA,CAAF,EAAK,CAACA,CAAN,EAAS,CAACA,CAAV,CARqB,CAAvB;AAWA,MAAME,WAAW,GAAG,CAClB,CAAC,CAAC,CAAF,EAAK,CAAC,CAAN,EAAS,CAAC,CAAV,CADkB,EAElB,CAAC,CAAC,CAAF,EAAK,CAAC,CAAN,EAAS,CAAC,CAAV,CAFkB,EAGlB,CAAC,CAAC,CAAF,EAAK,CAAC,CAAN,EAAS,CAAC,CAAV,CAHkB,EAIlB,CAAC,CAAC,CAAF,EAAK,CAAC,CAAN,EAAS,CAAC,CAAV,CAJkB,EAKlB,CAAC,CAAC,CAAF,EAAK,CAAC,CAAN,EAAS,CAAC,CAAV,CALkB,EAMlB,CAAC,CAAC,CAAF,EAAK,CAAC,CAAN,EAAS,CAAC,CAAV,CANkB,CAApB;AASA,MAAMC,QAAQ,GAAG,CACf,CAAC,CAAD,EAAI,CAAJ,CADe,EAEf,CAAC,CAAD,EAAI,CAAJ,CAFe,EAGf,CAAC,CAAD,EAAI,CAAJ,CAHe,EAIf,CAAC,CAAD,EAAI,CAAJ,CAJe,CAAjB;AAOA,MAAM9B,WAAW,GAAG,IAAI,CAAxB;AACA,MAAMC,SAAS,GAAGjD,yBAAyB,CAAC,CAAD,EAAIgD,WAAJ,CAA3C;AACA,MAAMnC,OAAO,GAAKb,yBAAyB,CAAC,CAAD,EAAIgD,WAAJ,CAA3C;AACA,MAAME,SAAS,GAAGlD,yBAAyB,CAAC,CAAD,EAAKgD,WAAL,CAA3C;AACA,MAAM7V,OAAO,GAAK6S,yBAAyB,CAAC,CAAD,EAAI,IAAI,CAAR,EAAWtV,WAAX,CAA3C;;AAEA,OAAK,IAAIyQ,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAG,CAApB,EAAuB,EAAEA,CAAzB,EAA4B;AAC1B,QAAM4J,WAAW,GAAGN,iBAAiB,CAACtJ,CAAD,CAArC;;AACA,SAAK,IAAIb,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAG,CAApB,EAAuB,EAAEA,CAAzB,EAA4B;AAC1B,UAAMoI,QAAQ,GAAGkC,cAAc,CAACG,WAAW,CAACzK,CAAD,CAAZ,CAA/B;AACA,UAAMwG,MAAM,GAAG+D,WAAW,CAAC1J,CAAD,CAA1B;AACA,UAAM6J,EAAE,GAAGF,QAAQ,CAACxK,CAAD,CAAnB,CAH0B,CAK1B;AACA;;AACA2I,eAAS,CAAC3P,IAAV,CAAeoP,QAAf;AACA7B,aAAO,CAACvN,IAAR,CAAawN,MAAb;AACAoC,eAAS,CAAC5P,IAAV,CAAe0R,EAAf;AAED,KAbyB,CAc1B;;;AACA,QAAMjZ,MAAM,GAAG,IAAIoP,CAAnB;AACAhO,WAAO,CAACmG,IAAR,CAAavH,MAAM,GAAG,CAAtB,EAAyBA,MAAM,GAAG,CAAlC,EAAqCA,MAAM,GAAG,CAA9C;AACAoB,WAAO,CAACmG,IAAR,CAAavH,MAAM,GAAG,CAAtB,EAAyBA,MAAM,GAAG,CAAlC,EAAqCA,MAAM,GAAG,CAA9C;AACD;;AAED,SAAO;AACL2W,YAAQ,EAAEO,SADL;AAELnC,UAAM,EAAED,OAFH;AAGL8B,YAAQ,EAAEO,SAHL;AAIL/V,WAAO,EAAEA;AAJJ,GAAP;AAMD;AAED;;;;;;;;;;;;;;;;;;;;;;AAsBA;;;;;;;;;;;;;;;;;;;;;;AAsBA;;;;;;;;;;;;;;;;;;;;;AAmBA,SAAS8X,2BAAT,CACIC,YADJ,EAEIC,SAFJ,EAGI7T,MAHJ,EAII8T,kBAJJ,EAKIC,oBALJ,EAMIC,UANJ,EAOIC,aAPJ,EAOmB;AACjB,MAAIH,kBAAkB,GAAG,CAAzB,EAA4B;AAC1B,UAAM,IAAIpb,KAAJ,CAAU,yCAAV,CAAN;AACD;;AAED,MAAIqb,oBAAoB,GAAG,CAA3B,EAA8B;AAC5B,UAAM,IAAIrb,KAAJ,CAAU,2CAAV,CAAN;AACD;;AAED,MAAMwb,MAAM,GAAIF,UAAU,KAAKzd,SAAhB,GAA6B,IAA7B,GAAoCyd,UAAnD;AACA,MAAMG,SAAS,GAAIF,aAAa,KAAK1d,SAAnB,GAAgC,IAAhC,GAAuC0d,aAAzD;AAEA,MAAMG,KAAK,GAAG,CAACF,MAAM,GAAG,CAAH,GAAO,CAAd,KAAoBC,SAAS,GAAG,CAAH,GAAO,CAApC,CAAd;AAEA,MAAMzC,WAAW,GAAG,CAACoC,kBAAkB,GAAG,CAAtB,KAA4BC,oBAAoB,GAAG,CAAvB,GAA2BK,KAAvD,CAApB;AACA,MAAMzC,SAAS,GAAGjD,yBAAyB,CAAC,CAAD,EAAIgD,WAAJ,CAA3C;AACA,MAAMnC,OAAO,GAAKb,yBAAyB,CAAC,CAAD,EAAIgD,WAAJ,CAA3C;AACA,MAAME,SAAS,GAAGlD,yBAAyB,CAAC,CAAD,EAAIgD,WAAJ,CAA3C;AACA,MAAM7V,OAAO,GAAK6S,yBAAyB,CAAC,CAAD,EAAIoF,kBAAkB,IAAIC,oBAAoB,GAAGK,KAA3B,CAAlB,GAAsD,CAA1D,EAA6Dhb,WAA7D,CAA3C;AAEA,MAAMib,eAAe,GAAGP,kBAAkB,GAAG,CAA7C,CApBiB,CAsBjB;;AACA,MAAMQ,KAAK,GAAGxK,IAAI,CAACyK,KAAL,CAAWX,YAAY,GAAGC,SAA1B,EAAqC7T,MAArC,CAAd;AACA,MAAMwU,QAAQ,GAAG1K,IAAI,CAAC+B,GAAL,CAASyI,KAAT,CAAjB;AACA,MAAMG,QAAQ,GAAG3K,IAAI,CAACiC,GAAL,CAASuI,KAAT,CAAjB;AAEA,MAAMI,KAAK,GAAGR,MAAM,GAAG,CAAC,CAAJ,GAAQ,CAA5B;AACA,MAAMS,GAAG,GAAGZ,oBAAoB,IAAII,SAAS,GAAG,CAAH,GAAO,CAApB,CAAhC;;AAEA,OAAK,IAAIvH,EAAE,GAAG8H,KAAd,EAAqB9H,EAAE,IAAI+H,GAA3B,EAAgC,EAAE/H,EAAlC,EAAsC;AACpC,QAAI5D,CAAC,GAAG4D,EAAE,GAAGmH,oBAAb;AACA,QAAIxH,CAAC,GAAGvM,MAAM,GAAGgJ,CAAjB;AACA,QAAI4L,UAAU,SAAd;;AACA,QAAIhI,EAAE,GAAG,CAAT,EAAY;AACVL,OAAC,GAAG,CAAJ;AACAvD,OAAC,GAAG,CAAJ;AACA4L,gBAAU,GAAGhB,YAAb;AACD,KAJD,MAIO,IAAIhH,EAAE,GAAGmH,oBAAT,EAA+B;AACpCxH,OAAC,GAAGvM,MAAJ;AACAgJ,OAAC,GAAG,CAAJ;AACA4L,gBAAU,GAAGf,SAAb;AACD,KAJM,MAIA;AACLe,gBAAU,GAAGhB,YAAY,GACvB,CAACC,SAAS,GAAGD,YAAb,KAA8BhH,EAAE,GAAGmH,oBAAnC,CADF;AAED;;AACD,QAAInH,EAAE,KAAK,CAAC,CAAR,IAAaA,EAAE,KAAKmH,oBAAoB,GAAG,CAA/C,EAAkD;AAChDa,gBAAU,GAAG,CAAb;AACA5L,OAAC,GAAG,CAAJ;AACD;;AACDuD,KAAC,IAAIvM,MAAM,GAAG,CAAd;;AACA,SAAK,IAAI9E,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGmZ,eAAtB,EAAuC,EAAEnZ,EAAzC,EAA6C;AAC3C,UAAM6Q,GAAG,GAAGjC,IAAI,CAACiC,GAAL,CAAS7Q,EAAE,GAAG4O,IAAI,CAACE,EAAV,GAAe,CAAf,GAAmB8J,kBAA5B,CAAZ;AACA,UAAMjI,GAAG,GAAG/B,IAAI,CAAC+B,GAAL,CAAS3Q,EAAE,GAAG4O,IAAI,CAACE,EAAV,GAAe,CAAf,GAAmB8J,kBAA5B,CAAZ;AACAnC,eAAS,CAAC3P,IAAV,CAAe+J,GAAG,GAAG6I,UAArB,EAAiCrI,CAAjC,EAAoCV,GAAG,GAAG+I,UAA1C;;AACA,UAAIhI,EAAE,GAAG,CAAT,EAAY;AACV2C,eAAO,CAACvN,IAAR,CAAa,CAAb,EAAgB,CAAC,CAAjB,EAAoB,CAApB;AACD,OAFD,MAEO,IAAI4K,EAAE,GAAGmH,oBAAT,EAA+B;AACpCxE,eAAO,CAACvN,IAAR,CAAa,CAAb,EAAgB,CAAhB,EAAmB,CAAnB;AACD,OAFM,MAEA,IAAI4S,UAAU,KAAK,GAAnB,EAAwB;AAC7BrF,eAAO,CAACvN,IAAR,CAAa,CAAb,EAAgB,CAAhB,EAAmB,CAAnB;AACD,OAFM,MAEA;AACLuN,eAAO,CAACvN,IAAR,CAAa+J,GAAG,GAAGyI,QAAnB,EAA6BC,QAA7B,EAAuC5I,GAAG,GAAG2I,QAA7C;AACD;;AACD5C,eAAS,CAAC5P,IAAV,CAAgB9G,EAAE,GAAG4Y,kBAArB,EAA0C,IAAI9K,CAA9C;AACD;AACF;;AAED,OAAK,IAAI4D,GAAE,GAAG,CAAd,EAAiBA,GAAE,GAAGmH,oBAAoB,GAAGK,KAA7C,EAAoD,EAAExH,GAAtD,EAA0D;AAAG;AAC3D,SAAK,IAAI1R,GAAE,GAAG,CAAd,EAAiBA,GAAE,GAAG4Y,kBAAtB,EAA0C,EAAE5Y,GAA5C,EAAgD;AAAG;AACjDW,aAAO,CAACmG,IAAR,CAAaqS,eAAe,IAAIzH,GAAE,GAAG,CAAT,CAAf,GAA6B,CAA7B,GAAiC1R,GAA9C,EACamZ,eAAe,IAAIzH,GAAE,GAAG,CAAT,CAAf,GAA6B,CAA7B,GAAiC1R,GAD9C,EAEamZ,eAAe,IAAIzH,GAAE,GAAG,CAAT,CAAf,GAA6B,CAA7B,GAAiC1R,GAF9C;AAGAW,aAAO,CAACmG,IAAR,CAAaqS,eAAe,IAAIzH,GAAE,GAAG,CAAT,CAAf,GAA6B,CAA7B,GAAiC1R,GAA9C,EACamZ,eAAe,IAAIzH,GAAE,GAAG,CAAT,CAAf,GAA6B,CAA7B,GAAiC1R,GAD9C,EAEamZ,eAAe,IAAIzH,GAAE,GAAG,CAAT,CAAf,GAA6B,CAA7B,GAAiC1R,GAF9C;AAGD;AACF;;AAED,SAAO;AACLkW,YAAQ,EAAEO,SADL;AAELnC,UAAM,EAAED,OAFH;AAGL8B,YAAQ,EAAEO,SAHL;AAIL/V,WAAO,EAAEA;AAJJ,GAAP;AAMD;AAED;;;;;;;;;AAOA,SAASgZ,aAAT,CAAuBC,OAAvB,EAAgCC,OAAhC,EAAyC;AACvCA,SAAO,GAAGA,OAAO,IAAI,EAArB;AACA,MAAM3c,IAAI,GAAG,EAAb;;AACA,OAAK,IAAI8C,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAG4Z,OAAO,CAAC3c,MAA9B,EAAsC+C,EAAE,IAAI,CAA5C,EAA+C;AAC7C,QAAM8Z,SAAS,GAAGF,OAAO,CAAC5Z,EAAD,CAAzB;AACA,QAAM+Z,OAAO,GAAGH,OAAO,CAACI,KAAR,CAAcha,EAAE,GAAG,CAAnB,EAAsBA,EAAE,GAAG,CAA3B,CAAhB;AACA+Z,WAAO,CAACjT,IAAR,CAAamT,KAAb,CAAmBF,OAAnB,EAA4BF,OAA5B;;AACA,SAAK,IAAI1G,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAG2G,SAAtB,EAAiC,EAAE3G,EAAnC,EAAuC;AACrCjW,UAAI,CAAC4J,IAAL,CAAUmT,KAAV,CAAgB/c,IAAhB,EAAsB6c,OAAtB;AACD;AACF;;AACD,SAAO7c,IAAP;AACD;AAED;;;;;;;;;;;AAWA;;;;;;;;;;;AAWA;;;;;;;;;;AAQA,SAASgd,iBAAT,GAA6B;AAE3B,MAAMzD,SAAS,GAAG,CAChB;AACA,GAFgB,EAEX,CAFW,EAEP,CAFO,EAGhB,CAHgB,EAGb,GAHa,EAGP,CAHO,EAIhB,EAJgB,EAIV,CAJU,EAIN,CAJM,EAKhB,CALgB,EAKb,GALa,EAKP,CALO,EAMhB,EANgB,EAMZ,GANY,EAMN,CANM,EAOhB,EAPgB,EAOV,CAPU,EAON,CAPM,EAShB;AACA,IAVgB,EAUV,CAVU,EAUN,CAVM,EAWhB,EAXgB,EAWX,EAXW,EAWN,CAXM,EAYhB,GAZgB,EAYT,CAZS,EAYL,CAZK,EAahB,EAbgB,EAaX,EAbW,EAaN,CAbM,EAchB,GAdgB,EAcV,EAdU,EAcL,CAdK,EAehB,GAfgB,EAeT,CAfS,EAeL,CAfK,EAiBhB;AACA,IAlBgB,EAkBX,EAlBW,EAkBN,CAlBM,EAmBhB,EAnBgB,EAmBX,EAnBW,EAmBN,CAnBM,EAoBhB,EApBgB,EAoBX,EApBW,EAoBN,CApBM,EAqBhB,EArBgB,EAqBX,EArBW,EAqBN,CArBM,EAsBhB,EAtBgB,EAsBX,EAtBW,EAsBN,CAtBM,EAuBhB,EAvBgB,EAuBX,EAvBW,EAuBN,CAvBM,EAyBhB;AACE,GA1Bc,EA0BT,CA1BS,EA0BL,EA1BK,EA2Bf,EA3Be,EA2BT,CA3BS,EA2BL,EA3BK,EA4Bd,CA5Bc,EA4BX,GA5BW,EA4BL,EA5BK,EA6Bd,CA7Bc,EA6BX,GA7BW,EA6BL,EA7BK,EA8Bf,EA9Be,EA8BT,CA9BS,EA8BL,EA9BK,EA+Bf,EA/Be,EA+BX,GA/BW,EA+BL,EA/BK,EAiChB;AACC,IAlCe,EAkCT,CAlCS,EAkCL,EAlCK,EAmChB,GAnCgB,EAmCT,CAnCS,EAmCL,EAnCK,EAoCf,EApCe,EAoCV,EApCU,EAoCL,EApCK,EAqCf,EArCe,EAqCV,EArCU,EAqCL,EArCK,EAsChB,GAtCgB,EAsCT,CAtCS,EAsCL,EAtCK,EAuChB,GAvCgB,EAuCV,EAvCU,EAuCL,EAvCK,EAyChB;AACC,IA1Ce,EA0CV,EA1CU,EA0CL,EA1CK,EA2Cf,EA3Ce,EA2CV,EA3CU,EA2CL,EA3CK,EA4Cf,EA5Ce,EA4CV,EA5CU,EA4CL,EA5CK,EA6Cf,EA7Ce,EA6CV,EA7CU,EA6CL,EA7CK,EA8Cf,EA9Ce,EA8CV,EA9CU,EA8CL,EA9CK,EA+Cf,EA/Ce,EA+CV,EA/CU,EA+CL,EA/CK,EAiDhB;AACE,GAlDc,EAkDT,CAlDS,EAkDJ,CAlDI,EAmDhB,GAnDgB,EAmDT,CAnDS,EAmDJ,CAnDI,EAoDhB,GApDgB,EAoDT,CApDS,EAoDL,EApDK,EAqDd,CArDc,EAqDT,CArDS,EAqDJ,CArDI,EAsDhB,GAtDgB,EAsDT,CAtDS,EAsDL,EAtDK,EAuDd,CAvDc,EAuDT,CAvDS,EAuDL,EAvDK,EAyDhB;AACA,KA1DgB,EA0DT,CA1DS,EA0DJ,CA1DI,EA2DhB,GA3DgB,EA2DV,EA3DU,EA2DJ,CA3DI,EA4DhB,GA5DgB,EA4DV,EA5DU,EA4DL,EA5DK,EA6DhB,GA7DgB,EA6DT,CA7DS,EA6DJ,CA7DI,EA8DhB,GA9DgB,EA8DV,EA9DU,EA8DL,EA9DK,EA+DhB,GA/DgB,EA+DT,CA/DS,EA+DL,EA/DK,EAiEhB;AACA,IAlEgB,EAkEV,EAlEU,EAkEJ,CAlEI,EAmEhB,EAnEgB,EAmEV,EAnEU,EAmEL,EAnEK,EAoEhB,GApEgB,EAoEV,EApEU,EAoEL,EApEK,EAqEhB,EArEgB,EAqEV,EArEU,EAqEJ,CArEI,EAsEhB,GAtEgB,EAsEV,EAtEU,EAsEL,EAtEK,EAuEhB,GAvEgB,EAuEV,EAvEU,EAuEJ,CAvEI,EAyEhB;AACA,IA1EgB,EA0EV,EA1EU,EA0EJ,CA1EI,EA2EhB,EA3EgB,EA2EV,EA3EU,EA2EL,EA3EK,EA4EhB,EA5EgB,EA4EV,EA5EU,EA4EL,EA5EK,EA6EhB,EA7EgB,EA6EV,EA7EU,EA6EJ,CA7EI,EA8EhB,EA9EgB,EA8EV,EA9EU,EA8EJ,CA9EI,EA+EhB,EA/EgB,EA+EV,EA/EU,EA+EL,EA/EK,EAiFhB;AACA,IAlFgB,EAkFV,EAlFU,EAkFJ,CAlFI,EAmFhB,EAnFgB,EAmFV,EAnFU,EAmFL,EAnFK,EAoFhB,EApFgB,EAoFV,EApFU,EAoFL,EApFK,EAqFhB,EArFgB,EAqFV,EArFU,EAqFJ,CArFI,EAsFhB,EAtFgB,EAsFV,EAtFU,EAsFJ,CAtFI,EAuFhB,EAvFgB,EAuFV,EAvFU,EAuFL,EAvFK,EAyFhB;AACA,IA1FgB,EA0FV,EA1FU,EA0FJ,CA1FI,EA2FhB,EA3FgB,EA2FV,EA3FU,EA2FL,EA3FK,EA4FhB,EA5FgB,EA4FV,EA5FU,EA4FL,EA5FK,EA6FhB,EA7FgB,EA6FV,EA7FU,EA6FJ,CA7FI,EA8FhB,EA9FgB,EA8FV,EA9FU,EA8FJ,CA9FI,EA+FhB,EA/FgB,EA+FV,EA/FU,EA+FL,EA/FK,EAiGhB;AACA,IAlGgB,EAkGV,EAlGU,EAkGJ,CAlGI,EAmGhB,EAnGgB,EAmGV,EAnGU,EAmGL,EAnGK,EAoGhB,EApGgB,EAoGV,EApGU,EAoGL,EApGK,EAqGhB,EArGgB,EAqGV,EArGU,EAqGJ,CArGI,EAsGhB,EAtGgB,EAsGV,EAtGU,EAsGL,EAtGK,EAuGhB,EAvGgB,EAuGV,EAvGU,EAuGJ,CAvGI,EAyGhB;AACA,IA1GgB,EA0GV,EA1GU,EA0GJ,CA1GI,EA2GhB,EA3GgB,EA2GX,GA3GW,EA2GL,EA3GK,EA4GhB,EA5GgB,EA4GV,EA5GU,EA4GL,EA5GK,EA6GhB,EA7GgB,EA6GV,EA7GU,EA6GJ,CA7GI,EA8GhB,EA9GgB,EA8GX,GA9GW,EA8GJ,CA9GI,EA+GhB,EA/GgB,EA+GX,GA/GW,EA+GL,EA/GK,EAiHhB;AACA,GAlHgB,EAkHX,GAlHW,EAkHJ,CAlHI,EAmHhB,CAnHgB,EAmHX,GAnHW,EAmHL,EAnHK,EAoHhB,EApHgB,EAoHX,GApHW,EAoHL,EApHK,EAqHhB,CArHgB,EAqHX,GArHW,EAqHJ,CArHI,EAsHhB,EAtHgB,EAsHX,GAtHW,EAsHL,EAtHK,EAuHhB,EAvHgB,EAuHX,GAvHW,EAuHJ,CAvHI,EAyHhB;AACA,GA1HgB,EA0HX,CA1HW,EA0HN,CA1HM,EA2HhB,CA3HgB,EA2HX,CA3HW,EA2HP,EA3HO,EA4HhB,CA5HgB,EA4Hb,GA5Ha,EA4HP,EA5HO,EA6HhB,CA7HgB,EA6HX,CA7HW,EA6HN,CA7HM,EA8HhB,CA9HgB,EA8Hb,GA9Ha,EA8HP,EA9HO,EA+HhB,CA/HgB,EA+Hb,GA/Ha,EA+HN,CA/HM,CAAlB;AAkIA,MAAMC,SAAS,GAAG,CAChB;AACA,MAFgB,EAEV,IAFU,EAGhB,IAHgB,EAGV,IAHU,EAIhB,IAJgB,EAIV,IAJU,EAKhB,IALgB,EAKV,IALU,EAMhB,IANgB,EAMV,IANU,EAOhB,IAPgB,EAOV,IAPU,EAShB;AACA,MAVgB,EAUV,IAVU,EAWhB,IAXgB,EAWV,IAXU,EAYhB,IAZgB,EAYV,IAZU,EAahB,IAbgB,EAaV,IAbU,EAchB,IAdgB,EAcV,IAdU,EAehB,IAfgB,EAeV,IAfU,EAiBhB;AACA,MAlBgB,EAkBV,IAlBU,EAmBhB,IAnBgB,EAmBV,IAnBU,EAoBhB,IApBgB,EAoBV,IApBU,EAqBhB,IArBgB,EAqBV,IArBU,EAsBhB,IAtBgB,EAsBV,IAtBU,EAuBhB,IAvBgB,EAuBV,IAvBU,EAyBhB;AACA,GA1BgB,EA0Bb,CA1Ba,EA2BhB,CA3BgB,EA2Bb,CA3Ba,EA4BhB,CA5BgB,EA4Bb,CA5Ba,EA6BhB,CA7BgB,EA6Bb,CA7Ba,EA8BhB,CA9BgB,EA8Bb,CA9Ba,EA+BhB,CA/BgB,EA+Bb,CA/Ba,EAiChB;AACA,GAlCgB,EAkCb,CAlCa,EAmChB,CAnCgB,EAmCb,CAnCa,EAoChB,CApCgB,EAoCb,CApCa,EAqChB,CArCgB,EAqCb,CArCa,EAsChB,CAtCgB,EAsCb,CAtCa,EAuChB,CAvCgB,EAuCb,CAvCa,EAyChB;AACA,GA1CgB,EA0Cb,CA1Ca,EA2ChB,CA3CgB,EA2Cb,CA3Ca,EA4ChB,CA5CgB,EA4Cb,CA5Ca,EA6ChB,CA7CgB,EA6Cb,CA7Ca,EA8ChB,CA9CgB,EA8Cb,CA9Ca,EA+ChB,CA/CgB,EA+Cb,CA/Ca,EAiDhB;AACA,GAlDgB,EAkDb,CAlDa,EAmDhB,CAnDgB,EAmDb,CAnDa,EAoDhB,CApDgB,EAoDb,CApDa,EAqDhB,CArDgB,EAqDb,CArDa,EAsDhB,CAtDgB,EAsDb,CAtDa,EAuDhB,CAvDgB,EAuDb,CAvDa,EAyDhB;AACA,GA1DgB,EA0Db,CA1Da,EA2DhB,CA3DgB,EA2Db,CA3Da,EA4DhB,CA5DgB,EA4Db,CA5Da,EA6DhB,CA7DgB,EA6Db,CA7Da,EA8DhB,CA9DgB,EA8Db,CA9Da,EA+DhB,CA/DgB,EA+Db,CA/Da,EAiEhB;AACA,GAlEgB,EAkEb,CAlEa,EAmEhB,CAnEgB,EAmEb,CAnEa,EAoEhB,CApEgB,EAoEb,CApEa,EAqEhB,CArEgB,EAqEb,CArEa,EAsEhB,CAtEgB,EAsEb,CAtEa,EAuEhB,CAvEgB,EAuEb,CAvEa,EAyEhB;AACA,GA1EgB,EA0Eb,CA1Ea,EA2EhB,CA3EgB,EA2Eb,CA3Ea,EA4EhB,CA5EgB,EA4Eb,CA5Ea,EA6EhB,CA7EgB,EA6Eb,CA7Ea,EA8EhB,CA9EgB,EA8Eb,CA9Ea,EA+EhB,CA/EgB,EA+Eb,CA/Ea,EAiFhB;AACA,GAlFgB,EAkFb,CAlFa,EAmFhB,CAnFgB,EAmFb,CAnFa,EAoFhB,CApFgB,EAoFb,CApFa,EAqFhB,CArFgB,EAqFb,CArFa,EAsFhB,CAtFgB,EAsFb,CAtFa,EAuFhB,CAvFgB,EAuFb,CAvFa,EAyFhB;AACA,GA1FgB,EA0Fb,CA1Fa,EA2FhB,CA3FgB,EA2Fb,CA3Fa,EA4FhB,CA5FgB,EA4Fb,CA5Fa,EA6FhB,CA7FgB,EA6Fb,CA7Fa,EA8FhB,CA9FgB,EA8Fb,CA9Fa,EA+FhB,CA/FgB,EA+Fb,CA/Fa,EAiGhB;AACA,GAlGgB,EAkGb,CAlGa,EAmGhB,CAnGgB,EAmGb,CAnGa,EAoGhB,CApGgB,EAoGb,CApGa,EAqGhB,CArGgB,EAqGb,CArGa,EAsGhB,CAtGgB,EAsGb,CAtGa,EAuGhB,CAvGgB,EAuGb,CAvGa,EAyGhB;AACA,GA1GgB,EA0Gb,CA1Ga,EA2GhB,CA3GgB,EA2Gb,CA3Ga,EA4GhB,CA5GgB,EA4Gb,CA5Ga,EA6GhB,CA7GgB,EA6Gb,CA7Ga,EA8GhB,CA9GgB,EA8Gb,CA9Ga,EA+GhB,CA/GgB,EA+Gb,CA/Ga,EAiHhB;AACA,GAlHgB,EAkHb,CAlHa,EAmHhB,CAnHgB,EAmHb,CAnHa,EAoHhB,CApHgB,EAoHb,CApHa,EAqHhB,CArHgB,EAqHb,CArHa,EAsHhB,CAtHgB,EAsHb,CAtHa,EAuHhB,CAvHgB,EAuHb,CAvHa,EAyHhB;AACA,GA1HgB,EA0Hb,CA1Ha,EA2HhB,CA3HgB,EA2Hb,CA3Ha,EA4HhB,CA5HgB,EA4Hb,CA5Ha,EA6HhB,CA7HgB,EA6Hb,CA7Ha,EA8HhB,CA9HgB,EA8Hb,CA9Ha,EA+HhB,CA/HgB,EA+Hb,CA/Ha,CAAlB;AAkIA,MAAMrC,OAAO,GAAGsF,aAAa,CAAC,CAC5B;AACA;AACA;AACA,IAJ4B,EAIxB,CAJwB,EAIrB,CAJqB,EAIlB,CAJkB,EAM5B;AACA;AACA;AACA,IAT4B,EASxB,CATwB,EASrB,CATqB,EASlB,CAAC,CATiB,EAW5B;AACA,GAZ4B,EAYzB,CAZyB,EAYtB,CAZsB,EAYnB,CAZmB,EAc5B;AACA,GAf4B,EAezB,CAfyB,EAetB,CAfsB,EAenB,CAfmB,EAiB5B;AACA,GAlB4B,EAkBzB,CAlByB,EAkBtB,CAAC,CAlBqB,EAkBlB,CAlBkB,EAoB5B;AACA,GArB4B,EAqBzB,CArByB,EAqBtB,CArBsB,EAqBnB,CArBmB,EAuB5B;AACA,GAxB4B,EAwBzB,CAxByB,EAwBtB,CAxBsB,EAwBnB,CAxBmB,EA0B5B;AACA,GA3B4B,EA2BzB,CA3ByB,EA2BtB,CA3BsB,EA2BnB,CA3BmB,EA6B5B;AACA,GA9B4B,EA8BzB,CA9ByB,EA8BtB,CAAC,CA9BqB,EA8BlB,CA9BkB,EAgC5B;AACA,GAjC4B,EAiCzB,CAjCyB,EAiCtB,CAjCsB,EAiCnB,CAjCmB,EAmC5B;AACA,GApC4B,EAoCzB,CApCyB,EAoCtB,CAAC,CApCqB,EAoClB,CApCkB,EAsC5B;AACA,GAvC4B,EAuCzB,CAAC,CAvCwB,EAuCrB,CAvCqB,EAuClB,CAvCkB,CAAD,CAA7B;AA0CA,MAAMQ,MAAM,GAAGR,aAAa,CAAC,CACvB;AACA;AACA;AACF,IAJyB,EAIrB,GAJqB,EAIf,EAJe,EAIX,GAJW,EAMvB;AACA;AACA;AACF,IATyB,EASrB,EATqB,EASjB,EATiB,EASb,GATa,EAWvB;AACF,GAZyB,EAYtB,EAZsB,EAYlB,GAZkB,EAYb,GAZa,EAcvB;AACF,GAfyB,EAetB,GAfsB,EAejB,GAfiB,EAeZ,EAfY,EAiBvB;AACF,GAlByB,EAkBtB,GAlBsB,EAkBjB,GAlBiB,EAkBZ,EAlBY,EAoBvB;AACF,GArByB,EAqBtB,GArBsB,EAqBjB,GArBiB,EAqBZ,EArBY,EAuBvB;AACF,GAxByB,EAwBtB,EAxBsB,EAwBlB,GAxBkB,EAwBb,GAxBa,EA0BvB;AACF,GA3ByB,EA2BtB,GA3BsB,EA2BjB,EA3BiB,EA2Bb,GA3Ba,EA6BvB;AACF,GA9ByB,EA8BtB,EA9BsB,EA8BlB,GA9BkB,EA8Bb,GA9Ba,EAgCvB;AACF,GAjCyB,EAiCtB,GAjCsB,EAiCjB,GAjCiB,EAiCZ,EAjCY,EAmCvB;AACF,GApCyB,EAoCtB,EApCsB,EAoClB,GApCkB,EAoCb,GApCa,EAsCvB;AACF,GAvCyB,EAuCtB,GAvCsB,EAuCjB,GAvCiB,EAuCZ,GAvCY,CAAD,EAwCzB,CAAC,GAAD,CAxCyB,CAA5B;AA0CA,MAAMS,QAAQ,GAAG3D,SAAS,CAACxZ,MAAV,GAAmB,CAApC;AAEA,MAAMoB,MAAM,GAAG;AACb6X,YAAQ,EAAE1C,yBAAyB,CAAC,CAAD,EAAI4G,QAAJ,CADtB;AAEbjE,YAAQ,EAAE3C,yBAAyB,CAAC,CAAD,EAAK4G,QAAL,CAFtB;AAGb9F,UAAM,EAAEd,yBAAyB,CAAC,CAAD,EAAI4G,QAAJ,CAHpB;AAIbC,SAAK,EAAE7G,yBAAyB,CAAC,CAAD,EAAI4G,QAAJ,EAAcvd,UAAd,CAJnB;AAKb8D,WAAO,EAAE6S,yBAAyB,CAAC,CAAD,EAAI4G,QAAQ,GAAG,CAAf,EAAkBlc,WAAlB;AALrB,GAAf;AAQAG,QAAM,CAAC6X,QAAP,CAAgBpP,IAAhB,CAAqB2P,SAArB;AACApY,QAAM,CAAC8X,QAAP,CAAgBrP,IAAhB,CAAqB4P,SAArB;AACArY,QAAM,CAACiW,MAAP,CAAcxN,IAAd,CAAmBuN,OAAnB;AACAhW,QAAM,CAACgc,KAAP,CAAavT,IAAb,CAAkBqT,MAAlB;;AAEA,OAAK,IAAIna,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGoa,QAAtB,EAAgC,EAAEpa,EAAlC,EAAsC;AACpC3B,UAAM,CAACsC,OAAP,CAAemG,IAAf,CAAoB9G,EAApB;AACD;;AAED,SAAO3B,MAAP;AACD;AAED;;;;;;;;;;;;;;;;AAgBA;;;;;;;;;;;;;;;;AAgBA;;;;;;;;;;;;;;;AAeA;;;;;;;;;;;;;;;;AAgBA;;;;;;;;;;;;;;;;AAgBA;;;;;;;;;;;;;;;AAaC,SAASic,sBAAT,CACGC,cADH,EAEGC,WAFH,EAGGC,WAHH,EAIGC,SAJH,EAKGC,gBALH,EAMGC,WANH,EAOGC,SAPH,EAOc;AACb,MAAIF,gBAAgB,IAAI,CAAxB,EAA2B;AACzB,UAAM,IAAInd,KAAJ,CAAU,6BAAV,CAAN;AACD;;AAEDod,aAAW,GAAGA,WAAW,IAAI,CAA7B;AACAC,WAAS,GAAKA,SAAS,IAAI,CAA3B;AAEA,MAAMC,iBAAiB,GAAG,CAA1B;AAEA,MAAMC,WAAW,GAAGF,SAAS,GAAGD,WAAhC;AACA,MAAMpE,WAAW,GAAG,CAACmE,gBAAgB,GAAG,CAApB,IAAyB,CAAzB,IAA8B,IAAIG,iBAAlC,CAApB;AACA,MAAMrE,SAAS,GAAKjD,yBAAyB,CAAC,CAAD,EAAIgD,WAAJ,CAA7C;AACA,MAAMnC,OAAO,GAAOb,yBAAyB,CAAC,CAAD,EAAIgD,WAAJ,CAA7C;AACA,MAAME,SAAS,GAAKlD,yBAAyB,CAAC,CAAD,EAAIgD,WAAJ,CAA7C;;AAEA,WAASwE,IAAT,CAAcrP,CAAd,EAAiBC,CAAjB,EAAoBgF,CAApB,EAAuB;AACrB,WAAOjF,CAAC,GAAG,CAACC,CAAC,GAAGD,CAAL,IAAUiF,CAArB;AACD;;AAED,WAASqK,SAAT,CAAmBC,SAAnB,EAA8B9J,CAA9B,EAAiC+J,UAAjC,EAA6CC,SAA7C,EAAwDC,KAAxD,EAA+DC,IAA/D,EAAqE;AACnE,SAAK,IAAIhK,CAAC,GAAG,CAAb,EAAgBA,CAAC,IAAIqJ,gBAArB,EAAuCrJ,CAAC,EAAxC,EAA4C;AAC1C,UAAMiK,KAAK,GAAGnK,CAAC,IAAI0J,iBAAiB,GAAG,CAAxB,CAAf;AACA,UAAMhN,CAAC,GAAGwD,CAAC,GAAGqJ,gBAAd;AACA,UAAMa,KAAK,GAAG,CAACD,KAAK,GAAG,GAAT,IAAgB,CAA9B;AACA,UAAME,KAAK,GAAG,CAACb,WAAW,GAAI9M,CAAC,GAAGiN,WAApB,IAAoCnM,IAAI,CAACE,EAAvD;AACA,UAAM8B,CAAC,GAAGhC,IAAI,CAACiC,GAAL,CAAS4K,KAAT,CAAV;AACA,UAAM/K,CAAC,GAAG9B,IAAI,CAAC+B,GAAL,CAAS8K,KAAT,CAAV;AACA,UAAM3E,MAAM,GAAGkE,IAAI,CAACT,cAAD,EAAiBW,SAAjB,EAA4BtK,CAA5B,CAAnB;AACA,UAAM8K,EAAE,GAAGF,KAAK,GAAGd,SAAnB;AACA,UAAMiB,EAAE,GAAGjL,CAAC,GAAG6J,cAAf;AACA,UAAMqB,EAAE,GAAGhL,CAAC,GAAGkG,MAAf;AACAL,eAAS,CAAC3P,IAAV,CAAe4U,EAAf,EAAmBC,EAAnB,EAAuBC,EAAvB;AACA,UAAMrK,CAAC,GAAGvD,EAAE,CAAC6N,GAAH,CAAO7N,EAAE,CAACtC,QAAH,CAAY,CAAC,CAAD,EAAIkF,CAAJ,EAAOF,CAAP,CAAZ,EAAuByK,UAAvB,CAAP,EAA2CC,SAA3C,CAAV;AACA/G,aAAO,CAACvN,IAAR,CAAayK,CAAb;AACAmF,eAAS,CAAC5P,IAAV,CAAeyU,KAAK,GAAGF,KAAR,GAAgBC,IAA/B,EAAqCxN,CAArC;AACD;AACF,GArCY,CAuCb;;;AACA,OAAK,IAAIsD,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAG0J,iBAApB,EAAuC1J,CAAC,EAAxC,EAA4C;AAC1C,QAAMmK,KAAK,GAAG,CAACnK,CAAC,IAAI0J,iBAAiB,GAAG,CAAxB,CAAD,GAA8B,GAA/B,IAAsC,CAApD;AACAG,aAAS,CAACT,WAAD,EAAcpJ,CAAd,EAAiB,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,CAAjB,EAA4B,CAAC,CAAD,EAAQ,CAAR,EAAW,CAAX,CAA5B,EAA2C,CAA3C,EAA8C,CAA9C,CAAT;AACA6J,aAAS,CAACT,WAAD,EAAcpJ,CAAd,EAAiB,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,CAAjB,EAA4B,CAACmK,KAAD,EAAQ,CAAR,EAAW,CAAX,CAA5B,EAA2C,CAA3C,EAA8C,CAA9C,CAAT;AACAN,aAAS,CAACR,WAAD,EAAcrJ,CAAd,EAAiB,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,CAAjB,EAA4B,CAAC,CAAD,EAAQ,CAAR,EAAW,CAAX,CAA5B,EAA2C,CAA3C,EAA8C,CAA9C,CAAT;AACA6J,aAAS,CAACR,WAAD,EAAcrJ,CAAd,EAAiB,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,CAAjB,EAA4B,CAACmK,KAAD,EAAQ,CAAR,EAAW,CAAX,CAA5B,EAA2C,CAA3C,EAA8C,CAA9C,CAAT;AACD,GA9CY,CAgDb;;;AACA,MAAM5a,OAAO,GAAG6S,yBAAyB,CAAC,CAAD,EAAKmH,gBAAgB,GAAG,CAApB,IAA0B,IAAIG,iBAA9B,CAAJ,EAAsD5c,WAAtD,CAAzC;;AAEA,WAAS4d,aAAT,CAAuBC,aAAvB,EAAsCC,cAAtC,EAAsD;AACpD,SAAK,IAAI1K,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGqJ,gBAApB,EAAsC,EAAErJ,CAAxC,EAA2C;AACzC;AACA3Q,aAAO,CAACmG,IAAR,CACIiV,aAAa,GAAGzK,CAAhB,GAAoB,CADxB,EAEIyK,aAAa,GAAGzK,CAAhB,GAAoB,CAFxB,EAGI0K,cAAc,GAAG1K,CAAjB,GAAqB,CAHzB,EAFyC,CAOzC;;AACA3Q,aAAO,CAACmG,IAAR,CACIiV,aAAa,GAAGzK,CAAhB,GAAoB,CADxB,EAEI0K,cAAc,GAAG1K,CAAjB,GAAqB,CAFzB,EAGI0K,cAAc,GAAG1K,CAAjB,GAAqB,CAHzB;AAID;AACF;;AAED,MAAM2K,eAAe,GAAGtB,gBAAgB,GAAG,CAA3C,CAnEa,CAoEb;;AACAmB,eAAa,CAACG,eAAe,GAAG,CAAnB,EAAsBA,eAAe,GAAG,CAAxC,CAAb,CArEa,CAsEb;;AACAH,eAAa,CAACG,eAAe,GAAG,CAAnB,EAAsBA,eAAe,GAAG,CAAxC,CAAb,CAvEa,CAwEb;;AACAH,eAAa,CAACG,eAAe,GAAG,CAAnB,EAAsBA,eAAe,GAAG,CAAxC,CAAb,CAzEa,CA0Eb;;AACAH,eAAa,CAACG,eAAe,GAAG,CAAnB,EAAsBA,eAAe,GAAG,CAAxC,CAAb;AAEA,SAAO;AACL/F,YAAQ,EAAEO,SADL;AAELnC,UAAM,EAAID,OAFL;AAGL8B,YAAQ,EAAEO,SAHL;AAIL/V,WAAO,EAAGA;AAJL,GAAP;AAMD;AAED;;;;;;;;;;;;;;;;AAgBC;;;;;;;;;;;;;;;;AAgBA;;;;;;;;;;;;;;;AAaD,SAASub,sBAAT,CACIpF,MADJ,EAEIhS,MAFJ,EAGI8T,kBAHJ,EAIIC,oBAJJ,EAKIG,MALJ,EAMIC,SANJ,EAMe;AACb,SAAOR,2BAA2B,CAC9B3B,MAD8B,EAE9BA,MAF8B,EAG9BhS,MAH8B,EAI9B8T,kBAJ8B,EAK9BC,oBAL8B,EAM9BG,MAN8B,EAO9BC,SAP8B,CAAlC;AAQD;AAED;;;;;;;;;;;;;;;AAeA;;;;;;;;;;;;;;;AAeA;;;;;;;;;;;;;;AAYA,SAASkD,mBAAT,CACIrF,MADJ,EAEI4D,SAFJ,EAGI9B,kBAHJ,EAIIwD,gBAJJ,EAKIC,UALJ,EAMIC,QANJ,EAMc;AACZ,MAAI1D,kBAAkB,GAAG,CAAzB,EAA4B;AAC1B,UAAM,IAAIpb,KAAJ,CAAU,yCAAV,CAAN;AACD;;AAED,MAAI4e,gBAAgB,GAAG,CAAvB,EAA0B;AACxB,UAAM,IAAI5e,KAAJ,CAAU,2CAAV,CAAN;AACD;;AAED6e,YAAU,GAAGA,UAAU,IAAI,CAA3B;AACAC,UAAQ,GAAGA,QAAQ,IAAI1N,IAAI,CAACE,EAAL,GAAU,CAAjC;AACA,MAAMyN,KAAK,GAAGD,QAAQ,GAAGD,UAAzB;AAEA,MAAMG,WAAW,GAAG5D,kBAAkB,GAAG,CAAzC;AACA,MAAM6D,SAAS,GAAKL,gBAAgB,GAAG,CAAvC;AACA,MAAM5F,WAAW,GAAGgG,WAAW,GAAGC,SAAlC;AACA,MAAMhG,SAAS,GAAKjD,yBAAyB,CAAC,CAAD,EAAIgD,WAAJ,CAA7C;AACA,MAAMnC,OAAO,GAAOb,yBAAyB,CAAC,CAAD,EAAIgD,WAAJ,CAA7C;AACA,MAAME,SAAS,GAAKlD,yBAAyB,CAAC,CAAD,EAAIgD,WAAJ,CAA7C;AACA,MAAM7V,OAAO,GAAO6S,yBAAyB,CAAC,CAAD,EAAKoF,kBAAD,GAAwBwD,gBAAxB,GAA4C,CAAhD,EAAmDle,WAAnD,CAA7C;;AAEA,OAAK,IAAI8b,KAAK,GAAG,CAAjB,EAAoBA,KAAK,GAAGyC,SAA5B,EAAuC,EAAEzC,KAAzC,EAAgD;AAC9C,QAAMlM,CAAC,GAAGkM,KAAK,GAAGoC,gBAAlB;AACA,QAAMM,UAAU,GAAG5O,CAAC,GAAGc,IAAI,CAACE,EAAT,GAAc,CAAjC;AACA,QAAM6N,QAAQ,GAAG/N,IAAI,CAACiC,GAAL,CAAS6L,UAAT,CAAjB;AACA,QAAMhD,UAAU,GAAG5C,MAAM,GAAG6F,QAAQ,GAAGjC,SAAvC;AACA,QAAMxF,EAAE,GAAGtG,IAAI,CAAC+B,GAAL,CAAS+L,UAAT,CAAX;AACA,QAAMrL,CAAC,GAAG6D,EAAE,GAAGwF,SAAf;;AACA,SAAK,IAAIkC,IAAI,GAAG,CAAhB,EAAmBA,IAAI,GAAGJ,WAA1B,EAAuC,EAAEI,IAAzC,EAA+C;AAC7C,UAAMjG,CAAC,GAAGiG,IAAI,GAAGhE,kBAAjB;AACA,UAAMiE,SAAS,GAAGR,UAAU,GAAG1F,CAAC,GAAG4F,KAAnC;AACA,UAAMO,IAAI,GAAGlO,IAAI,CAACiC,GAAL,CAASgM,SAAT,CAAb;AACA,UAAME,IAAI,GAAGnO,IAAI,CAAC+B,GAAL,CAASkM,SAAT,CAAb;AACA,UAAMzL,CAAC,GAAG0L,IAAI,GAAGpD,UAAjB;AACA,UAAMpI,CAAC,GAAGyL,IAAI,GAAGrD,UAAjB;AACA,UAAMzE,EAAE,GAAG6H,IAAI,GAAGH,QAAlB;AACA,UAAMxH,EAAE,GAAG4H,IAAI,GAAGJ,QAAlB;AACAlG,eAAS,CAAC3P,IAAV,CAAesK,CAAf,EAAkBC,CAAlB,EAAqBC,CAArB;AACA+C,aAAO,CAACvN,IAAR,CAAamO,EAAb,EAAiBC,EAAjB,EAAqBC,EAArB;AACAuB,eAAS,CAAC5P,IAAV,CAAe6P,CAAf,EAAkB,IAAI7I,CAAtB;AACD;AACF;;AAED,OAAK,IAAIkM,MAAK,GAAG,CAAjB,EAAoBA,MAAK,GAAGoC,gBAA5B,EAA8C,EAAEpC,MAAhD,EAAuD;AAAG;AACxD,SAAK,IAAI4C,KAAI,GAAG,CAAhB,EAAmBA,KAAI,GAAGhE,kBAA1B,EAA8C,EAAEgE,KAAhD,EAAsD;AAAG;AACvD,UAAMI,aAAa,GAAI,IAAIJ,KAA3B;AACA,UAAMK,cAAc,GAAG,IAAIjD,MAA3B;AACArZ,aAAO,CAACmG,IAAR,CAAa0V,WAAW,GAAGxC,MAAd,GAA+B4C,KAA5C,EACaJ,WAAW,GAAGS,cAAd,GAA+BL,KAD5C,EAEaJ,WAAW,GAAGxC,MAAd,GAA+BgD,aAF5C;AAGArc,aAAO,CAACmG,IAAR,CAAa0V,WAAW,GAAGS,cAAd,GAA+BL,KAA5C,EACaJ,WAAW,GAAGS,cAAd,GAA+BD,aAD5C,EAEaR,WAAW,GAAGxC,MAAd,GAA+BgD,aAF5C;AAGD;AACF;;AAED,SAAO;AACL9G,YAAQ,EAAEO,SADL;AAELnC,UAAM,EAAID,OAFL;AAGL8B,YAAQ,EAAEO,SAHL;AAIL/V,WAAO,EAAGA;AAJL,GAAP;AAMD;AAGD;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA4BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA4BA;;;;;;;;;;;;;;;;;;;;;;;;;;;AAyBA,SAASuc,kBAAT,CACIpG,MADJ,EAEIqG,SAFJ,EAGIC,MAHJ,EAII3C,WAJJ,EAKI4C,UALJ,EAKgB;AACd,MAAIF,SAAS,GAAG,CAAhB,EAAmB;AACjB,UAAM,IAAI3f,KAAJ,CAAU,8BAAV,CAAN;AACD;;AAED4f,QAAM,GAAGA,MAAM,GAAGA,MAAH,GAAY,CAA3B;AACAC,YAAU,GAAGA,UAAU,GAAGA,UAAH,GAAgB,CAAvC;AACA5C,aAAW,GAAGA,WAAW,GAAGA,WAAH,GAAiB,CAA1C,CAPc,CASd;AACA;;AACA,MAAMjE,WAAW,GAAG,CAAC2G,SAAS,GAAG,CAAb,KAAmBC,MAAM,GAAG,CAA5B,CAApB;AAEA,MAAM3G,SAAS,GAAGjD,yBAAyB,CAAC,CAAD,EAAIgD,WAAJ,CAA3C;AACA,MAAMnC,OAAO,GAAKb,yBAAyB,CAAC,CAAD,EAAIgD,WAAJ,CAA3C;AACA,MAAME,SAAS,GAAGlD,yBAAyB,CAAC,CAAD,EAAIgD,WAAJ,CAA3C;AACA,MAAM7V,OAAO,GAAK6S,yBAAyB,CAAC,CAAD,EAAI4J,MAAM,GAAGD,SAAT,GAAqB,CAAzB,EAA4Bjf,WAA5B,CAA3C;AAEA,MAAIof,UAAU,GAAG,CAAjB;AACA,MAAMC,UAAU,GAAGzG,MAAM,GAAG2D,WAA5B;AACA,MAAM+C,cAAc,GAAGL,SAAS,GAAG,CAAnC,CApBc,CAsBd;;AACA,OAAK,IAAIM,KAAK,GAAG,CAAjB,EAAoBA,KAAK,IAAIL,MAA7B,EAAqC,EAAEK,KAAvC,EAA8C;AAC5C,QAAMC,WAAW,GAAGjD,WAAW,GAAG8C,UAAU,GAAG3O,IAAI,CAAC+O,GAAL,CAASF,KAAK,GAAGL,MAAjB,EAAyBC,UAAzB,CAA/C;;AAEA,SAAK,IAAIO,CAAC,GAAG,CAAb,EAAgBA,CAAC,IAAIT,SAArB,EAAgC,EAAES,CAAlC,EAAqC;AACnC,UAAMrG,KAAK,GAAG,MAAM3I,IAAI,CAACE,EAAX,GAAgB8O,CAAhB,GAAoBT,SAAlC;AACA,UAAM/L,CAAC,GAAGsM,WAAW,GAAG9O,IAAI,CAAC+B,GAAL,CAAS4G,KAAT,CAAxB;AACA,UAAMjG,CAAC,GAAGoM,WAAW,GAAG9O,IAAI,CAACiC,GAAL,CAAS0G,KAAT,CAAxB;AAEAd,eAAS,CAAC3P,IAAV,CAAesK,CAAf,EAAkB,CAAlB,EAAqBE,CAArB;AACA+C,aAAO,CAACvN,IAAR,CAAa,CAAb,EAAgB,CAAhB,EAAmB,CAAnB;AACA4P,eAAS,CAAC5P,IAAV,CAAe,IAAK8W,CAAC,GAAGT,SAAxB,EAAoCM,KAAK,GAAGL,MAA5C;;AACA,UAAIK,KAAK,GAAG,CAAR,IAAaG,CAAC,KAAKT,SAAvB,EAAkC;AAChC;AACA;AACA;AACA,YAAMxR,CAAC,GAAG2R,UAAU,IAAIM,CAAC,GAAG,CAAR,CAApB;AACA,YAAMhS,CAAC,GAAG0R,UAAU,GAAGM,CAAvB;AACA,YAAMlN,CAAC,GAAG4M,UAAU,GAAGM,CAAb,GAAiBJ,cAA3B;AACA,YAAM/R,CAAC,GAAG6R,UAAU,IAAIM,CAAC,GAAG,CAAR,CAAV,GAAuBJ,cAAjC,CAPgC,CAShC;;AACA7c,eAAO,CAACmG,IAAR,CAAa6E,CAAb,EAAgBC,CAAhB,EAAmB8E,CAAnB;AACA/P,eAAO,CAACmG,IAAR,CAAa6E,CAAb,EAAgB+E,CAAhB,EAAmBjF,CAAnB;AACD;AACF;;AAED6R,cAAU,IAAIH,SAAS,GAAG,CAA1B;AACD;;AAED,SAAO;AACLjH,YAAQ,EAAEO,SADL;AAELnC,UAAM,EAAED,OAFH;AAGL8B,YAAQ,EAAEO,SAHL;AAIL/V,WAAO,EAAEA;AAJJ,GAAP;AAMD;AAED;;;;;;;;AAMA,SAASkd,OAAT,CAAiBtB,KAAjB,EAAwB;AACtB,SAAO3N,IAAI,CAACkP,MAAL,KAAgBvB,KAAhB,GAAwB,CAA/B;AACD;AAED;;;;;;;;;AASA;;;;;;;AAOA;;;;;;;;;;;;AAUA,SAASwB,sBAAT,CAAgCnK,QAAhC,EAA0CoK,OAA1C,EAAmD;AACjDA,SAAO,GAAGA,OAAO,IAAI,EAArB;AACA,MAAM/d,WAAW,GAAG2T,QAAQ,CAACsC,QAAT,CAAkBjW,WAAtC;AACA,MAAMge,OAAO,GAAGzK,yBAAyB,CAAC,CAAD,EAAIvT,WAAJ,EAAiBpD,UAAjB,CAAzC;;AACA,MAAMqhB,IAAI,GAAGF,OAAO,CAACE,IAAR,IAAgB,UAASlX,GAAT,EAAc+M,OAAd,EAAuB;AAClD,WAAOA,OAAO,GAAG,CAAV,GAAc8J,OAAO,CAAC,GAAD,CAArB,GAA6B,GAApC;AACD,GAFD;;AAGAjK,UAAQ,CAACyG,KAAT,GAAiB4D,OAAjB;;AACA,MAAIrK,QAAQ,CAACjT,OAAb,EAAsB;AACpB;AACA,SAAK,IAAIX,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGC,WAAtB,EAAmC,EAAED,EAArC,EAAyC;AACvCie,aAAO,CAACnX,IAAR,CAAaoX,IAAI,CAACle,EAAD,EAAK,CAAL,CAAjB,EAA0Bke,IAAI,CAACle,EAAD,EAAK,CAAL,CAA9B,EAAuCke,IAAI,CAACle,EAAD,EAAK,CAAL,CAA3C,EAAoDke,IAAI,CAACle,EAAD,EAAK,CAAL,CAAxD;AACD;AACF,GALD,MAKO;AACL;AACA,QAAMme,gBAAgB,GAAGH,OAAO,CAACI,aAAR,IAAyB,CAAlD;AACA,QAAMC,OAAO,GAAGpe,WAAW,GAAGke,gBAA9B;;AACA,SAAK,IAAIne,IAAE,GAAG,CAAd,EAAiBA,IAAE,GAAGqe,OAAtB,EAA+B,EAAEre,IAAjC,EAAqC;AAAG;AACtC,UAAMqa,KAAK,GAAG,CAAC6D,IAAI,CAACle,IAAD,EAAK,CAAL,CAAL,EAAcke,IAAI,CAACle,IAAD,EAAK,CAAL,CAAlB,EAA2Bke,IAAI,CAACle,IAAD,EAAK,CAAL,CAA/B,EAAwCke,IAAI,CAACle,IAAD,EAAK,CAAL,CAA5C,CAAd;;AACA,WAAK,IAAImT,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGgL,gBAAtB,EAAwC,EAAEhL,EAA1C,EAA8C;AAC5C8K,eAAO,CAACnX,IAAR,CAAauT,KAAb;AACD;AACF;AACF;;AACD,SAAOzG,QAAP;AACD;AAED;;;;;;;AAKA,SAAS0K,gBAAT,CAA0BhJ,EAA1B,EAA8B;AAC5B,SAAO,UAASla,EAAT,EAAa;AAClB,QAAMiD,MAAM,GAAGiX,EAAE,CAAC2E,KAAH,CAAS,IAAT,EAAelc,KAAK,CAACwgB,SAAN,CAAgBvE,KAAhB,CAAsBwE,IAAtB,CAA2BtL,SAA3B,EAAsC,CAAtC,CAAf,CAAf;AACA,WAAOL,UAAU,CAAC9R,uBAAX,CAAmC3F,EAAnC,EAAuCiD,MAAvC,CAAP;AACD,GAHD;AAID;AAED;;;;;;;AAKA,SAASogB,oBAAT,CAA8BnJ,EAA9B,EAAkC;AAChC,SAAO,UAASla,EAAT,EAAa;AAClB,QAAMiD,MAAM,GAAGiX,EAAE,CAAC2E,KAAH,CAAS,IAAT,EAAgBlc,KAAK,CAACwgB,SAAN,CAAgBvE,KAAhB,CAAsBwE,IAAtB,CAA2BtL,SAA3B,EAAsC,CAAtC,CAAhB,CAAf;AACA,WAAOL,UAAU,CAACvS,0BAAX,CAAsClF,EAAtC,EAA0CiD,MAA1C,CAAP;AACD,GAHD;AAID;;AAED,IAAMqgB,sBAAsB,GAAG,CAC7B,eAD6B,EAE7B,MAF6B,EAG7B,MAH6B,EAI7B,WAJ6B,EAK7B,QAL6B,EAM7B,QAN6B,EAO7B,QAP6B,EAQ7B,MAR6B,EAS7B,YAT6B,CAA/B;AAYA;;;;;;;;;;AASA,SAASC,YAAT,CAAsBrX,GAAtB,EAA2BC,GAA3B,EAAgCqX,MAAhC,EAAwCrf,MAAxC,EAAgD;AAC9CA,QAAM,GAAGA,MAAM,IAAI,CAAnB;AACA,MAAMtC,MAAM,GAAGqK,GAAG,CAACrK,MAAnB;;AACA,OAAK,IAAI+C,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAG/C,MAAtB,EAA8B,EAAE+C,EAAhC,EAAoC;AAClCuH,OAAG,CAACqX,MAAM,GAAG5e,EAAV,CAAH,GAAmBsH,GAAG,CAACtH,EAAD,CAAH,GAAUT,MAA7B;AACD;AACF;AAED;;;;;;;;;;AAQA,SAASsf,qBAAT,CAA+BC,QAA/B,EAAyC7hB,MAAzC,EAAiD;AAC/C,MAAM8hB,QAAQ,GAAG/hB,QAAQ,CAAC8hB,QAAD,CAAzB;AACA,MAAME,QAAQ,GAAG,IAAID,QAAQ,CAAC7K,WAAb,CAAyBjX,MAAzB,CAAjB;AACA,MAAIgiB,YAAY,GAAGD,QAAnB,CAH+C,CAI/C;;AACA,MAAID,QAAQ,CAACzhB,aAAT,IAA0ByhB,QAAQ,CAAC9e,WAAvC,EAAoD;AAClD+S,qBAAiB,CAACgM,QAAD,EAAWD,QAAQ,CAACzhB,aAApB,CAAjB;AACD,GAP8C,CAQ/C;;;AACA,MAAIwhB,QAAQ,CAAC5hB,IAAb,EAAmB;AACjB+hB,gBAAY,GAAG;AACb/hB,UAAI,EAAE8hB;AADO,KAAf;AAGApjB,UAAM,CAACwL,mBAAP,CAA2BsX,sBAA3B,EAAmDI,QAAnD,EAA6DG,YAA7D;AACD;;AACD,SAAOA,YAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;AAyBA,SAASC,cAAT,CAAwBC,aAAxB,EAAuC;AACrC,MAAM9X,KAAK,GAAG,EAAd;AACA,MAAI+X,QAAJ,CAFqC,CAGrC;AACA;;AAJqC,6BAK5Bpf,EAL4B;AAMnC,QAAM3B,MAAM,GAAG8gB,aAAa,CAACnf,EAAD,CAA5B;AACAzB,UAAM,CAACC,IAAP,CAAYH,MAAZ,EAAoBI,OAApB,CAA4B,UAAS/B,IAAT,EAAe;AAAG;AAC5C,UAAI,CAAC2K,KAAK,CAAC3K,IAAD,CAAV,EAAkB;AAChB2K,aAAK,CAAC3K,IAAD,CAAL,GAAc,EAAd;AACD;;AACD,UAAI,CAAC0iB,QAAD,IAAa1iB,IAAI,KAAK,SAA1B,EAAqC;AACnC0iB,gBAAQ,GAAG1iB,IAAX;AACD;;AACD,UAAM2iB,SAAS,GAAGhhB,MAAM,CAAC3B,IAAD,CAAxB;AACA,UAAMY,aAAa,GAAGG,gBAAgB,CAAC4hB,SAAD,EAAY3iB,IAAZ,CAAtC;AACA,UAAMT,KAAK,GAAGe,QAAQ,CAACqiB,SAAD,CAAtB;AACA,UAAMpf,WAAW,GAAGhE,KAAK,CAACgB,MAAN,GAAeK,aAAnC;AACA+J,WAAK,CAAC3K,IAAD,CAAL,CAAYoK,IAAZ,CAAiB7G,WAAjB;AACD,KAZD;AAPmC;;AAKrC,OAAK,IAAID,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGmf,aAAa,CAACliB,MAApC,EAA4C,EAAE+C,EAA9C,EAAkD;AAAA,UAAzCA,EAAyC;AAejD,GApBoC,CAsBrC;AACA;;;AACA,WAASsf,yBAAT,CAAmC5iB,IAAnC,EAAyC;AACvC,QAAIO,MAAM,GAAG,CAAb;AACA,QAAIsiB,SAAJ;;AACA,SAAK,IAAIvf,IAAE,GAAG,CAAd,EAAiBA,IAAE,GAAGmf,aAAa,CAACliB,MAApC,EAA4C,EAAE+C,IAA9C,EAAkD;AAChD,UAAM3B,MAAM,GAAG8gB,aAAa,CAACnf,IAAD,CAA5B;AACA,UAAMqf,SAAS,GAAGhhB,MAAM,CAAC3B,IAAD,CAAxB;AACA,UAAMT,KAAK,GAAGe,QAAQ,CAACqiB,SAAD,CAAtB;AACApiB,YAAM,IAAIhB,KAAK,CAACgB,MAAhB;;AACA,UAAI,CAACsiB,SAAD,IAAcF,SAAS,CAACniB,IAA5B,EAAkC;AAChCqiB,iBAAS,GAAGF,SAAZ;AACD;AACF;;AACD,WAAO;AACLpiB,YAAM,EAAEA,MADH;AAELuiB,UAAI,EAAED;AAFD,KAAP;AAID;;AAED,WAASE,oBAAT,CAA8B/iB,IAA9B,EAAoCgjB,IAApC,EAA0CV,QAA1C,EAAoD;AAClD,QAAIW,SAAS,GAAG,CAAhB;AACA,QAAIpgB,MAAM,GAAG,CAAb;;AACA,SAAK,IAAIS,IAAE,GAAG,CAAd,EAAiBA,IAAE,GAAGmf,aAAa,CAACliB,MAApC,EAA4C,EAAE+C,IAA9C,EAAkD;AAChD,UAAM3B,MAAM,GAAG8gB,aAAa,CAACnf,IAAD,CAA5B;AACA,UAAMqf,SAAS,GAAGhhB,MAAM,CAAC3B,IAAD,CAAxB;AACA,UAAMT,KAAK,GAAGe,QAAQ,CAACqiB,SAAD,CAAtB;;AACA,UAAI3iB,IAAI,KAAK,SAAb,EAAwB;AACtBiiB,oBAAY,CAAC1iB,KAAD,EAAQ+iB,QAAR,EAAkBzf,MAAlB,EAA0BogB,SAA1B,CAAZ;AACAA,iBAAS,IAAID,IAAI,CAAC1f,IAAD,CAAjB;AACD,OAHD,MAGO;AACL2e,oBAAY,CAAC1iB,KAAD,EAAQ+iB,QAAR,EAAkBzf,MAAlB,CAAZ;AACD;;AACDA,YAAM,IAAItD,KAAK,CAACgB,MAAhB;AACD;AACF;;AAED,MAAMyiB,IAAI,GAAGrY,KAAK,CAAC+X,QAAD,CAAlB;AAEA,MAAMQ,SAAS,GAAG,EAAlB;AACArhB,QAAM,CAACC,IAAP,CAAY6I,KAAZ,EAAmB5I,OAAnB,CAA2B,UAAS/B,IAAT,EAAe;AACxC,QAAMmjB,IAAI,GAAGP,yBAAyB,CAAC5iB,IAAD,CAAtC;AACA,QAAMuiB,YAAY,GAAGJ,qBAAqB,CAACgB,IAAI,CAACL,IAAN,EAAYK,IAAI,CAAC5iB,MAAjB,CAA1C;AACAwiB,wBAAoB,CAAC/iB,IAAD,EAAOgjB,IAAP,EAAa1iB,QAAQ,CAACiiB,YAAD,CAArB,CAApB;AACAW,aAAS,CAACljB,IAAD,CAAT,GAAkBuiB,YAAlB;AACD,GALD;AAMA,SAAOW,SAAP;AACD;AAED;;;;;;;;;;;;AAUA,SAASE,iBAAT,CAA2BzhB,MAA3B,EAAmC;AACjC,MAAMuhB,SAAS,GAAG,EAAlB;AACArhB,QAAM,CAACC,IAAP,CAAYH,MAAZ,EAAoBI,OAApB,CAA4B,UAAS/B,IAAT,EAAe;AACzC,QAAM6iB,SAAS,GAAGlhB,MAAM,CAAC3B,IAAD,CAAxB;AACA,QAAMoiB,QAAQ,GAAG9hB,QAAQ,CAACuiB,SAAD,CAAzB;AACA,QAAMN,YAAY,GAAGJ,qBAAqB,CAACU,SAAD,EAAYT,QAAQ,CAAC7hB,MAArB,CAA1C;AACA0hB,gBAAY,CAACG,QAAD,EAAW9hB,QAAQ,CAACiiB,YAAD,CAAnB,EAAmC,CAAnC,CAAZ;AACAW,aAAS,CAACljB,IAAD,CAAT,GAAkBuiB,YAAlB;AACD,GAND;AAOA,SAAOW,SAAP;AACD;;AAED,IAAMG,mBAAmB,GAAGtB,oBAAoB,CAACvE,iBAAD,CAAhD;;AACA,IAAM8F,gBAAgB,GAAG1B,gBAAgB,CAACpE,iBAAD,CAAzC;;AACA,IAAM+F,oBAAoB,GAAGxB,oBAAoB,CAACvG,kBAAD,CAAjD;;AACA,IAAMgI,iBAAiB,GAAG5B,gBAAgB,CAACpG,kBAAD,CAA1C;;AACA,IAAMiI,qBAAqB,GAAG1B,oBAAoB,CAACrI,mBAAD,CAAlD;;AACA,IAAMgK,kBAAkB,GAAG9B,gBAAgB,CAAClI,mBAAD,CAA3C;;AACA,IAAMiK,sBAAsB,GAAG5B,oBAAoB,CAAC5H,oBAAD,CAAnD;;AACA,IAAMyJ,mBAAmB,GAAGhC,gBAAgB,CAACzH,oBAAD,CAA5C;;AACA,IAAM0J,6BAA6B,GAAG9B,oBAAoB,CAAChG,2BAAD,CAA1D;;AACA,IAAM+H,0BAA0B,GAAGlC,gBAAgB,CAAC7F,2BAAD,CAAnD;;AACA,IAAMgI,sBAAsB,GAAGhC,oBAAoB,CAAC1I,oBAAD,CAAnD;;AACA,IAAM2K,mBAAmB,GAAGpC,gBAAgB,CAACvI,oBAAD,CAA5C;;AACA,IAAM4K,wBAAwB,GAAGlC,oBAAoB,CAACnE,sBAAD,CAArD;;AACA,IAAMsG,qBAAqB,GAAGtC,gBAAgB,CAAChE,sBAAD,CAA9C;;AACA,IAAMuG,wBAAwB,GAAGpC,oBAAoB,CAACvC,sBAAD,CAArD;;AACA,IAAM4E,qBAAqB,GAAGxC,gBAAgB,CAACpC,sBAAD,CAA9C;;AACA,IAAM6E,qBAAqB,GAAGtC,oBAAoB,CAACtC,mBAAD,CAAlD;;AACA,IAAM6E,kBAAkB,GAAG1C,gBAAgB,CAACnC,mBAAD,CAA3C;;AACA,IAAM8E,oBAAoB,GAAGxC,oBAAoB,CAACvB,kBAAD,CAAjD;;AACA,IAAMgE,iBAAiB,GAAG5C,gBAAgB,CAACpB,kBAAD,CAA1C,C,CAEA;;;AACA,IAAMiE,uBAAuB,GAAGR,wBAAhC;;AACA,IAAMS,oBAAoB,GAAGR,qBAA7B;;AACA,IAAMS,qBAAqB,GAAG/G,sBAA9B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AChjEA;;AACA;;;;;;AAvBA;;;;;;;;;;;;;;;;;;;;;;AAyBA;;;;;;;;;;;;;;AAeA,IAAM7S,KAAK,GAAG7L,MAAM,CAAC6L,KAArB;AACA,IAAME,IAAI,GAAG/L,MAAM,CAAC+L,IAApB;;AACA,SAAS2Z,cAAT,CAAwBC,EAAxB,EAA4B;AAC1B,SAAQ,OAAOC,QAAP,KAAoB,WAApB,IAAmCA,QAAQ,CAACF,cAA7C,GACDE,QAAQ,CAACF,cAAT,CAAwBC,EAAxB,CADC,GAED,IAFN;AAGD;;AAED,IAAME,QAAQ,GAAyB,MAAvC;AACA,IAAMC,YAAY,GAAqB,MAAvC;AAEA,IAAMhnB,YAAY,GAAqB,MAAvC;AACA,IAAMC,oBAAoB,GAAa,MAAvC;AACA,IAAMgnB,cAAc,GAAmB,MAAvC;AACA,IAAMC,yBAAyB,GAAQ,MAAvC;AAEA,IAAMC,kBAAkB,GAAe,MAAvC;AAEA,IAAMC,cAAc,GAAmB,MAAvC;AACA,IAAMC,WAAW,GAAsB,MAAvC;AACA,IAAMC,eAAe,GAAkB,MAAvC;AACA,IAAMC,aAAa,GAAoB,MAAvC;AACA,IAAMC,gBAAgB,GAAiB,MAAvC;AAEA,IAAMC,eAAe,GAAkB,MAAvC;AACA,IAAMC,iBAAiB,GAAgB,MAAvC;AACA,IAAMC,2BAA2B,GAAM,MAAvC;AACA,IAAMC,qBAAqB,GAAY,MAAvC;AACA,IAAMC,yCAAyC,GAAK,MAApD;AACA,IAAMC,2CAA2C,GAAG,MAApD;AACA,IAAMC,uBAAuB,GAAuB,MAApD;AACA,IAAMC,oCAAoC,GAAU,MAApD;AAEA,IAAMvnB,KAAK,GAA2B,MAAtC;AACA,IAAMwnB,UAAU,GAAsB,MAAtC;AACA,IAAMC,UAAU,GAAsB,MAAtC;AACA,IAAMC,UAAU,GAAsB,MAAtC;AACA,IAAM5nB,GAAG,GAA6B,MAAtC;AACA,IAAM6nB,QAAQ,GAAwB,MAAtC;AACA,IAAMC,QAAQ,GAAwB,MAAtC;AACA,IAAMC,QAAQ,GAAwB,MAAtC;AACA,IAAMC,IAAI,GAA4B,MAAtC;AACA,IAAMC,SAAS,GAAuB,MAAtC;AACA,IAAMC,SAAS,GAAuB,MAAtC;AACA,IAAMC,SAAS,GAAuB,MAAtC;AACA,IAAMC,UAAU,GAAsB,MAAtC;AACA,IAAMC,UAAU,GAAsB,MAAtC;AACA,IAAMC,UAAU,GAAsB,MAAtC;AACA,IAAMC,UAAU,GAAsB,MAAtC;AACA,IAAMC,YAAY,GAAoB,MAAtC;AACA,IAAMC,UAAU,GAAsB,MAAtC;AACA,IAAMC,iBAAiB,GAAe,MAAtC;AACA,IAAMC,YAAY,GAAoB,MAAtC;AACA,IAAMC,YAAY,GAAoB,MAAtC;AACA,IAAMC,YAAY,GAAoB,MAAtC;AACA,IAAMC,YAAY,GAAoB,MAAtC;AACA,IAAMC,YAAY,GAAoB,MAAtC;AACA,IAAMC,YAAY,GAAoB,MAAtC;AACA,IAAMC,gBAAgB,GAAgB,MAAtC;AACA,IAAMC,uBAAuB,GAAS,MAAtC;AACA,IAAMC,mBAAmB,GAAa,MAAtC;AACA,IAAMlpB,YAAY,GAAoB,MAAtC;AACA,IAAMmpB,iBAAiB,GAAe,MAAtC;AACA,IAAMC,iBAAiB,GAAe,MAAtC;AACA,IAAMC,iBAAiB,GAAe,MAAtC;AACA,IAAMC,cAAc,GAAkB,MAAtC;AACA,IAAMC,cAAc,GAAkB,MAAtC;AACA,IAAMC,gBAAgB,GAAgB,MAAtC;AACA,IAAMC,oBAAoB,GAAY,MAAtC;AACA,IAAMC,uBAAuB,GAAS,MAAtC;AACA,IAAMC,uBAAuB,GAAS,MAAtC;AACA,IAAMC,yBAAyB,GAAO,MAAtC;AACA,IAAMC,6BAA6B,GAAG,MAAtC;AAEA,IAAMniB,UAAU,GAAsB,MAAtC;AACA,IAAMoiB,gBAAgB,GAAgB,MAAtC;AACA,IAAMC,UAAU,GAAsB,MAAtC;AACA,IAAMC,gBAAgB,GAAgB,MAAtC;AAEA,IAAMC,OAAO,GAAG,EAAhB;AAEA;;;;AAGA,SAASC,0BAAT,CAAoChqB,EAApC,EAAwCW,IAAxC,EAA8C;AAC5C,SAAOopB,OAAO,CAACppB,IAAD,CAAP,CAAcspB,SAArB;AACD,C,CAED;AACA;;;AAEA,SAASC,WAAT,CAAqBlqB,EAArB,EAAyBmqB,QAAzB,EAAmC;AACjC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAACoqB,SAAH,CAAaD,QAAb,EAAuBzX,CAAvB;AACD,GAFD;AAGD;;AAED,SAAS2X,gBAAT,CAA0BrqB,EAA1B,EAA8BmqB,QAA9B,EAAwC;AACtC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAACsqB,UAAH,CAAcH,QAAd,EAAwBzX,CAAxB;AACD,GAFD;AAGD;;AAED,SAAS6X,eAAT,CAAyBvqB,EAAzB,EAA6BmqB,QAA7B,EAAuC;AACrC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAACwqB,UAAH,CAAcL,QAAd,EAAwBzX,CAAxB;AACD,GAFD;AAGD;;AAED,SAAS+X,eAAT,CAAyBzqB,EAAzB,EAA6BmqB,QAA7B,EAAuC;AACrC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAAC0qB,UAAH,CAAcP,QAAd,EAAwBzX,CAAxB;AACD,GAFD;AAGD;;AAED,SAASiY,eAAT,CAAyB3qB,EAAzB,EAA6BmqB,QAA7B,EAAuC;AACrC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAAC4qB,UAAH,CAAcT,QAAd,EAAwBzX,CAAxB;AACD,GAFD;AAGD;;AAED,SAASmY,SAAT,CAAmB7qB,EAAnB,EAAuBmqB,QAAvB,EAAiC;AAC/B,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAAC8qB,SAAH,CAAaX,QAAb,EAAuBzX,CAAvB;AACD,GAFD;AAGD;;AAED,SAASqY,cAAT,CAAwB/qB,EAAxB,EAA4BmqB,QAA5B,EAAsC;AACpC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAACgrB,UAAH,CAAcb,QAAd,EAAwBzX,CAAxB;AACD,GAFD;AAGD;;AAED,SAASuY,aAAT,CAAuBjrB,EAAvB,EAA2BmqB,QAA3B,EAAqC;AACnC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAACkrB,UAAH,CAAcf,QAAd,EAAwBzX,CAAxB;AACD,GAFD;AAGD;;AAED,SAASyY,aAAT,CAAuBnrB,EAAvB,EAA2BmqB,QAA3B,EAAqC;AACnC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAACorB,UAAH,CAAcjB,QAAd,EAAwBzX,CAAxB;AACD,GAFD;AAGD;;AAED,SAAS2Y,aAAT,CAAuBrrB,EAAvB,EAA2BmqB,QAA3B,EAAqC;AACnC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAACsrB,UAAH,CAAcnB,QAAd,EAAwBzX,CAAxB;AACD,GAFD;AAGD;;AAED,SAAS6Y,UAAT,CAAoBvrB,EAApB,EAAwBmqB,QAAxB,EAAkC;AAChC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAACwrB,UAAH,CAAcrB,QAAd,EAAwBzX,CAAxB;AACD,GAFD;AAGD;;AAED,SAAS+Y,eAAT,CAAyBzrB,EAAzB,EAA6BmqB,QAA7B,EAAuC;AACrC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAAC0rB,WAAH,CAAevB,QAAf,EAAyBzX,CAAzB;AACD,GAFD;AAGD;;AAED,SAASiZ,cAAT,CAAwB3rB,EAAxB,EAA4BmqB,QAA5B,EAAsC;AACpC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAAC4rB,WAAH,CAAezB,QAAf,EAAyBzX,CAAzB;AACD,GAFD;AAGD;;AAED,SAASmZ,cAAT,CAAwB7rB,EAAxB,EAA4BmqB,QAA5B,EAAsC;AACpC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAAC8rB,WAAH,CAAe3B,QAAf,EAAyBzX,CAAzB;AACD,GAFD;AAGD;;AAED,SAASqZ,cAAT,CAAwB/rB,EAAxB,EAA4BmqB,QAA5B,EAAsC;AACpC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAACgsB,WAAH,CAAe7B,QAAf,EAAyBzX,CAAzB;AACD,GAFD;AAGD;;AAED,SAASuZ,eAAT,CAAyBjsB,EAAzB,EAA6BmqB,QAA7B,EAAuC;AACrC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAACksB,gBAAH,CAAoB/B,QAApB,EAA8B,KAA9B,EAAqCzX,CAArC;AACD,GAFD;AAGD;;AAED,SAASyZ,eAAT,CAAyBnsB,EAAzB,EAA6BmqB,QAA7B,EAAuC;AACrC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAACosB,gBAAH,CAAoBjC,QAApB,EAA8B,KAA9B,EAAqCzX,CAArC;AACD,GAFD;AAGD;;AAED,SAAS2Z,eAAT,CAAyBrsB,EAAzB,EAA6BmqB,QAA7B,EAAuC;AACrC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAACssB,gBAAH,CAAoBnC,QAApB,EAA8B,KAA9B,EAAqCzX,CAArC;AACD,GAFD;AAGD;;AAED,SAAS6Z,gBAAT,CAA0BvsB,EAA1B,EAA8BmqB,QAA9B,EAAwC;AACtC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAACwsB,kBAAH,CAAsBrC,QAAtB,EAAgC,KAAhC,EAAuCzX,CAAvC;AACD,GAFD;AAGD;;AAED,SAAS+Z,gBAAT,CAA0BzsB,EAA1B,EAA8BmqB,QAA9B,EAAwC;AACtC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAAC0sB,kBAAH,CAAsBvC,QAAtB,EAAgC,KAAhC,EAAuCzX,CAAvC;AACD,GAFD;AAGD;;AAED,SAASia,gBAAT,CAA0B3sB,EAA1B,EAA8BmqB,QAA9B,EAAwC;AACtC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAAC4sB,kBAAH,CAAsBzC,QAAtB,EAAgC,KAAhC,EAAuCzX,CAAvC;AACD,GAFD;AAGD;;AAED,SAASma,gBAAT,CAA0B7sB,EAA1B,EAA8BmqB,QAA9B,EAAwC;AACtC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAAC8sB,kBAAH,CAAsB3C,QAAtB,EAAgC,KAAhC,EAAuCzX,CAAvC;AACD,GAFD;AAGD;;AAED,SAASqa,gBAAT,CAA0B/sB,EAA1B,EAA8BmqB,QAA9B,EAAwC;AACtC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAACgtB,kBAAH,CAAsB7C,QAAtB,EAAgC,KAAhC,EAAuCzX,CAAvC;AACD,GAFD;AAGD;;AAED,SAASua,gBAAT,CAA0BjtB,EAA1B,EAA8BmqB,QAA9B,EAAwC;AACtC,SAAO,UAASzX,CAAT,EAAY;AACjB1S,MAAE,CAACktB,kBAAH,CAAsB/C,QAAtB,EAAgC,KAAhC,EAAuCzX,CAAvC;AACD,GAFD;AAGD;;AAED,SAASya,aAAT,CAAuBntB,EAAvB,EAA2BW,IAA3B,EAAiCysB,IAAjC,EAAuCjD,QAAvC,EAAiD;AAC/C,MAAMF,SAAS,GAAGD,0BAA0B,CAAChqB,EAAD,EAAKW,IAAL,CAA5C;AACA,SAAO0sB,KAAK,CAACC,QAAN,CAAettB,EAAf,IAAqB,UAASutB,aAAT,EAAwB;AAClD,QAAIC,OAAJ;AACA,QAAIC,OAAJ;;AACA,QAAIjtB,MAAM,CAAC4K,SAAP,CAAiBpL,EAAjB,EAAqButB,aAArB,CAAJ,EAAyC;AACvCC,aAAO,GAAGD,aAAV;AACAE,aAAO,GAAG,IAAV;AACD,KAHD,MAGO;AACLD,aAAO,GAAGD,aAAa,CAACC,OAAxB;AACAC,aAAO,GAAGF,aAAa,CAACE,OAAxB;AACD;;AACDztB,MAAE,CAAC8qB,SAAH,CAAaX,QAAb,EAAuBiD,IAAvB;AACAptB,MAAE,CAAC0tB,aAAH,CAAiBrH,QAAQ,GAAG+G,IAA5B;AACAptB,MAAE,CAAC2tB,WAAH,CAAe1D,SAAf,EAA0BuD,OAA1B;AACAxtB,MAAE,CAAC4tB,WAAH,CAAeR,IAAf,EAAqBK,OAArB;AACD,GAdM,GAcH,UAASD,OAAT,EAAkB;AACpBxtB,MAAE,CAAC8qB,SAAH,CAAaX,QAAb,EAAuBiD,IAAvB;AACAptB,MAAE,CAAC0tB,aAAH,CAAiBrH,QAAQ,GAAG+G,IAA5B;AACAptB,MAAE,CAAC2tB,WAAH,CAAe1D,SAAf,EAA0BuD,OAA1B;AACD,GAlBD;AAmBD;;AAED,SAASK,kBAAT,CAA4B7tB,EAA5B,EAAgCW,IAAhC,EAAsCysB,IAAtC,EAA4CjD,QAA5C,EAAsD5nB,IAAtD,EAA4D;AAC1D,MAAM0nB,SAAS,GAAGD,0BAA0B,CAAChqB,EAAD,EAAKW,IAAL,CAA5C;AACA,MAAMmtB,KAAK,GAAG,IAAIC,UAAJ,CAAexrB,IAAf,CAAd;;AACA,OAAK,IAAIqC,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGrC,IAAtB,EAA4B,EAAEqC,EAA9B,EAAkC;AAChCkpB,SAAK,CAAClpB,EAAD,CAAL,GAAYwoB,IAAI,GAAGxoB,EAAnB;AACD;;AAED,SAAOyoB,KAAK,CAACC,QAAN,CAAettB,EAAf,IAAqB,UAASgL,QAAT,EAAmB;AAC7ChL,MAAE,CAACgrB,UAAH,CAAcb,QAAd,EAAwB2D,KAAxB;AACA9iB,YAAQ,CAAC3H,OAAT,CAAiB,UAASkqB,aAAT,EAAwBS,KAAxB,EAA+B;AAC9ChuB,QAAE,CAAC0tB,aAAH,CAAiBrH,QAAQ,GAAGyH,KAAK,CAACE,KAAD,CAAjC;AACA,UAAIR,OAAJ;AACA,UAAIC,OAAJ;;AACA,UAAIjtB,MAAM,CAAC4K,SAAP,CAAiBpL,EAAjB,EAAqButB,aAArB,CAAJ,EAAyC;AACvCC,eAAO,GAAGD,aAAV;AACAE,eAAO,GAAG,IAAV;AACD,OAHD,MAGO;AACLD,eAAO,GAAGD,aAAa,CAACC,OAAxB;AACAC,eAAO,GAAGF,aAAa,CAACE,OAAxB;AACD;;AACDztB,QAAE,CAAC4tB,WAAH,CAAeR,IAAf,EAAqBK,OAArB;AACAztB,QAAE,CAAC2tB,WAAH,CAAe1D,SAAf,EAA0BuD,OAA1B;AACD,KAbD;AAcD,GAhBM,GAgBH,UAASxiB,QAAT,EAAmB;AACrBhL,MAAE,CAACgrB,UAAH,CAAcb,QAAd,EAAwB2D,KAAxB;AACA9iB,YAAQ,CAAC3H,OAAT,CAAiB,UAASmqB,OAAT,EAAkBQ,KAAlB,EAAyB;AACxChuB,QAAE,CAAC0tB,aAAH,CAAiBrH,QAAQ,GAAGyH,KAAK,CAACE,KAAD,CAAjC;AACAhuB,QAAE,CAAC2tB,WAAH,CAAe1D,SAAf,EAA0BuD,OAA1B;AACD,KAHD;AAID,GAtBD;AAuBD;;AAEDzD,OAAO,CAAChqB,KAAD,CAAP,GAAyC;AAAE8C,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAE/D,WAAxC;AAA0DgE,aAAW,EAAE7D;AAAvE,CAAzC;AACAN,OAAO,CAACxC,UAAD,CAAP,GAAyC;AAAE1kB,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAE1D;AAAxC,CAAzC;AACAR,OAAO,CAACvC,UAAD,CAAP,GAAyC;AAAE3kB,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgC0rB,QAAM,EAAExD;AAAxC,CAAzC;AACAV,OAAO,CAACtC,UAAD,CAAP,GAAyC;AAAE5kB,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgC0rB,QAAM,EAAEtD;AAAxC,CAAzC;AACAZ,OAAO,CAAClqB,GAAD,CAAP,GAAyC;AAAEgD,MAAI,EAAEkrB,UAAR;AAAsBxrB,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAEpD,SAAxC;AAA0DqD,aAAW,EAAEnD;AAAvE,CAAzC;AACAhB,OAAO,CAACrC,QAAD,CAAP,GAAyC;AAAE7kB,MAAI,EAAEkrB,UAAR;AAAsBxrB,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAEhD;AAAxC,CAAzC;AACAlB,OAAO,CAACpC,QAAD,CAAP,GAAyC;AAAE9kB,MAAI,EAAEkrB,UAAR;AAAsBxrB,MAAI,EAAE,EAA5B;AAAgC0rB,QAAM,EAAE9C;AAAxC,CAAzC;AACApB,OAAO,CAACnC,QAAD,CAAP,GAAyC;AAAE/kB,MAAI,EAAEkrB,UAAR;AAAsBxrB,MAAI,EAAE,EAA5B;AAAgC0rB,QAAM,EAAE5C;AAAxC,CAAzC;AACAtB,OAAO,CAACjqB,YAAD,CAAP,GAAyC;AAAE+C,MAAI,EAAEsrB,WAAR;AAAsB5rB,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAE1C,UAAxC;AAA0D2C,aAAW,EAAEzC;AAAvE,CAAzC;AACA1B,OAAO,CAACd,iBAAD,CAAP,GAAyC;AAAEpmB,MAAI,EAAEsrB,WAAR;AAAsB5rB,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAEtC;AAAxC,CAAzC;AACA5B,OAAO,CAACb,iBAAD,CAAP,GAAyC;AAAErmB,MAAI,EAAEsrB,WAAR;AAAsB5rB,MAAI,EAAE,EAA5B;AAAgC0rB,QAAM,EAAEpC;AAAxC,CAAzC;AACA9B,OAAO,CAACZ,iBAAD,CAAP,GAAyC;AAAEtmB,MAAI,EAAEsrB,WAAR;AAAsB5rB,MAAI,EAAE,EAA5B;AAAgC0rB,QAAM,EAAElC;AAAxC,CAAzC;AACAhC,OAAO,CAAClC,IAAD,CAAP,GAAyC;AAAEhlB,MAAI,EAAEsrB,WAAR;AAAsB5rB,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAEpD,SAAxC;AAA0DqD,aAAW,EAAEnD;AAAvE,CAAzC;AACAhB,OAAO,CAACjC,SAAD,CAAP,GAAyC;AAAEjlB,MAAI,EAAEsrB,WAAR;AAAsB5rB,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAEhD;AAAxC,CAAzC;AACAlB,OAAO,CAAChC,SAAD,CAAP,GAAyC;AAAEllB,MAAI,EAAEsrB,WAAR;AAAsB5rB,MAAI,EAAE,EAA5B;AAAgC0rB,QAAM,EAAE9C;AAAxC,CAAzC;AACApB,OAAO,CAAC/B,SAAD,CAAP,GAAyC;AAAEnlB,MAAI,EAAEsrB,WAAR;AAAsB5rB,MAAI,EAAE,EAA5B;AAAgC0rB,QAAM,EAAE5C;AAAxC,CAAzC;AACAtB,OAAO,CAAC9B,UAAD,CAAP,GAAyC;AAAEplB,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgC0rB,QAAM,EAAEhC;AAAxC,CAAzC;AACAlC,OAAO,CAAC7B,UAAD,CAAP,GAAyC;AAAErlB,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgC0rB,QAAM,EAAE9B;AAAxC,CAAzC;AACApC,OAAO,CAAC5B,UAAD,CAAP,GAAyC;AAAEtlB,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgC0rB,QAAM,EAAE5B;AAAxC,CAAzC;AACAtC,OAAO,CAACvB,YAAD,CAAP,GAAyC;AAAE3lB,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgC0rB,QAAM,EAAE1B;AAAxC,CAAzC;AACAxC,OAAO,CAACtB,YAAD,CAAP,GAAyC;AAAE5lB,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgC0rB,QAAM,EAAEtB;AAAxC,CAAzC;AACA5C,OAAO,CAACrB,YAAD,CAAP,GAAyC;AAAE7lB,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgC0rB,QAAM,EAAExB;AAAxC,CAAzC;AACA1C,OAAO,CAACpB,YAAD,CAAP,GAAyC;AAAE9lB,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgC0rB,QAAM,EAAElB;AAAxC,CAAzC;AACAhD,OAAO,CAACnB,YAAD,CAAP,GAAyC;AAAE/lB,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgC0rB,QAAM,EAAEpB;AAAxC,CAAzC;AACA9C,OAAO,CAAClB,YAAD,CAAP,GAAyC;AAAEhmB,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgC0rB,QAAM,EAAEhB;AAAxC,CAAzC;AACAlD,OAAO,CAAC3B,UAAD,CAAP,GAAyC;AAAEvlB,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F5D,WAAS,EAAEziB;AAAtG,CAAzC;AACAuiB,OAAO,CAAC1B,YAAD,CAAP,GAAyC;AAAExlB,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F5D,WAAS,EAAEL;AAAtG,CAAzC;AACAG,OAAO,CAACzB,UAAD,CAAP,GAAyC;AAAEzlB,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F5D,WAAS,EAAEJ;AAAtG,CAAzC;AACAE,OAAO,CAACxB,iBAAD,CAAP,GAAyC;AAAE1lB,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F5D,WAAS,EAAEziB;AAAtG,CAAzC;AACAuiB,OAAO,CAACjB,gBAAD,CAAP,GAAyC;AAAEjmB,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F5D,WAAS,EAAEH;AAAtG,CAAzC;AACAC,OAAO,CAAChB,uBAAD,CAAP,GAAyC;AAAElmB,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F5D,WAAS,EAAEH;AAAtG,CAAzC;AACAC,OAAO,CAACf,mBAAD,CAAP,GAAyC;AAAEnmB,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F5D,WAAS,EAAEL;AAAtG,CAAzC;AACAG,OAAO,CAACX,cAAD,CAAP,GAAyC;AAAEvmB,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F5D,WAAS,EAAEziB;AAAtG,CAAzC;AACAuiB,OAAO,CAACV,cAAD,CAAP,GAAyC;AAAExmB,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F5D,WAAS,EAAEJ;AAAtG,CAAzC;AACAE,OAAO,CAACT,gBAAD,CAAP,GAAyC;AAAEzmB,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F5D,WAAS,EAAEL;AAAtG,CAAzC;AACAG,OAAO,CAACR,oBAAD,CAAP,GAAyC;AAAE1mB,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F5D,WAAS,EAAEH;AAAtG,CAAzC;AACAC,OAAO,CAACP,uBAAD,CAAP,GAAyC;AAAE3mB,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F5D,WAAS,EAAEziB;AAAtG,CAAzC;AACAuiB,OAAO,CAACN,uBAAD,CAAP,GAAyC;AAAE5mB,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F5D,WAAS,EAAEJ;AAAtG,CAAzC;AACAE,OAAO,CAACL,yBAAD,CAAP,GAAyC;AAAE7mB,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F5D,WAAS,EAAEL;AAAtG,CAAzC;AACAG,OAAO,CAACJ,6BAAD,CAAP,GAAyC;AAAE9mB,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgC0rB,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F5D,WAAS,EAAEH;AAAtG,CAAzC;;AAEA,SAASsE,iBAAT,CAA2BpuB,EAA3B,EAA+BguB,KAA/B,EAAsC;AACpC,SAAO,UAASxd,CAAT,EAAY;AACjB,QAAIA,CAAC,CAAChN,KAAN,EAAa;AACXxD,QAAE,CAACquB,wBAAH,CAA4BL,KAA5B;;AACA,cAAQxd,CAAC,CAAChN,KAAF,CAAQ3B,MAAhB;AACE,aAAK,CAAL;AACE7B,YAAE,CAACsuB,eAAH,CAAmBN,KAAnB,EAA0Bxd,CAAC,CAAChN,KAA5B;AACA;;AACF,aAAK,CAAL;AACExD,YAAE,CAACuuB,eAAH,CAAmBP,KAAnB,EAA0Bxd,CAAC,CAAChN,KAA5B;AACA;;AACF,aAAK,CAAL;AACExD,YAAE,CAACwuB,eAAH,CAAmBR,KAAnB,EAA0Bxd,CAAC,CAAChN,KAA5B;AACA;;AACF,aAAK,CAAL;AACExD,YAAE,CAACyuB,eAAH,CAAmBT,KAAnB,EAA0Bxd,CAAC,CAAChN,KAA5B;AACA;;AACF;AACE,gBAAM,IAAIpB,KAAJ,CAAU,+DAAV,CAAN;AAdJ;AAgBD,KAlBD,MAkBO;AACLpC,QAAE,CAACe,UAAH,CAAczB,YAAd,EAA4BkR,CAAC,CAAC5P,MAA9B;AACAZ,QAAE,CAAC0uB,uBAAH,CAA2BV,KAA3B;AACAhuB,QAAE,CAAC2uB,mBAAH,CACIX,KADJ,EACWxd,CAAC,CAACtO,aAAF,IAAmBsO,CAAC,CAACjO,IADhC,EACsCiO,CAAC,CAAC7P,IAAF,IAAUZ,KADhD,EACuDyQ,CAAC,CAAC7M,SAAF,IAAe,KADtE,EAC6E6M,CAAC,CAACtM,MAAF,IAAY,CADzF,EAC4FsM,CAAC,CAACrM,MAAF,IAAY,CADxG;;AAEA,UAAIqM,CAAC,CAACpM,OAAF,KAAcnE,SAAlB,EAA6B;AAC3BD,UAAE,CAAC4uB,mBAAH,CAAuBZ,KAAvB,EAA8Bxd,CAAC,CAACpM,OAAhC;AACD;AACF;AACF,GA5BD;AA6BD;;AAED,SAASyqB,eAAT,CAAyB7uB,EAAzB,EAA6BguB,KAA7B,EAAoC;AAClC,SAAO,UAASxd,CAAT,EAAY;AACjB,QAAIA,CAAC,CAAChN,KAAN,EAAa;AACXxD,QAAE,CAACquB,wBAAH,CAA4BL,KAA5B;;AACA,UAAIxd,CAAC,CAAChN,KAAF,CAAQ3B,MAAR,KAAmB,CAAvB,EAA0B;AACxB7B,UAAE,CAAC8uB,eAAH,CAAmBd,KAAnB,EAA0Bxd,CAAC,CAAChN,KAA5B;AACD,OAFD,MAEO;AACL,cAAM,IAAIpB,KAAJ,CAAU,oDAAV,CAAN;AACD;AACF,KAPD,MAOO;AACLpC,QAAE,CAACe,UAAH,CAAczB,YAAd,EAA4BkR,CAAC,CAAC5P,MAA9B;AACAZ,QAAE,CAAC0uB,uBAAH,CAA2BV,KAA3B;AACAhuB,QAAE,CAAC+uB,oBAAH,CACIf,KADJ,EACWxd,CAAC,CAACtO,aAAF,IAAmBsO,CAAC,CAACjO,IADhC,EACsCiO,CAAC,CAAC7P,IAAF,IAAUd,GADhD,EACqD2Q,CAAC,CAACtM,MAAF,IAAY,CADjE,EACoEsM,CAAC,CAACrM,MAAF,IAAY,CADhF;;AAEA,UAAIqM,CAAC,CAACpM,OAAF,KAAcnE,SAAlB,EAA6B;AAC3BD,UAAE,CAAC4uB,mBAAH,CAAuBZ,KAAvB,EAA8Bxd,CAAC,CAACpM,OAAhC;AACD;AACF;AACF,GAjBD;AAkBD;;AAED,SAAS4qB,gBAAT,CAA0BhvB,EAA1B,EAA8BguB,KAA9B,EAAqC;AACnC,SAAO,UAASxd,CAAT,EAAY;AACjB,QAAIA,CAAC,CAAChN,KAAN,EAAa;AACXxD,QAAE,CAACquB,wBAAH,CAA4BL,KAA5B;;AACA,UAAIxd,CAAC,CAAChN,KAAF,CAAQ3B,MAAR,KAAmB,CAAvB,EAA0B;AACxB7B,UAAE,CAACivB,gBAAH,CAAoBjB,KAApB,EAA2Bxd,CAAC,CAAChN,KAA7B;AACD,OAFD,MAEO;AACL,cAAM,IAAIpB,KAAJ,CAAU,6DAAV,CAAN;AACD;AACF,KAPD,MAOO;AACLpC,QAAE,CAACe,UAAH,CAAczB,YAAd,EAA4BkR,CAAC,CAAC5P,MAA9B;AACAZ,QAAE,CAAC0uB,uBAAH,CAA2BV,KAA3B;AACAhuB,QAAE,CAAC+uB,oBAAH,CACIf,KADJ,EACWxd,CAAC,CAACtO,aAAF,IAAmBsO,CAAC,CAACjO,IADhC,EACsCiO,CAAC,CAAC7P,IAAF,IAAUb,YADhD,EAC8D0Q,CAAC,CAACtM,MAAF,IAAY,CAD1E,EAC6EsM,CAAC,CAACrM,MAAF,IAAY,CADzF;;AAEA,UAAIqM,CAAC,CAACpM,OAAF,KAAcnE,SAAlB,EAA6B;AAC3BD,UAAE,CAAC4uB,mBAAH,CAAuBZ,KAAvB,EAA8Bxd,CAAC,CAACpM,OAAhC;AACD;AACF;AACF,GAjBD;AAkBD;;AAED,SAAS8qB,eAAT,CAAyBlvB,EAAzB,EAA6BguB,KAA7B,EAAoCmB,QAApC,EAA8C;AAC5C,MAAMC,WAAW,GAAGD,QAAQ,CAAC5sB,IAA7B;AACA,MAAMwD,KAAK,GAAGopB,QAAQ,CAACppB,KAAvB;AAEA,SAAO,UAASyK,CAAT,EAAY;AACjBxQ,MAAE,CAACe,UAAH,CAAczB,YAAd,EAA4BkR,CAAC,CAAC5P,MAA9B;AACA,QAAMsB,aAAa,GAAGsO,CAAC,CAACjO,IAAF,IAAUiO,CAAC,CAACtO,aAAZ,IAA6BktB,WAAnD;AACA,QAAM7sB,IAAI,GAAGL,aAAa,GAAG6D,KAA7B;AACA,QAAMpF,IAAI,GAAG6P,CAAC,CAAC7P,IAAF,IAAUZ,KAAvB;AACA,QAAMovB,QAAQ,GAAGpF,OAAO,CAACppB,IAAD,CAAxB;AACA,QAAMuD,MAAM,GAAGirB,QAAQ,CAAC5sB,IAAT,GAAgBL,aAA/B;AACA,QAAMyB,SAAS,GAAG6M,CAAC,CAAC7M,SAAF,IAAe,KAAjC;AACA,QAAMQ,MAAM,GAAGqM,CAAC,CAACrM,MAAF,IAAY,CAA3B;AACA,QAAMkrB,SAAS,GAAGnrB,MAAM,GAAG6B,KAA3B;;AACA,SAAK,IAAIyc,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGzc,KAApB,EAA2B,EAAEyc,CAA7B,EAAgC;AAC9BxiB,QAAE,CAAC0uB,uBAAH,CAA2BV,KAAK,GAAGxL,CAAnC;AACAxiB,QAAE,CAAC2uB,mBAAH,CACIX,KAAK,GAAGxL,CADZ,EACejgB,IADf,EACqB5B,IADrB,EAC2BgD,SAD3B,EACsCO,MADtC,EAC8CC,MAAM,GAAGkrB,SAAS,GAAG7M,CADnE;;AAEA,UAAIhS,CAAC,CAACpM,OAAF,KAAcnE,SAAlB,EAA6B;AAC3BD,UAAE,CAAC4uB,mBAAH,CAAuBZ,KAAK,GAAGxL,CAA/B,EAAkChS,CAAC,CAACpM,OAApC;AACD;AACF;AACF,GAlBD;AAmBD;;AAID,IAAMkrB,WAAW,GAAG,EAApB;AACAA,WAAW,CAACvvB,KAAD,CAAX,GAAiC;AAAEwC,MAAI,EAAG,CAAT;AAAY0rB,QAAM,EAAEG;AAApB,CAAjC;AACAkB,WAAW,CAAC/H,UAAD,CAAX,GAAiC;AAAEhlB,MAAI,EAAG,CAAT;AAAY0rB,QAAM,EAAEG;AAApB,CAAjC;AACAkB,WAAW,CAAC9H,UAAD,CAAX,GAAiC;AAAEjlB,MAAI,EAAE,EAAR;AAAY0rB,QAAM,EAAEG;AAApB,CAAjC;AACAkB,WAAW,CAAC7H,UAAD,CAAX,GAAiC;AAAEllB,MAAI,EAAE,EAAR;AAAY0rB,QAAM,EAAEG;AAApB,CAAjC;AACAkB,WAAW,CAACzvB,GAAD,CAAX,GAAiC;AAAE0C,MAAI,EAAG,CAAT;AAAY0rB,QAAM,EAAEY;AAApB,CAAjC;AACAS,WAAW,CAAC5H,QAAD,CAAX,GAAiC;AAAEnlB,MAAI,EAAG,CAAT;AAAY0rB,QAAM,EAAEY;AAApB,CAAjC;AACAS,WAAW,CAAC3H,QAAD,CAAX,GAAiC;AAAEplB,MAAI,EAAE,EAAR;AAAY0rB,QAAM,EAAEY;AAApB,CAAjC;AACAS,WAAW,CAAC1H,QAAD,CAAX,GAAiC;AAAErlB,MAAI,EAAE,EAAR;AAAY0rB,QAAM,EAAEY;AAApB,CAAjC;AACAS,WAAW,CAACxvB,YAAD,CAAX,GAAiC;AAAEyC,MAAI,EAAG,CAAT;AAAY0rB,QAAM,EAAEe;AAApB,CAAjC;AACAM,WAAW,CAACrG,iBAAD,CAAX,GAAiC;AAAE1mB,MAAI,EAAG,CAAT;AAAY0rB,QAAM,EAAEe;AAApB,CAAjC;AACAM,WAAW,CAACpG,iBAAD,CAAX,GAAiC;AAAE3mB,MAAI,EAAE,EAAR;AAAY0rB,QAAM,EAAEe;AAApB,CAAjC;AACAM,WAAW,CAACnG,iBAAD,CAAX,GAAiC;AAAE5mB,MAAI,EAAE,EAAR;AAAY0rB,QAAM,EAAEe;AAApB,CAAjC;AACAM,WAAW,CAACzH,IAAD,CAAX,GAAiC;AAAEtlB,MAAI,EAAG,CAAT;AAAY0rB,QAAM,EAAEY;AAApB,CAAjC;AACAS,WAAW,CAACxH,SAAD,CAAX,GAAiC;AAAEvlB,MAAI,EAAG,CAAT;AAAY0rB,QAAM,EAAEY;AAApB,CAAjC;AACAS,WAAW,CAACvH,SAAD,CAAX,GAAiC;AAAExlB,MAAI,EAAE,EAAR;AAAY0rB,QAAM,EAAEY;AAApB,CAAjC;AACAS,WAAW,CAACtH,SAAD,CAAX,GAAiC;AAAEzlB,MAAI,EAAE,EAAR;AAAY0rB,QAAM,EAAEY;AAApB,CAAjC;AACAS,WAAW,CAACrH,UAAD,CAAX,GAAiC;AAAE1lB,MAAI,EAAG,CAAT;AAAY0rB,QAAM,EAAEiB,eAApB;AAAuCnpB,OAAK,EAAE;AAA9C,CAAjC;AACAupB,WAAW,CAACpH,UAAD,CAAX,GAAiC;AAAE3lB,MAAI,EAAG,CAAT;AAAY0rB,QAAM,EAAEiB,eAApB;AAAuCnpB,OAAK,EAAE;AAA9C,CAAjC;AACAupB,WAAW,CAACnH,UAAD,CAAX,GAAiC;AAAE5lB,MAAI,EAAE,EAAR;AAAY0rB,QAAM,EAAEiB,eAApB;AAAuCnpB,OAAK,EAAE;AAA9C,CAAjC,C,CAEA;;AACA,IAAM/F,EAAE,GAAGC,SAAX;AAAuB;;AAA0B;;AAEjD;;;;;;;;AAQA,SAASsvB,cAAT,CAAwBrjB,GAAxB,EAA6BsjB,UAA7B,EAAyC;AACvCA,YAAU,GAAGA,UAAU,IAAI,CAA3B;AACA,IAAEA,UAAF;AAEA,SAAOtjB,GAAG,CAACujB,KAAJ,CAAU,IAAV,EAAgBC,GAAhB,CAAoB,UAASC,IAAT,EAAe/jB,GAAf,EAAoB;AAC7C,WAAQA,GAAG,GAAG4jB,UAAP,GAAqB,IAArB,GAA4BG,IAAnC;AACD,GAFM,EAEJC,IAFI,CAEC,IAFD,CAAP;AAGD;;AAED,IAAMC,OAAO,GAAG,WAAhB;AAEA;;;;;;;;;;AASA,SAASC,UAAT,CAAoB9vB,EAApB,EAAwB+vB,YAAxB,EAAsCC,UAAtC,EAAkDC,iBAAlD,EAAqE;AACnE,MAAMC,KAAK,GAAGD,iBAAiB,IAAI5jB,KAAnC,CADmE,CAEnE;;AACA,MAAM8jB,MAAM,GAAGnwB,EAAE,CAACowB,YAAH,CAAgBJ,UAAhB,CAAf,CAHmE,CAKnE;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;AACA,MAAIR,UAAU,GAAG,CAAjB;;AACA,MAAIK,OAAO,CAAC1tB,IAAR,CAAa4tB,YAAb,CAAJ,EAAgC;AAC9BP,cAAU,GAAG,CAAb;AACAO,gBAAY,GAAGA,YAAY,CAACM,OAAb,CAAqBR,OAArB,EAA8B,EAA9B,CAAf;AACD,GApBkE,CAsBnE;;;AACA7vB,IAAE,CAAC+vB,YAAH,CAAgBI,MAAhB,EAAwBJ,YAAxB,EAvBmE,CAyBnE;;AACA/vB,IAAE,CAACswB,aAAH,CAAiBH,MAAjB,EA1BmE,CA4BnE;;AACA,MAAMI,QAAQ,GAAGvwB,EAAE,CAACwwB,kBAAH,CAAsBL,MAAtB,EAA8BzJ,cAA9B,CAAjB;;AACA,MAAI,CAAC6J,QAAL,EAAe;AACb;AACA,QAAME,SAAS,GAAGzwB,EAAE,CAAC0wB,gBAAH,CAAoBP,MAApB,CAAlB;AACAD,SAAK,CAACX,cAAc,CAACQ,YAAD,EAAeP,UAAf,CAAd,GAA2C,gCAA3C,GAA8EiB,SAA/E,CAAL;AACAzwB,MAAE,CAAC2wB,YAAH,CAAgBR,MAAhB;AACA,WAAO,IAAP;AACD;;AAED,SAAOA,MAAP;AACD;AAED;;;;;;;;;;;AAWA;;;;;;;;;;;AASA,SAASS,iBAAT,CAA2BC,WAA3B,EAAwCC,aAAxC,EAAuDb,iBAAvD,EAA0E;AACxE,MAAIc,yBAAJ;AACA,MAAIC,qBAAJ;;AACA,MAAI,OAAOF,aAAP,KAAyB,UAA7B,EAAyC;AACvCb,qBAAiB,GAAGa,aAApB;AACAA,iBAAa,GAAG7wB,SAAhB;AACD;;AACD,MAAI,OAAO4wB,WAAP,KAAuB,UAA3B,EAAuC;AACrCZ,qBAAiB,GAAGY,WAApB;AACAA,eAAW,GAAG5wB,SAAd;AACD,GAHD,MAGO,IAAI4wB,WAAW,IAAI,CAACluB,KAAK,CAACC,OAAN,CAAciuB,WAAd,CAApB,EAAgD;AACrD;AACA;AACA,QAAIA,WAAW,CAACI,aAAhB,EAA+B;AAC7B,aAAOJ,WAAP;AACD;;AACD,QAAMK,GAAG,GAAGL,WAAZ;AACAZ,qBAAiB,GAAGiB,GAAG,CAACD,aAAxB;AACAJ,eAAW,GAAGK,GAAG,CAACC,eAAlB;AACAJ,6BAAyB,GAAGG,GAAG,CAACH,yBAAhC;AACAC,yBAAqB,GAAGE,GAAG,CAACF,qBAA5B;AACD;;AAED,MAAMpO,OAAO,GAAG;AACdqO,iBAAa,EAAEhB,iBAAiB,IAAI5jB,KADtB;AAEd0kB,6BAAyB,EAAEA,yBAFb;AAGdC,yBAAqB,EAAEA;AAHT,GAAhB;;AAMA,MAAIH,WAAJ,EAAiB;AACf,QAAIM,eAAe,GAAG,EAAtB;;AACA,QAAIxuB,KAAK,CAACC,OAAN,CAAciuB,WAAd,CAAJ,EAAgC;AAC9BA,iBAAW,CAACxtB,OAAZ,CAAoB,UAASE,MAAT,EAAkBqI,GAAlB,EAAuB;AACzCulB,uBAAe,CAAC5tB,MAAD,CAAf,GAA0ButB,aAAa,GAAGA,aAAa,CAACllB,GAAD,CAAhB,GAAwBA,GAA/D;AACD,OAFD;AAGD,KAJD,MAIO;AACLulB,qBAAe,GAAGN,WAAlB;AACD;;AACDjO,WAAO,CAACuO,eAAR,GAA0BA,eAA1B;AACD;;AAED,SAAOvO,OAAP;AACD;;AAED,IAAMwO,iBAAiB,GAAG,CACxB,eADwB,EAExB,iBAFwB,CAA1B;;AAKA,SAASC,2BAAT,CAAqCrxB,EAArC,EAAyCsxB,UAAzC,EAAqD;AACnD,MAAIA,UAAU,CAAC5W,OAAX,CAAmB,MAAnB,KAA8B,CAAlC,EAAqC;AACnC,WAAOkM,eAAP;AACD,GAFD,MAEO,IAAI0K,UAAU,CAAC5W,OAAX,CAAmB,MAAnB,KAA8B,CAAlC,EAAqC;AAC1C,WAAOmM,aAAP;AACD;;AACD,SAAO5mB,SAAP;AACD;;AAED,SAASsxB,aAAT,CAAuBvxB,EAAvB,EAA2BwxB,OAA3B,EAAoC;AAClCA,SAAO,CAACnuB,OAAR,CAAgB,UAAS8sB,MAAT,EAAiB;AAC/BnwB,MAAE,CAAC2wB,YAAH,CAAgBR,MAAhB;AACD,GAFD;AAGD;AAED;;;;;;;;;;;;;;;;;;;;;;AAoBA,SAASsB,aAAT,CACIzxB,EADJ,EACQwxB,OADR,EACiBX,WADjB,EAC8BC,aAD9B,EAC6Cb,iBAD7C,EACgE;AAC9D,MAAMyB,WAAW,GAAGd,iBAAiB,CAACC,WAAD,EAAcC,aAAd,EAA6Bb,iBAA7B,CAArC;AACA,MAAM0B,WAAW,GAAG,EAApB;AACA,MAAMC,UAAU,GAAG,EAAnB;;AACA,OAAK,IAAIhmB,GAAG,GAAG,CAAf,EAAkBA,GAAG,GAAG4lB,OAAO,CAAC3vB,MAAhC,EAAwC,EAAE+J,GAA1C,EAA+C;AAC7C,QAAIukB,MAAM,GAAGqB,OAAO,CAAC5lB,GAAD,CAApB;;AACA,QAAI,OAAQukB,MAAR,KAAoB,QAAxB,EAAkC;AAChC,UAAM0B,IAAI,GAAG3L,cAAc,CAACiK,MAAD,CAA3B;AACA,UAAMjkB,GAAG,GAAG2lB,IAAI,GAAGA,IAAI,CAACC,IAAR,GAAe3B,MAA/B;AACA,UAAIxvB,IAAI,GAAGX,EAAE,CAACoxB,iBAAiB,CAACxlB,GAAD,CAAlB,CAAb;;AACA,UAAIimB,IAAI,IAAIA,IAAI,CAAClxB,IAAjB,EAAuB;AACrBA,YAAI,GAAG0wB,2BAA2B,CAACrxB,EAAD,EAAK6xB,IAAI,CAAClxB,IAAV,CAA3B,IAA8CA,IAArD;AACD;;AACDwvB,YAAM,GAAGL,UAAU,CAAC9vB,EAAD,EAAKkM,GAAL,EAAUvL,IAAV,EAAgB+wB,WAAW,CAACT,aAA5B,CAAnB;AACAW,gBAAU,CAAClmB,IAAX,CAAgBykB,MAAhB;AACD;;AACD,QAAI3vB,MAAM,CAACkM,QAAP,CAAgB1M,EAAhB,EAAoBmwB,MAApB,CAAJ,EAAiC;AAC/BwB,iBAAW,CAACjmB,IAAZ,CAAiBykB,MAAjB;AACD;AACF;;AAED,MAAIwB,WAAW,CAAC9vB,MAAZ,KAAuB2vB,OAAO,CAAC3vB,MAAnC,EAA2C;AACzC6vB,eAAW,CAACT,aAAZ,CAA0B,gCAA1B;AACAM,iBAAa,CAACvxB,EAAD,EAAK4xB,UAAL,CAAb;AACA,WAAO,IAAP;AACD;;AAED,MAAM7qB,OAAO,GAAG/G,EAAE,CAACyxB,aAAH,EAAhB;AACAE,aAAW,CAACtuB,OAAZ,CAAoB,UAAS8sB,MAAT,EAAiB;AACnCnwB,MAAE,CAAC+xB,YAAH,CAAgBhrB,OAAhB,EAAyBopB,MAAzB;AACD,GAFD;;AAGA,MAAIuB,WAAW,CAACP,eAAhB,EAAiC;AAC/BhuB,UAAM,CAACC,IAAP,CAAYsuB,WAAW,CAACP,eAAxB,EAAyC9tB,OAAzC,CAAiD,UAASE,MAAT,EAAiB;AAChEvD,QAAE,CAACgyB,kBAAH,CAAsBjrB,OAAtB,EAA+B2qB,WAAW,CAACP,eAAZ,CAA4B5tB,MAA5B,CAA/B,EAAoEA,MAApE;AACD,KAFD;AAGD;;AACD,MAAI0uB,QAAQ,GAAGP,WAAW,CAACX,yBAA3B;;AACA,MAAIkB,QAAJ,EAAc;AACZ,QAAIA,QAAQ,CAAC/uB,OAAb,EAAsB;AACpB+uB,cAAQ,GAAGA,QAAQ,CAAC/uB,OAApB;AACD;;AACD,QAAI,CAACP,KAAK,CAACC,OAAN,CAAcqvB,QAAd,CAAL,EAA8B;AAC5BA,cAAQ,GAAG9uB,MAAM,CAACC,IAAP,CAAY6uB,QAAZ,CAAX;AACD;;AACDjyB,MAAE,CAAC+wB,yBAAH,CAA6BhqB,OAA7B,EAAsCkrB,QAAtC,EAAgDP,WAAW,CAACV,qBAAZ,IAAqClK,gBAArF;AACD;;AACD9mB,IAAE,CAACkyB,WAAH,CAAenrB,OAAf,EA9C8D,CAgD9D;;AACA,MAAMorB,MAAM,GAAGnyB,EAAE,CAACoyB,mBAAH,CAAuBrrB,OAAvB,EAAgC4f,WAAhC,CAAf;;AACA,MAAI,CAACwL,MAAL,EAAa;AACX;AACA,QAAM1B,SAAS,GAAGzwB,EAAE,CAACqyB,iBAAH,CAAqBtrB,OAArB,CAAlB;AACA2qB,eAAW,CAACT,aAAZ,CAA0B,8BAA8BR,SAAxD;AAEAzwB,MAAE,CAACsyB,aAAH,CAAiBvrB,OAAjB;AACAwqB,iBAAa,CAACvxB,EAAD,EAAK4xB,UAAL,CAAb;AACA,WAAO,IAAP;AACD;;AACD,SAAO7qB,OAAP;AACD;AAED;;;;;;;;;;;;AAUA,SAASwrB,sBAAT,CACIvyB,EADJ,EACQwyB,QADR,EACkBC,cADlB,EACkCxC,iBADlC,EACqD;AACnD,MAAIF,YAAY,GAAG,EAAnB;AACA,MAAM2C,YAAY,GAAGxM,cAAc,CAACsM,QAAD,CAAnC;;AACA,MAAI,CAACE,YAAL,EAAmB;AACjB,UAAM,IAAItwB,KAAJ,mCAAqCowB,QAArC,EAAN;AACD;;AACDzC,cAAY,GAAG2C,YAAY,CAACZ,IAA5B;AAEA,MAAM9B,UAAU,GAAGyC,cAAc,IAAIpB,2BAA2B,CAACrxB,EAAD,EAAK0yB,YAAY,CAAC/xB,IAAlB,CAAhE;;AACA,MAAI,CAACqvB,UAAL,EAAiB;AACf,UAAM,IAAI5tB,KAAJ,CAAU,qBAAV,CAAN;AACD;;AAED,SAAO0tB,UAAU,CAAC9vB,EAAD,EAAK+vB,YAAL,EAAmBC,UAAnB,EAA+BC,iBAA/B,CAAjB;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;AAsBA,SAAS0C,wBAAT,CACI3yB,EADJ,EACQ4yB,eADR,EACyB/B,WADzB,EACsCC,aADtC,EACqDb,iBADrD,EACwE;AACtE,MAAMyB,WAAW,GAAGd,iBAAiB,CAACC,WAAD,EAAcC,aAAd,EAA6Bb,iBAA7B,CAArC;AACA,MAAMuB,OAAO,GAAG,EAAhB;;AACA,OAAK,IAAI5sB,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGguB,eAAe,CAAC/wB,MAAtC,EAA8C,EAAE+C,EAAhD,EAAoD;AAClD,QAAMurB,MAAM,GAAGoC,sBAAsB,CACjCvyB,EADiC,EAC7B4yB,eAAe,CAAChuB,EAAD,CADc,EACR5E,EAAE,CAACoxB,iBAAiB,CAACxsB,EAAD,CAAlB,CADM,EACmB8sB,WAAW,CAACT,aAD/B,CAArC;;AAEA,QAAI,CAACd,MAAL,EAAa;AACX,aAAO,IAAP;AACD;;AACDqB,WAAO,CAAC9lB,IAAR,CAAaykB,MAAb;AACD;;AACD,SAAOsB,aAAa,CAACzxB,EAAD,EAAKwxB,OAAL,EAAcE,WAAd,CAApB;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;AAsBA,SAASmB,wBAAT,CACI7yB,EADJ,EACQ8yB,aADR,EACuBjC,WADvB,EACoCC,aADpC,EACmDb,iBADnD,EACsE;AACpE,MAAMyB,WAAW,GAAGd,iBAAiB,CAACC,WAAD,EAAcC,aAAd,EAA6Bb,iBAA7B,CAArC;AACA,MAAMuB,OAAO,GAAG,EAAhB;;AACA,OAAK,IAAI5sB,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGkuB,aAAa,CAACjxB,MAApC,EAA4C,EAAE+C,EAA9C,EAAkD;AAChD,QAAMurB,MAAM,GAAGL,UAAU,CACrB9vB,EADqB,EACjB8yB,aAAa,CAACluB,EAAD,CADI,EACE5E,EAAE,CAACoxB,iBAAiB,CAACxsB,EAAD,CAAlB,CADJ,EAC6B8sB,WAAW,CAACT,aADzC,CAAzB;;AAEA,QAAI,CAACd,MAAL,EAAa;AACX,aAAO,IAAP;AACD;;AACDqB,WAAO,CAAC9lB,IAAR,CAAaykB,MAAb;AACD;;AACD,SAAOsB,aAAa,CAACzxB,EAAD,EAAKwxB,OAAL,EAAcE,WAAd,CAApB;AACD;AAED;;;;;;;;;;;;;;;;;;;AAiBA,SAASqB,SAAT,CAAmBtO,IAAnB,EAAyB;AACvB,MAAMnjB,IAAI,GAAGmjB,IAAI,CAACnjB,IAAlB;AACA,SAAOA,IAAI,CAAC0xB,UAAL,CAAgB,KAAhB,KAA0B1xB,IAAI,CAAC0xB,UAAL,CAAgB,QAAhB,CAAjC;AACD;AAED;;;;;;;;;;;;;AAWA,SAASC,oBAAT,CAA8BjzB,EAA9B,EAAkC+G,OAAlC,EAA2C;AACzC,MAAImsB,WAAW,GAAG,CAAlB;AAEA;;;;;;;;AAOA,WAASC,mBAAT,CAA6BpsB,OAA7B,EAAsCqsB,WAAtC,EAAmD;AACjD,QAAMjJ,QAAQ,GAAGnqB,EAAE,CAACqzB,kBAAH,CAAsBtsB,OAAtB,EAA+BqsB,WAAW,CAAC9xB,IAA3C,CAAjB;AACA,QAAMsB,OAAO,GAAIwwB,WAAW,CAAC7wB,IAAZ,GAAmB,CAAnB,IAAwB6wB,WAAW,CAAC9xB,IAAZ,CAAiBgyB,MAAjB,CAAwB,CAAC,CAAzB,MAAgC,KAAzE;AACA,QAAM3yB,IAAI,GAAGyyB,WAAW,CAACzyB,IAAzB;AACA,QAAMwuB,QAAQ,GAAGpF,OAAO,CAACppB,IAAD,CAAxB;;AACA,QAAI,CAACwuB,QAAL,EAAe;AACb,YAAM,IAAI/sB,KAAJ,2BAA6BzB,IAAI,CAAC4yB,QAAL,CAAc,EAAd,CAA7B,EAAN,CADa,CAC4C;AAC1D;;AACD,QAAItF,MAAJ;;AACA,QAAIkB,QAAQ,CAAClF,SAAb,EAAwB;AACtB;AACA,UAAMmD,IAAI,GAAG8F,WAAb;AACAA,iBAAW,IAAIE,WAAW,CAAC7wB,IAA3B;;AACA,UAAIK,OAAJ,EAAa;AACXqrB,cAAM,GAAGkB,QAAQ,CAACjB,WAAT,CAAqBluB,EAArB,EAAyBW,IAAzB,EAA+BysB,IAA/B,EAAqCjD,QAArC,EAA+CiJ,WAAW,CAAC7wB,IAA3D,CAAT;AACD,OAFD,MAEO;AACL0rB,cAAM,GAAGkB,QAAQ,CAAClB,MAAT,CAAgBjuB,EAAhB,EAAoBW,IAApB,EAA0BysB,IAA1B,EAAgCjD,QAAhC,EAA0CiJ,WAAW,CAAC7wB,IAAtD,CAAT;AACD;AACF,KATD,MASO;AACL,UAAI4sB,QAAQ,CAACjB,WAAT,IAAwBtrB,OAA5B,EAAqC;AACnCqrB,cAAM,GAAGkB,QAAQ,CAACjB,WAAT,CAAqBluB,EAArB,EAAyBmqB,QAAzB,CAAT;AACD,OAFD,MAEO;AACL8D,cAAM,GAAGkB,QAAQ,CAAClB,MAAT,CAAgBjuB,EAAhB,EAAoBmqB,QAApB,CAAT;AACD;AACF;;AACD8D,UAAM,CAAC9D,QAAP,GAAkBA,QAAlB;AACA,WAAO8D,MAAP;AACD;;AAED,MAAMuF,cAAc,GAAG,EAAvB;AACA,MAAMC,WAAW,GAAGzzB,EAAE,CAACoyB,mBAAH,CAAuBrrB,OAAvB,EAAgCggB,eAAhC,CAApB;;AAEA,OAAK,IAAIniB,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAG6uB,WAAtB,EAAmC,EAAE7uB,EAArC,EAAyC;AACvC,QAAMwuB,WAAW,GAAGpzB,EAAE,CAAC0zB,gBAAH,CAAoB3sB,OAApB,EAA6BnC,EAA7B,CAApB;;AACA,QAAImuB,SAAS,CAACK,WAAD,CAAb,EAA4B;AACxB;AACH;;AACD,QAAI9xB,IAAI,GAAG8xB,WAAW,CAAC9xB,IAAvB,CALuC,CAMvC;;AACA,QAAIA,IAAI,CAACgyB,MAAL,CAAY,CAAC,CAAb,MAAoB,KAAxB,EAA+B;AAC7BhyB,UAAI,GAAGA,IAAI,CAACgyB,MAAL,CAAY,CAAZ,EAAehyB,IAAI,CAACO,MAAL,GAAc,CAA7B,CAAP;AACD;;AACD,QAAMosB,MAAM,GAAGkF,mBAAmB,CAACpsB,OAAD,EAAUqsB,WAAV,CAAlC;AACAI,kBAAc,CAAClyB,IAAD,CAAd,GAAuB2sB,MAAvB;AACD;;AACD,SAAOuF,cAAP;AACD;AAED;;;;;;;;AAQA;;;;;;;;;AAOA,SAASG,2BAAT,CAAqC3zB,EAArC,EAAyC+G,OAAzC,EAAkD;AAChD,MAAM0d,IAAI,GAAG,EAAb;AACA,MAAMmP,WAAW,GAAG5zB,EAAE,CAACoyB,mBAAH,CAAuBrrB,OAAvB,EAAgCkgB,2BAAhC,CAApB;;AACA,OAAK,IAAIriB,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGgvB,WAAtB,EAAmC,EAAEhvB,EAArC,EAAyC;AACvC,QAAMivB,OAAO,GAAG7zB,EAAE,CAAC8zB,2BAAH,CAA+B/sB,OAA/B,EAAwCnC,EAAxC,CAAhB;AACA6f,QAAI,CAACoP,OAAO,CAACvyB,IAAT,CAAJ,GAAqB;AACnB0sB,WAAK,EAAEppB,EADY;AAEnBjE,UAAI,EAAEkzB,OAAO,CAAClzB,IAFK;AAGnB4B,UAAI,EAAEsxB,OAAO,CAACtxB;AAHK,KAArB;AAKD;;AACD,SAAOkiB,IAAP;AACD;AAED;;;;;;;;;;AAQA,SAASsP,yBAAT,CAAmC/zB,EAAnC,EAAuCg0B,qBAAvC,EAA8D3uB,UAA9D,EAA0E;AACxE,MAAI2uB,qBAAqB,CAACA,qBAA1B,EAAiD;AAC/CA,yBAAqB,GAAGA,qBAAqB,CAACA,qBAA9C;AACD;;AACD,MAAI3uB,UAAU,CAACnC,OAAf,EAAwB;AACtBmC,cAAU,GAAGA,UAAU,CAACnC,OAAxB;AACD;;AACD,OAAK,IAAM5B,IAAX,IAAmB+D,UAAnB,EAA+B;AAC7B,QAAMwuB,OAAO,GAAGG,qBAAqB,CAAC1yB,IAAD,CAArC;;AACA,QAAIuyB,OAAJ,EAAa;AACX,UAAMI,GAAG,GAAG5uB,UAAU,CAAC/D,IAAD,CAAtB;;AACA,UAAI2yB,GAAG,CAAC9vB,MAAR,EAAgB;AACdnE,UAAE,CAACk0B,eAAH,CAAmB1N,yBAAnB,EAA8CqN,OAAO,CAAC7F,KAAtD,EAA6DiG,GAAG,CAACrzB,MAAjE,EAAyEqzB,GAAG,CAAC9vB,MAA7E,EAAqF8vB,GAAG,CAAC1xB,IAAzF;AACD,OAFD,MAEO;AACLvC,UAAE,CAACm0B,cAAH,CAAkB3N,yBAAlB,EAA6CqN,OAAO,CAAC7F,KAArD,EAA4DiG,GAAG,CAACrzB,MAAhE;AACD;AACF;AACF;AACF;AAED;;;;;;;;;;AAQA,SAASwzB,uBAAT,CAAiCp0B,EAAjC,EAAqC2G,WAArC,EAAkDtB,UAAlD,EAA8D;AAC5D,MAAMgvB,EAAE,GAAGr0B,EAAE,CAACo0B,uBAAH,EAAX;AACAp0B,IAAE,CAACs0B,qBAAH,CAAyB7N,kBAAzB,EAA6C4N,EAA7C;AACAr0B,IAAE,CAAC8G,UAAH,CAAcH,WAAW,CAACI,OAA1B;AACAgtB,2BAAyB,CAAC/zB,EAAD,EAAK2G,WAAL,EAAkBtB,UAAlB,CAAzB;AACArF,IAAE,CAACs0B,qBAAH,CAAyB7N,kBAAzB,EAA6C,IAA7C;AACA,SAAO4N,EAAP;AACD;AAED;;;;;;;;;AASA;;;;;;;;;;;;;;AAcA;;;;;;;;;;AAUA;;;;;;;;;;;;;AAWA,SAASE,iCAAT,CAA2Cv0B,EAA3C,EAA+C+G,OAA/C,EAAwD;AACtD,MAAM0sB,WAAW,GAAGzzB,EAAE,CAACoyB,mBAAH,CAAuBrrB,OAAvB,EAAgCggB,eAAhC,CAApB;AACA,MAAMyN,WAAW,GAAG,EAApB;AACA,MAAMC,cAAc,GAAG,EAAvB;;AAEA,OAAK,IAAI7vB,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAG6uB,WAAtB,EAAmC,EAAE7uB,EAArC,EAAyC;AACvC6vB,kBAAc,CAAC/oB,IAAf,CAAoB9G,EAApB;AACA4vB,eAAW,CAAC9oB,IAAZ,CAAiB,EAAjB;AACA,QAAM0nB,WAAW,GAAGpzB,EAAE,CAAC0zB,gBAAH,CAAoB3sB,OAApB,EAA6BnC,EAA7B,CAApB;;AACA,QAAImuB,SAAS,CAACK,WAAD,CAAb,EAA4B;AAC1B;AACD,KANsC,CAOvC;;;AACAoB,eAAW,CAAC5vB,EAAD,CAAX,CAAgBtD,IAAhB,GAAuB8xB,WAAW,CAAC9xB,IAAnC;AACD;;AAED,GACE,CAAE,cAAF,EAAkB,MAAlB,CADF,EAEE,CAAE,cAAF,EAAkB,MAAlB,CAFF,EAE+B;AAC7B,GAAE,qBAAF,EAAyB,UAAzB,CAHF,EAIE,CAAE,gBAAF,EAAoB,QAApB,CAJF,EAKE+B,OALF,CAKU,UAASqxB,IAAT,EAAe;AACvB,QAAMC,KAAK,GAAGD,IAAI,CAAC,CAAD,CAAlB;AACA,QAAM/vB,GAAG,GAAG+vB,IAAI,CAAC,CAAD,CAAhB;AACA10B,MAAE,CAAC40B,iBAAH,CAAqB7tB,OAArB,EAA8B0tB,cAA9B,EAA8Cz0B,EAAE,CAAC20B,KAAD,CAAhD,EAAyDtxB,OAAzD,CAAiE,UAASG,KAAT,EAAgBoI,GAAhB,EAAqB;AACpF4oB,iBAAW,CAAC5oB,GAAD,CAAX,CAAiBjH,GAAjB,IAAwBnB,KAAxB;AACD,KAFD;AAGD,GAXD;AAaA,MAAMqxB,UAAU,GAAG,EAAnB;AAEA,MAAMC,gBAAgB,GAAG90B,EAAE,CAACoyB,mBAAH,CAAuBrrB,OAAvB,EAAgCmgB,qBAAhC,CAAzB;;AACA,OAAK,IAAItiB,GAAE,GAAG,CAAd,EAAiBA,GAAE,GAAGkwB,gBAAtB,EAAwC,EAAElwB,GAA1C,EAA8C;AAC5C,QAAMtD,IAAI,GAAGtB,EAAE,CAAC+0B,yBAAH,CAA6BhuB,OAA7B,EAAsCnC,GAAtC,CAAb;AACA,QAAMowB,SAAS,GAAG;AAChBhH,WAAK,EAAEppB,GADS;AAEhBqwB,wBAAkB,EAAEj1B,EAAE,CAACk1B,8BAAH,CAAkCnuB,OAAlC,EAA2CnC,GAA3C,EAA+CuiB,yCAA/C,CAFJ;AAGhBgO,0BAAoB,EAAEn1B,EAAE,CAACk1B,8BAAH,CAAkCnuB,OAAlC,EAA2CnC,GAA3C,EAA+CwiB,2CAA/C,CAHN;AAIhB7kB,UAAI,EAAEvC,EAAE,CAACk1B,8BAAH,CAAkCnuB,OAAlC,EAA2CnC,GAA3C,EAA+CyiB,uBAA/C,CAJU;AAKhBoN,oBAAc,EAAEz0B,EAAE,CAACk1B,8BAAH,CAAkCnuB,OAAlC,EAA2CnC,GAA3C,EAA+C0iB,oCAA/C;AALA,KAAlB;AAOA0N,aAAS,CAACI,IAAV,GAAiBJ,SAAS,CAACC,kBAAV,IAAgCD,SAAS,CAACG,oBAA3D;AACAN,cAAU,CAACvzB,IAAD,CAAV,GAAmB0zB,SAAnB;AACD;;AAED,SAAO;AACLH,cAAU,EAAEA,UADP;AAELL,eAAW,EAAEA;AAFR,GAAP;AAID;;AAED,IAAMa,aAAa,GAAG,YAAtB,C,CAAqC;;AAErC;;;;;;;;;;;;;;;;;;;AAmBA;;;;;;;;;;;;;;;;;;AAiBA,SAASC,iCAAT,CAA2Ct1B,EAA3C,EAA+C+G,OAA/C,EAAwDwuB,gBAAxD,EAA0EC,SAA1E,EAAqF;AACnF,MAAMX,UAAU,GAAGU,gBAAgB,CAACV,UAApC;AACA,MAAML,WAAW,GAAGe,gBAAgB,CAACf,WAArC;AACA,MAAMQ,SAAS,GAAGH,UAAU,CAACW,SAAD,CAA5B;;AACA,MAAI,CAACR,SAAL,EAAgB;AACdzoB,QAAI,CAAC,gCAAD,EAAmCipB,SAAnC,CAAJ;AACA,WAAO;AACLl0B,UAAI,EAAEk0B,SADD;AAELnuB,cAAQ,EAAE;AAFL,KAAP;AAID;;AACD,MAAMxG,KAAK,GAAG,IAAI40B,WAAJ,CAAgBT,SAAS,CAACzyB,IAA1B,CAAd;AACA,MAAM3B,MAAM,GAAGZ,EAAE,CAACoB,YAAH,EAAf;AACA,MAAMs0B,kBAAkB,GAAGV,SAAS,CAAChH,KAArC;AACAhuB,IAAE,CAACe,UAAH,CAAcwlB,cAAd,EAA8B3lB,MAA9B;AACAZ,IAAE,CAAC21B,mBAAH,CAAuB5uB,OAAvB,EAAgCiuB,SAAS,CAAChH,KAA1C,EAAiD0H,kBAAjD;AAEA,MAAIr1B,MAAM,GAAGm1B,SAAS,GAAG,GAAzB;;AACA,MAAIH,aAAa,CAAClzB,IAAd,CAAmB9B,MAAnB,CAAJ,EAAgC;AAC9BA,UAAM,GAAGA,MAAM,CAACgwB,OAAP,CAAegF,aAAf,EAA8B,GAA9B,CAAT;AACD;;AACD,MAAMhuB,QAAQ,GAAG,EAAjB;AACA2tB,WAAS,CAACP,cAAV,CAAyBpxB,OAAzB,CAAiC,UAASuyB,UAAT,EAAqB;AACpD,QAAM9zB,IAAI,GAAG0yB,WAAW,CAACoB,UAAD,CAAxB;AACA,QAAMzG,QAAQ,GAAGpF,OAAO,CAACjoB,IAAI,CAACnB,IAAN,CAAxB;AACA,QAAMkC,IAAI,GAAGssB,QAAQ,CAACtsB,IAAtB;AACA,QAAMhB,MAAM,GAAGC,IAAI,CAACS,IAAL,GAAY4sB,QAAQ,CAAC5sB,IAApC;AACA,QAAIjB,IAAI,GAAGQ,IAAI,CAACR,IAAhB;;AACA,QAAIA,IAAI,CAACgyB,MAAL,CAAY,CAAZ,EAAejzB,MAAM,CAACwB,MAAtB,MAAkCxB,MAAtC,EAA8C;AAC5CiB,UAAI,GAAGA,IAAI,CAACgyB,MAAL,CAAYjzB,MAAM,CAACwB,MAAnB,CAAP;AACD;;AACDwF,YAAQ,CAAC/F,IAAD,CAAR,GAAiB,IAAIuB,IAAJ,CAAShC,KAAT,EAAgBiB,IAAI,CAACqC,MAArB,EAA6BtC,MAAM,GAAGgB,IAAI,CAACkB,iBAA3C,CAAjB;AACD,GAVD;AAWA,SAAO;AACLzC,QAAI,EAAEk0B,SADD;AAEL30B,SAAK,EAAEA,KAFF;AAGLg1B,WAAO,EAAE,IAAI9yB,YAAJ,CAAiBlC,KAAjB,CAHJ;AAG8B;AACnCD,UAAM,EAAEA,MAJH;AAKLyG,YAAQ,EAAEA;AALL,GAAP;AAOD;AAED;;;;;;;;;;;;;;;;;;AAgBA,SAASyuB,sBAAT,CAAgC91B,EAAhC,EAAoC2G,WAApC,EAAiD6uB,SAAjD,EAA4D;AAC1D,SAAOF,iCAAiC,CAACt1B,EAAD,EAAK2G,WAAW,CAACI,OAAjB,EAA0BJ,WAAW,CAAC4uB,gBAAtC,EAAwDC,SAAxD,CAAxC;AACD;AAED;;;;;;;;;;;;;;;;;;;;AAkBA,SAASO,gBAAT,CAA0B/1B,EAA1B,EAA8B2G,WAA9B,EAA2CqvB,gBAA3C,EAA6D;AAC3D,MAAMT,gBAAgB,GAAG5uB,WAAW,CAAC4uB,gBAAZ,IAAgC5uB,WAAzD;AACA,MAAMquB,SAAS,GAAGO,gBAAgB,CAACV,UAAjB,CAA4BmB,gBAAgB,CAAC10B,IAA7C,CAAlB;;AACA,MAAI0zB,SAAJ,EAAe;AACb,QAAMiB,eAAe,GAAGjB,SAAS,CAAChH,KAAlC;AACAhuB,MAAE,CAACk0B,eAAH,CAAmB3N,cAAnB,EAAmC0P,eAAnC,EAAoDD,gBAAgB,CAACp1B,MAArE,EAA6Eo1B,gBAAgB,CAAC7xB,MAAjB,IAA2B,CAAxG,EAA2G6xB,gBAAgB,CAACn1B,KAAjB,CAAuBq1B,UAAlI;AACA,WAAO,IAAP;AACD;;AACD,SAAO,KAAP;AACD;AAED;;;;;;;;;;;;;;;;;AAeA,SAASC,eAAT,CAAyBn2B,EAAzB,EAA6B2G,WAA7B,EAA0CqvB,gBAA1C,EAA4D;AAC1D,MAAID,gBAAgB,CAAC/1B,EAAD,EAAK2G,WAAL,EAAkBqvB,gBAAlB,CAApB,EAAyD;AACvDh2B,MAAE,CAACgB,UAAH,CAAculB,cAAd,EAA8ByP,gBAAgB,CAACn1B,KAA/C,EAAsDylB,YAAtD;AACD;AACF;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA4BA,SAAS8P,gBAAT,CAA0BJ,gBAA1B,EAA4CK,MAA5C,EAAoD;AAClD,MAAMhvB,QAAQ,GAAG2uB,gBAAgB,CAAC3uB,QAAlC;;AACA,OAAK,IAAM/F,IAAX,IAAmB+0B,MAAnB,EAA2B;AACzB,QAAMx1B,KAAK,GAAGwG,QAAQ,CAAC/F,IAAD,CAAtB;;AACA,QAAIT,KAAJ,EAAW;AACT,UAAM2C,KAAK,GAAG6yB,MAAM,CAAC/0B,IAAD,CAApB;;AACA,UAAIkC,KAAK,CAAC3B,MAAV,EAAkB;AAChBhB,aAAK,CAACy1B,GAAN,CAAU9yB,KAAV;AACD,OAFD,MAEO;AACL3C,aAAK,CAAC,CAAD,CAAL,GAAW2C,KAAX;AACD;AACF;AACF;AACF;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkHA,SAAS4D,WAAT,CAAqBmvB,OAArB,EAA8BF,MAA9B,EAAsC;AAAG;AACvC,MAAMG,aAAa,GAAGD,OAAO,CAAC/C,cAAR,IAA0B+C,OAAhD;AACA,MAAME,OAAO,GAAG3e,SAAS,CAACjW,MAA1B;;AACA,OAAK,IAAI60B,IAAI,GAAG,CAAhB,EAAmBA,IAAI,GAAGD,OAA1B,EAAmC,EAAEC,IAArC,EAA2C;AACzC,QAAML,OAAM,GAAGve,SAAS,CAAC4e,IAAD,CAAxB;;AACA,QAAI/zB,KAAK,CAACC,OAAN,CAAcyzB,OAAd,CAAJ,EAA2B;AACzB,UAAMzyB,SAAS,GAAGyyB,OAAM,CAACx0B,MAAzB;;AACA,WAAK,IAAI+C,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGhB,SAAtB,EAAiC,EAAEgB,EAAnC,EAAuC;AACrCwC,mBAAW,CAACovB,aAAD,EAAgBH,OAAM,CAACzxB,EAAD,CAAtB,CAAX;AACD;AACF,KALD,MAKO;AACL,WAAK,IAAMtD,IAAX,IAAmB+0B,OAAnB,EAA2B;AACzB,YAAMpI,MAAM,GAAGuI,aAAa,CAACl1B,IAAD,CAA5B;;AACA,YAAI2sB,MAAJ,EAAY;AACVA,gBAAM,CAACoI,OAAM,CAAC/0B,IAAD,CAAP,CAAN;AACD;AACF;AACF;AACF;AACF;AAED;;;;;;;;;;AAQA,IAAMq1B,0BAA0B,GAAGvvB,WAAnC;AAEA;;;;;;;;;;;;;AAUA,SAASwvB,sBAAT,CAAgC52B,EAAhC,EAAoC+G,OAApC,EAA6C;AAC3C,MAAM8vB,aAAa,GAAG,EAAtB;AAGA,MAAMC,UAAU,GAAG92B,EAAE,CAACoyB,mBAAH,CAAuBrrB,OAAvB,EAAgCigB,iBAAhC,CAAnB;;AACA,OAAK,IAAIpiB,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGkyB,UAAtB,EAAkC,EAAElyB,EAApC,EAAwC;AACtC,QAAMN,UAAU,GAAGtE,EAAE,CAAC+2B,eAAH,CAAmBhwB,OAAnB,EAA4BnC,EAA5B,CAAnB;;AACA,QAAImuB,SAAS,CAACzuB,UAAD,CAAb,EAA2B;AACvB;AACH;;AACD,QAAM0pB,KAAK,GAAGhuB,EAAE,CAACg3B,iBAAH,CAAqBjwB,OAArB,EAA8BzC,UAAU,CAAChD,IAAzC,CAAd;AACA,QAAM6tB,QAAQ,GAAGG,WAAW,CAAChrB,UAAU,CAAC3D,IAAZ,CAA5B;AACA,QAAMstB,MAAM,GAAGkB,QAAQ,CAAClB,MAAT,CAAgBjuB,EAAhB,EAAoBguB,KAApB,EAA2BmB,QAA3B,CAAf;AACAlB,UAAM,CAAC9D,QAAP,GAAkB6D,KAAlB;AACA6I,iBAAa,CAACvyB,UAAU,CAAChD,IAAZ,CAAb,GAAiC2sB,MAAjC;AACD;;AAED,SAAO4I,aAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAsDA,SAASI,aAAT,CAAuBV,OAAvB,EAAgC3wB,OAAhC,EAAyC;AACvC,OAAK,IAAMtE,IAAX,IAAmBsE,OAAnB,EAA4B;AAC1B,QAAMqoB,MAAM,GAAGsI,OAAO,CAACj1B,IAAD,CAAtB;;AACA,QAAI2sB,MAAJ,EAAY;AACVA,YAAM,CAACroB,OAAO,CAACtE,IAAD,CAAR,CAAN;AACD;AACF;AACF;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAqCA,SAAS6F,uBAAT,CAAiCnH,EAAjC,EAAqC2G,WAArC,EAAkDf,OAAlD,EAA2D;AACzD,MAAIA,OAAO,CAACoB,iBAAZ,EAA+B;AAC7BhH,MAAE,CAACiH,eAAH,CAAmBrB,OAAO,CAACoB,iBAA3B;AACD,GAFD,MAEO;AACLiwB,iBAAa,CAACtwB,WAAW,CAACkwB,aAAZ,IAA6BlwB,WAA9B,EAA2Cf,OAAO,CAAC1C,OAAnD,CAAb;;AACA,QAAI0C,OAAO,CAACL,OAAZ,EAAqB;AACnBvF,QAAE,CAACe,UAAH,CAAcxB,oBAAd,EAAoCqG,OAAO,CAACL,OAA5C;AACD;AACF;AACF;AAED;;;;;;;;;;AAUA;;;;;;;;;;;;;;;;;;;AAiBA,SAAS2xB,4BAAT,CAAsCl3B,EAAtC,EAA0C+G,OAA1C,EAAmD;AACjD,MAAMysB,cAAc,GAAGP,oBAAoB,CAACjzB,EAAD,EAAK+G,OAAL,CAA3C;AACA,MAAM8vB,aAAa,GAAGD,sBAAsB,CAAC52B,EAAD,EAAK+G,OAAL,CAA5C;AACA,MAAMJ,WAAW,GAAG;AAClBI,WAAO,EAAEA,OADS;AAElBysB,kBAAc,EAAEA,cAFE;AAGlBqD,iBAAa,EAAEA;AAHG,GAApB;;AAMA,MAAIxJ,KAAK,CAACC,QAAN,CAAettB,EAAf,CAAJ,EAAwB;AACtB2G,eAAW,CAAC4uB,gBAAZ,GAA+BhB,iCAAiC,CAACv0B,EAAD,EAAK+G,OAAL,CAAhE;AACAJ,eAAW,CAACqtB,qBAAZ,GAAoCL,2BAA2B,CAAC3zB,EAAD,EAAK+G,OAAL,CAA/D;AACD;;AAED,SAAOJ,WAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA8BA,SAASwwB,iBAAT,CACIn3B,EADJ,EACQ8yB,aADR,EACuBjC,WADvB,EACoCC,aADpC,EACmDb,iBADnD,EACsE;AACpE,MAAMyB,WAAW,GAAGd,iBAAiB,CAACC,WAAD,EAAcC,aAAd,EAA6Bb,iBAA7B,CAArC;AACA,MAAImH,IAAI,GAAG,IAAX;AACAtE,eAAa,GAAGA,aAAa,CAACpD,GAAd,CAAkB,UAAS2H,MAAT,EAAiB;AACjD;AACA,QAAIA,MAAM,CAAC3c,OAAP,CAAe,IAAf,IAAuB,CAA3B,EAA8B;AAC5B,UAAM4c,MAAM,GAAGpR,cAAc,CAACmR,MAAD,CAA7B;;AACA,UAAI,CAACC,MAAL,EAAa;AACX5F,mBAAW,CAACT,aAAZ,CAA0B,yBAAyBoG,MAAnD;AACAD,YAAI,GAAG,KAAP;AACD,OAHD,MAGO;AACLC,cAAM,GAAGC,MAAM,CAACxF,IAAhB;AACD;AACF;;AACD,WAAOuF,MAAP;AACD,GAZe,CAAhB;;AAaA,MAAI,CAACD,IAAL,EAAW;AACT,WAAO,IAAP;AACD;;AACD,MAAMrwB,OAAO,GAAG8rB,wBAAwB,CAAC7yB,EAAD,EAAK8yB,aAAL,EAAoBpB,WAApB,CAAxC;;AACA,MAAI,CAAC3qB,OAAL,EAAc;AACZ,WAAO,IAAP;AACD;;AACD,SAAOmwB,4BAA4B,CAACl3B,EAAD,EAAK+G,OAAL,CAAnC;AACD,C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;ACjnDD;;AACA;;AACA;;;;;;AAxBA;;;;;;;;;;;;;;;;;;;;;;AA0BA;;;;;;;;;;;;;;AAeA;AACA,IAAM/G,EAAE,GAAGC,SAAX;AAAuB;;AAA0B;;AACjD,IAAMC,QAAQ,GAAG;AACfq3B,cAAY,EAAE,IAAI91B,UAAJ,CAAe,CAAC,GAAD,EAAM,GAAN,EAAW,GAAX,EAAgB,GAAhB,CAAf,CADC;AAEfiJ,gBAAc,EAAE,EAFD;AAGf8sB,aAAW,EAAEv3B;AAHE,CAAjB;AAKA,IAAMyC,aAAa,GAAGD,WAAW,CAACC,aAAlC,C,CAEA;;AACA,IAAI+0B,KAAJ;;AACA,SAASC,kBAAT,GAA8B;AAC5BD,OAAK,GAAGA,KAAK,KACP,OAAOrR,QAAP,KAAoB,WAApB,IAAmCA,QAAQ,CAACuR,aAA7C,GACGvR,QAAQ,CAACuR,aAAT,CAAuB,QAAvB,EAAiCC,UAAjC,CAA4C,IAA5C,CADH,GAEG,IAHK,CAAb;AAIA,SAAOH,KAAP;AACD,C,CAED;AACA;AACA;AACA;AAEA;AACA;AACA;AACA;AACA;AACA;;AAEA;;;AACA,IAAMI,KAAK,GAA4B,MAAvC;AACA,IAAMC,GAAG,GAA8B,MAAvC;AACA,IAAMpwB,IAAI,GAA6B,MAAvC;AACA,IAAMqwB,SAAS,GAAwB,MAAvC;AACA,IAAMC,eAAe,GAAkB,MAAvC;AACA,IAAMvwB,eAAe,GAAkB,MAAvC;AACA,IAAMQ,aAAa,GAAoB,MAAvC;AAEA;AACA;AACA;;AACA,IAAMM,aAAa,GAAoB,MAAvC;AAEA;;AACA,IAAME,OAAO,GAA0B,MAAvC;AACA,IAAMC,MAAM,GAA2B,MAAvC;AAEA;AACA;AACA;AACA;AACA;;AAEA;;AACA,IAAMlB,UAAU,GAAuB,MAAvC;AACA,IAAMoiB,gBAAgB,GAAiB,MAAvC;AACA,IAAMC,UAAU,GAAuB,MAAvC;AACA,IAAMC,gBAAgB,GAAiB,MAAvC;AAEA;;AACA,IAAMmO,2BAA2B,GAAM,MAAvC;AACA,IAAMC,2BAA2B,GAAM,MAAvC;AACA,IAAMC,2BAA2B,GAAM,MAAvC;AACA,IAAMC,2BAA2B,GAAM,MAAvC;AACA,IAAMC,2BAA2B,GAAM,MAAvC;AACA,IAAMC,2BAA2B,GAAM,MAAvC;AAEA;;AACA,IAAMC,kBAAkB,GAAe,MAAvC;AACA,IAAMC,kBAAkB,GAAe,MAAvC;AACA,IAAMC,cAAc,GAAmB,MAAvC;AACA,IAAMC,cAAc,GAAmB,MAAvC;AACA,IAAMC,cAAc,GAAmB,MAAvC;AACA,IAAMC,eAAe,GAAkB,MAAvC;AACA,IAAMC,eAAe,GAAkB,MAAvC;AACA,IAAMC,kBAAkB,GAAe,MAAvC;AACA,IAAMC,iBAAiB,GAAgB,MAAvC;AAGA;;AACA,IAAMC,gBAAgB,GAAqB,MAA3C;AACA,IAAMC,iBAAiB,GAAoB,MAA3C;AACA,IAAMC,mBAAmB,GAAkB,MAA3C;AACA,IAAMC,kBAAkB,GAAmB,MAA3C;AACA,IAAMC,gBAAgB,GAAqB,MAA3C;AACA,IAAMC,kBAAkB,GAAmB,MAA3C;AACA,IAAMC,kCAAkC,GAAG,MAA3C;AACA,IAAMC,8BAA8B,GAAO,MAA3C;AACA,IAAMC,mBAAmB,GAAkB,MAA3C;AAEA,IAAMC,EAAE,GAA6B,MAArC;AACA,IAAMC,QAAQ,GAAuB,MAArC;AACA,IAAMC,IAAI,GAA2B,MAArC;AACA,IAAMC,IAAI,GAA2B,MAArC;AACA,IAAMC,IAAI,GAA2B,MAArC;AACA,IAAMC,GAAG,GAA4B,MAArC;AACA,IAAMC,MAAM,GAAyB,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,MAAM,GAAyB,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,GAAG,GAA4B,MAArC;AACA,IAAMC,SAAS,GAAsB,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,IAAI,GAA2B,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,IAAI,GAA2B,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,IAAI,GAA2B,MAArC;AACA,IAAMC,IAAI,GAA2B,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMjzB,MAAM,GAAyB,MAArC;AACA,IAAMkzB,UAAU,GAAqB,MAArC;AACA,IAAMC,cAAc,GAAiB,MAArC;AACA,IAAMC,OAAO,GAAwB,MAArC;AACA,IAAMC,MAAM,GAAyB,MAArC;AACA,IAAMC,MAAM,GAAyB,MAArC;AACA,IAAMC,MAAM,GAAyB,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,OAAO,GAAwB,MAArC;AACA,IAAMC,MAAM,GAAyB,MAArC;AACA,IAAMC,OAAO,GAAwB,MAArC;AACA,IAAMC,MAAM,GAAyB,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,YAAY,GAAmB,MAArC;AACA,IAAMC,WAAW,GAAoB,MAArC;AACA,IAAMh0B,OAAO,GAAwB,MAArC;AACA,IAAMD,KAAK,GAA0B,MAArC;AACA,IAAMk0B,QAAQ,GAAuB,MAArC;AACA,IAAMC,OAAO,GAAwB,MAArC;AACA,IAAMC,OAAO,GAAwB,MAArC;AACA,IAAMC,OAAO,GAAwB,MAArC;AACA,IAAMC,MAAM,GAAyB,MAArC;AACA,IAAMC,UAAU,GAAqB,MAArC;AACA,IAAMC,QAAQ,GAAuB,MAArC;AACA,IAAMC,OAAO,GAAwB,MAArC;AACA,IAAMC,OAAO,GAAwB,MAArC;AACA,IAAMC,QAAQ,GAAuB,MAArC;AAEA,IAAMx0B,iBAAiB,GAAc,MAArC;AACA,IAAMy0B,iBAAiB,GAAc,MAArC;AACA,IAAMC,kBAAkB,GAAa,MAArC;AACA,IAAMC,iBAAiB,GAAc,MAArC;AACA,IAAMC,gBAAgB,GAAe,MAArC;AAEA;;AACA,IAAMj9B,IAAI,GAA2B,MAArC;AACA,IAAMC,aAAa,GAAkB,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,cAAc,GAAiB,MAArC;AACA,IAAMC,GAAG,GAA4B,MAArC;AACA,IAAMC,YAAY,GAAmB,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAM48B,sBAAsB,GAAS,MAArC;AACA,IAAMC,sBAAsB,GAAS,MAArC;AACA,IAAMC,oBAAoB,GAAW,MAArC;AACA,IAAMC,UAAU,GAAqB,MAArC;AACA,IAAMC,cAAc,GAAiB,MAArC,C,CAA8C;;AAC9C,IAAMC,2BAA2B,GAAI,MAArC;AACA,IAAMC,4BAA4B,GAAG,MAArC;AACA,IAAMC,wBAAwB,GAAO,MAArC;AACA,IAAMC,8BAA8B,GAAG,MAAvC;AACA,IAAMC,iBAAiB,GAAc,MAArC;AAEA,IAAMC,EAAE,GAA6B,MAArC;AACA,IAAMC,UAAU,GAAqB,MAArC;AACA,IAAMC,GAAG,GAA4B,MAArC;AACA,IAAMC,WAAW,GAAoB,MAArC;AACA,IAAMC,WAAW,GAAoB,MAArC;AACA,IAAMC,YAAY,GAAmB,MAArC;AAEA,IAAMC,UAAU,GAAG,EAAnB;AACA;AACE;AACA;AACA,MAAMpqB,CAAC,GAAGoqB,UAAV;AACApqB,GAAC,CAACskB,KAAD,CAAD,GAAqB;AAAE+F,sBAAkB,EAAE;AAAtB,GAArB;AACArqB,GAAC,CAACwkB,SAAD,CAAD,GAAqB;AAAE6F,sBAAkB,EAAE;AAAtB,GAArB;AACArqB,GAAC,CAACykB,eAAD,CAAD,GAAqB;AAAE4F,sBAAkB,EAAE;AAAtB,GAArB;AACArqB,GAAC,CAACukB,GAAD,CAAD,GAAqB;AAAE8F,sBAAkB,EAAE;AAAtB,GAArB;AACArqB,GAAC,CAAC7L,IAAD,CAAD,GAAqB;AAAEk2B,sBAAkB,EAAE;AAAtB,GAArB;AACArqB,GAAC,CAACgqB,GAAD,CAAD,GAAqB;AAAEK,sBAAkB,EAAE;AAAtB,GAArB;AACArqB,GAAC,CAACiqB,WAAD,CAAD,GAAqB;AAAEI,sBAAkB,EAAE;AAAtB,GAArB;AACArqB,GAAC,CAAC8pB,EAAD,CAAD,GAAqB;AAAEO,sBAAkB,EAAE;AAAtB,GAArB;AACArqB,GAAC,CAAC+pB,UAAD,CAAD,GAAqB;AAAEM,sBAAkB,EAAE;AAAtB,GAArB;AACArqB,GAAC,CAACukB,GAAD,CAAD,GAAqB;AAAE8F,sBAAkB,EAAE;AAAtB,GAArB;AACArqB,GAAC,CAACkqB,WAAD,CAAD,GAAqB;AAAEG,sBAAkB,EAAE;AAAtB,GAArB;AACArqB,GAAC,CAAC7L,IAAD,CAAD,GAAqB;AAAEk2B,sBAAkB,EAAE;AAAtB,GAArB;AACArqB,GAAC,CAACmqB,YAAD,CAAD,GAAqB;AAAEE,sBAAkB,EAAE;AAAtB,GAArB;AACArqB,GAAC,CAAC9L,eAAD,CAAD,GAAqB;AAAEm2B,sBAAkB,EAAE;AAAtB,GAArB;AACArqB,GAAC,CAACtL,aAAD,CAAD,GAAqB;AAAE21B,sBAAkB,EAAE;AAAtB,GAArB;AACD;AAED;;;;;;;;;;AAUA,IAAIC,2BAAJ;;AACA,SAASC,4BAAT,CAAsCC,cAAtC,EAAsD;AACpD,MAAI,CAACF,2BAAL,EAAkC;AAChC;AACA,QAAMrxB,CAAC,GAAG,EAAV,CAFgC,CAGhC;;AACAA,KAAC,CAACqrB,KAAD,CAAD,GAAwB;AAAEmG,mBAAa,EAAEnG,KAAjB;AAAkCoG,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CAArG;AAA0Hx9B,UAAI,EAAE,CAACjB,aAAD,EAAgBo9B,UAAhB,EAA4BC,cAA5B,EAA4Ch9B,KAA5C;AAAhI,KAAxB;AACAyM,KAAC,CAACurB,SAAD,CAAD,GAAwB;AAAEiG,mBAAa,EAAEjG,SAAjB;AAAkCkG,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CAArG;AAA0Hx9B,UAAI,EAAE,CAACjB,aAAD,EAAgBo9B,UAAhB,EAA4BC,cAA5B,EAA4Ch9B,KAA5C;AAAhI,KAAxB;AACAyM,KAAC,CAACwrB,eAAD,CAAD,GAAwB;AAAEgG,mBAAa,EAAEhG,eAAjB;AAAkCiG,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CAArG;AAA0Hx9B,UAAI,EAAE,CAACjB,aAAD,EAAgBo9B,UAAhB,EAA4BC,cAA5B,EAA4Ch9B,KAA5C;AAAhI,KAAxB;AACAyM,KAAC,CAACsrB,GAAD,CAAD,GAAwB;AAAEkG,mBAAa,EAAElG,GAAjB;AAAkCmG,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,EAAV,EAAc,CAAd,CAArG;AAA0Hx9B,UAAI,EAAE,CAACjB,aAAD,EAAgBo9B,UAAhB,EAA4BC,cAA5B,EAA4Ch9B,KAA5C,EAAmD88B,oBAAnD;AAAhI,KAAxB;AACArwB,KAAC,CAAC9E,IAAD,CAAD,GAAwB;AAAEs2B,mBAAa,EAAEt2B,IAAjB;AAAkCu2B,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,EAAV,EAAc,CAAd,EAAiB,CAAjB,CAArG;AAA0Hx9B,UAAI,EAAE,CAACjB,aAAD,EAAgBo9B,UAAhB,EAA4BC,cAA5B,EAA4Ch9B,KAA5C,EAAmD48B,sBAAnD,EAA2EC,sBAA3E;AAAhI,KAAxB,CARgC,CAUhC;;AACApwB,KAAC,CAACitB,EAAD,CAAD,GAAwB;AAAEuE,mBAAa,EAAET,GAAjB;AAAkCU,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACjB,aAAD;AAAvH,KAAxB;AACA8M,KAAC,CAACktB,QAAD,CAAD,GAAwB;AAAEsE,mBAAa,EAAET,GAAjB;AAAkCU,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAAClB,IAAD;AAAvH,KAAxB;AACA+M,KAAC,CAACmtB,IAAD,CAAD,GAAwB;AAAEqE,mBAAa,EAAET,GAAjB;AAAkCU,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,CAArG;AAAiHx9B,UAAI,EAAE,CAACZ,KAAD,EAAQ+8B,UAAR;AAAvH,KAAxB;AACAtwB,KAAC,CAACotB,IAAD,CAAD,GAAwB;AAAEoE,mBAAa,EAAET,GAAjB;AAAkCU,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACZ,KAAD;AAAvH,KAAxB;AACAyM,KAAC,CAACqtB,IAAD,CAAD,GAAwB;AAAEmE,mBAAa,EAAER,WAAjB;AAAkCS,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACjB,aAAD;AAAvH,KAAxB;AACA8M,KAAC,CAACstB,GAAD,CAAD,GAAwB;AAAEkE,mBAAa,EAAER,WAAjB;AAAkCS,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAAClB,IAAD;AAAvH,KAAxB;AACA+M,KAAC,CAACiuB,KAAD,CAAD,GAAwB;AAAEuD,mBAAa,EAAER,WAAjB;AAAkCS,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACf,cAAD;AAAvH,KAAxB;AACA4M,KAAC,CAACkuB,IAAD,CAAD,GAAwB;AAAEsD,mBAAa,EAAER,WAAjB;AAAkCS,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAAChB,KAAD;AAAvH,KAAxB;AACA6M,KAAC,CAACmuB,KAAD,CAAD,GAAwB;AAAEqD,mBAAa,EAAER,WAAjB;AAAkCS,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACb,YAAD;AAAvH,KAAxB;AACA0M,KAAC,CAACouB,IAAD,CAAD,GAAwB;AAAEoD,mBAAa,EAAER,WAAjB;AAAkCS,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACd,GAAD;AAAvH,KAAxB;AACA2M,KAAC,CAAC2tB,GAAD,CAAD,GAAwB;AAAE6D,mBAAa,EAAEX,EAAjB;AAAkCY,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACjB,aAAD;AAAvH,KAAxB;AACA8M,KAAC,CAAC4tB,SAAD,CAAD,GAAwB;AAAE4D,mBAAa,EAAEX,EAAjB;AAAkCY,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAAClB,IAAD;AAAvH,KAAxB;AACA+M,KAAC,CAAC6tB,KAAD,CAAD,GAAwB;AAAE2D,mBAAa,EAAEX,EAAjB;AAAkCY,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,CAArG;AAAiHx9B,UAAI,EAAE,CAACZ,KAAD,EAAQ+8B,UAAR;AAAvH,KAAxB;AACAtwB,KAAC,CAAC8tB,KAAD,CAAD,GAAwB;AAAE0D,mBAAa,EAAEX,EAAjB;AAAkCY,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACZ,KAAD;AAAvH,KAAxB;AACAyM,KAAC,CAAC+tB,KAAD,CAAD,GAAwB;AAAEyD,mBAAa,EAAEV,UAAjB;AAAkCW,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACjB,aAAD;AAAvH,KAAxB;AACA8M,KAAC,CAACguB,IAAD,CAAD,GAAwB;AAAEwD,mBAAa,EAAEV,UAAjB;AAAkCW,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAAClB,IAAD;AAAvH,KAAxB;AACA+M,KAAC,CAACutB,MAAD,CAAD,GAAwB;AAAEiE,mBAAa,EAAEV,UAAjB;AAAkCW,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACf,cAAD;AAAvH,KAAxB;AACA4M,KAAC,CAACwtB,KAAD,CAAD,GAAwB;AAAEgE,mBAAa,EAAEV,UAAjB;AAAkCW,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAAChB,KAAD;AAAvH,KAAxB;AACA6M,KAAC,CAACytB,MAAD,CAAD,GAAwB;AAAE+D,mBAAa,EAAEV,UAAjB;AAAkCW,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACb,YAAD;AAAvH,KAAxB;AACA0M,KAAC,CAAC0tB,KAAD,CAAD,GAAwB;AAAE8D,mBAAa,EAAEV,UAAjB;AAAkCW,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACd,GAAD;AAAvH,KAAxB;AACA2M,KAAC,CAACquB,IAAD,CAAD,GAAwB;AAAEmD,mBAAa,EAAElG,GAAjB;AAAkCmG,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACjB,aAAD;AAAvH,KAAxB;AACA8M,KAAC,CAACsuB,KAAD,CAAD,GAAwB;AAAEkD,mBAAa,EAAElG,GAAjB;AAAkCmG,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACjB,aAAD;AAAvH,KAAxB;AACA8M,KAAC,CAAC3E,MAAD,CAAD,GAAwB;AAAEm2B,mBAAa,EAAElG,GAAjB;AAAkCmG,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,CAArG;AAAiHx9B,UAAI,EAAE,CAACjB,aAAD,EAAgBm9B,oBAAhB;AAAvH,KAAxB;AACArwB,KAAC,CAACuuB,UAAD,CAAD,GAAwB;AAAEiD,mBAAa,EAAElG,GAAjB;AAAkCmG,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAAClB,IAAD;AAAvH,KAAxB;AACA+M,KAAC,CAACwuB,cAAD,CAAD,GAAwB;AAAEgD,mBAAa,EAAElG,GAAjB;AAAkCmG,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,EAAD,EAAK,CAAL,EAAQ,CAAR,CAArG;AAAiHx9B,UAAI,EAAE,CAACZ,KAAD,EAAQ+8B,UAAR,EAAoBG,4BAApB;AAAvH,KAAxB;AACAzwB,KAAC,CAACyuB,OAAD,CAAD,GAAwB;AAAE+C,mBAAa,EAAElG,GAAjB;AAAkCmG,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,EAAD,EAAK,CAAL,EAAQ,CAAR,CAArG;AAAiHx9B,UAAI,EAAE,CAACZ,KAAD,EAAQ+8B,UAAR,EAAoBI,wBAApB;AAAvH,KAAxB;AACA1wB,KAAC,CAAC0uB,MAAD,CAAD,GAAwB;AAAE8C,mBAAa,EAAElG,GAAjB;AAAkCmG,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,EAAD,EAAK,CAAL,CAArG;AAAiHx9B,UAAI,EAAE,CAACZ,KAAD,EAAQ+8B,UAAR;AAAvH,KAAxB;AACAtwB,KAAC,CAAC2uB,MAAD,CAAD,GAAwB;AAAE6C,mBAAa,EAAElG,GAAjB;AAAkCmG,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,EAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACZ,KAAD;AAAvH,KAAxB;AACAyM,KAAC,CAAC4uB,MAAD,CAAD,GAAwB;AAAE4C,mBAAa,EAAEP,WAAjB;AAAkCQ,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACjB,aAAD;AAAvH,KAAxB;AACA8M,KAAC,CAAC6uB,KAAD,CAAD,GAAwB;AAAE2C,mBAAa,EAAEP,WAAjB;AAAkCQ,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAAClB,IAAD;AAAvH,KAAxB;AACA+M,KAAC,CAAC8uB,OAAD,CAAD,GAAwB;AAAE0C,mBAAa,EAAEP,WAAjB;AAAkCQ,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACf,cAAD;AAAvH,KAAxB;AACA4M,KAAC,CAAC+uB,MAAD,CAAD,GAAwB;AAAEyC,mBAAa,EAAEP,WAAjB;AAAkCQ,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAAChB,KAAD;AAAvH,KAAxB;AACA6M,KAAC,CAACgvB,OAAD,CAAD,GAAwB;AAAEwC,mBAAa,EAAEP,WAAjB;AAAkCQ,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,EAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACb,YAAD;AAAvH,KAAxB;AACA0M,KAAC,CAACivB,MAAD,CAAD,GAAwB;AAAEuC,mBAAa,EAAEP,WAAjB;AAAkCQ,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,EAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACd,GAAD;AAAvH,KAAxB;AACA2M,KAAC,CAACkvB,KAAD,CAAD,GAAwB;AAAEsC,mBAAa,EAAEt2B,IAAjB;AAAkCu2B,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACjB,aAAD;AAAvH,KAAxB;AACA8M,KAAC,CAACmvB,YAAD,CAAD,GAAwB;AAAEqC,mBAAa,EAAEt2B,IAAjB;AAAkCu2B,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACjB,aAAD;AAAvH,KAAxB;AACA8M,KAAC,CAACovB,WAAD,CAAD,GAAwB;AAAEoC,mBAAa,EAAEt2B,IAAjB;AAAkCu2B,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAAClB,IAAD;AAAvH,KAAxB;AACA+M,KAAC,CAAC5E,OAAD,CAAD,GAAwB;AAAEo2B,mBAAa,EAAEt2B,IAAjB;AAAkCu2B,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,CAArG;AAAiHx9B,UAAI,EAAE,CAACjB,aAAD,EAAgBk9B,sBAAhB,EAAwCI,2BAAxC;AAAvH,KAAxB;AACAxwB,KAAC,CAAC7E,KAAD,CAAD,GAAwB;AAAEq2B,mBAAa,EAAEt2B,IAAjB;AAAkCu2B,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,CAArG;AAAiHx9B,UAAI,EAAE,CAACjB,aAAD,EAAgBi9B,sBAAhB;AAAvH,KAAxB;AACAnwB,KAAC,CAACqvB,QAAD,CAAD,GAAwB;AAAEmC,mBAAa,EAAEt2B,IAAjB;AAAkCu2B,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACq8B,2BAAD;AAAvH,KAAxB;AACAxwB,KAAC,CAACsvB,OAAD,CAAD,GAAwB;AAAEkC,mBAAa,EAAEt2B,IAAjB;AAAkCu2B,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,EAAD,EAAK,CAAL,CAArG;AAAiHx9B,UAAI,EAAE,CAACZ,KAAD,EAAQ+8B,UAAR;AAAvH,KAAxB;AACAtwB,KAAC,CAACuvB,OAAD,CAAD,GAAwB;AAAEiC,mBAAa,EAAEt2B,IAAjB;AAAkCu2B,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,EAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACZ,KAAD;AAAvH,KAAxB;AACAyM,KAAC,CAACwvB,OAAD,CAAD,GAAwB;AAAEgC,mBAAa,EAAEN,YAAjB;AAAkCO,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACjB,aAAD;AAAvH,KAAxB;AACA8M,KAAC,CAACyvB,MAAD,CAAD,GAAwB;AAAE+B,mBAAa,EAAEN,YAAjB;AAAkCO,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAAClB,IAAD;AAAvH,KAAxB;AACA+M,KAAC,CAAC0vB,UAAD,CAAD,GAAwB;AAAE8B,mBAAa,EAAEN,YAAjB;AAAkCO,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACq8B,2BAAD;AAAvH,KAAxB;AACAxwB,KAAC,CAAC2vB,QAAD,CAAD,GAAwB;AAAE6B,mBAAa,EAAEN,YAAjB;AAAkCO,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACf,cAAD;AAAvH,KAAxB;AACA4M,KAAC,CAAC4vB,OAAD,CAAD,GAAwB;AAAE4B,mBAAa,EAAEN,YAAjB;AAAkCO,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAAChB,KAAD;AAAvH,KAAxB;AACA6M,KAAC,CAAC6vB,OAAD,CAAD,GAAwB;AAAE2B,mBAAa,EAAEN,YAAjB;AAAkCO,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,EAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACd,GAAD;AAAvH,KAAxB;AACA2M,KAAC,CAAC8vB,QAAD,CAAD,GAAwB;AAAE0B,mBAAa,EAAEN,YAAjB;AAAkCO,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,EAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACb,YAAD;AAAvH,KAAxB,CA3DgC,CA4DhC;;AACA0M,KAAC,CAAC1E,iBAAD,CAAD,GAAwB;AAAEk2B,mBAAa,EAAEv2B,eAAjB;AAAkCw2B,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,CAArG;AAAiHx9B,UAAI,EAAE,CAACf,cAAD,EAAiBE,YAAjB;AAAvH,KAAxB;AACA0M,KAAC,CAAC+vB,iBAAD,CAAD,GAAwB;AAAEyB,mBAAa,EAAEv2B,eAAjB;AAAkCw2B,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACb,YAAD;AAAvH,KAAxB;AACA0M,KAAC,CAACgwB,kBAAD,CAAD,GAAwB;AAAEwB,mBAAa,EAAEv2B,eAAjB;AAAkCw2B,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACZ,KAAD;AAAvH,KAAxB;AACAyM,KAAC,CAACkwB,gBAAD,CAAD,GAAwB;AAAEsB,mBAAa,EAAE/1B,aAAjB;AAAkCg2B,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACy8B,iBAAD;AAAvH,KAAxB;AACA5wB,KAAC,CAACiwB,iBAAD,CAAD,GAAwB;AAAEuB,mBAAa,EAAE/1B,aAAjB;AAAkCg2B,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiHx9B,UAAI,EAAE,CAACw8B,8BAAD;AAAvH,KAAxB;AAEAh6B,UAAM,CAACC,IAAP,CAAYoJ,CAAZ,EAAenJ,OAAf,CAAuB,UAAS06B,cAAT,EAAyB;AAC9C,UAAMtZ,IAAI,GAAGjY,CAAC,CAACuxB,cAAD,CAAd;AACAtZ,UAAI,CAAC2Z,kBAAL,GAA0B,EAA1B;AACA3Z,UAAI,CAAC0Z,eAAL,CAAqB96B,OAArB,CAA6B,UAAS86B,eAAT,EAA0BvyB,GAA1B,EAA+B;AAC1D,YAAMjL,IAAI,GAAG8jB,IAAI,CAAC9jB,IAAL,CAAUiL,GAAV,CAAb;AACA6Y,YAAI,CAAC2Z,kBAAL,CAAwBz9B,IAAxB,IAAgCw9B,eAAhC;AACD,OAHD;AAID,KAPD;AAQAN,+BAA2B,GAAGrxB,CAA9B;AACD;;AACD,SAAOqxB,2BAA2B,CAACE,cAAD,CAAlC;AACD;AAED;;;;;;;;;AAOA,SAASM,mCAAT,CAA6CN,cAA7C,EAA6Dp9B,IAA7D,EAAmE;AACjE,MAAM8jB,IAAI,GAAGqZ,4BAA4B,CAACC,cAAD,CAAzC;;AACA,MAAI,CAACtZ,IAAL,EAAW;AACT,UAAM,yBAAN;AACD;;AACD,MAAM0Z,eAAe,GAAG1Z,IAAI,CAAC2Z,kBAAL,CAAwBz9B,IAAxB,CAAxB;;AACA,MAAIw9B,eAAe,KAAKl+B,SAAxB,EAAmC;AACjC,UAAM,yBAAN;AACD;;AACD,SAAOk+B,eAAP;AACD;AAED;;;;;;;;;;AAUA;;;;;;;;;AAOA,SAASG,iCAAT,CAA2CP,cAA3C,EAA2D;AACzD,MAAMtZ,IAAI,GAAGqZ,4BAA4B,CAACC,cAAD,CAAzC;;AACA,MAAI,CAACtZ,IAAL,EAAW;AACT,UAAM,yBAAN;AACD;;AACD,SAAO;AACLzb,UAAM,EAAEyb,IAAI,CAACuZ,aADR;AAELr9B,QAAI,EAAE8jB,IAAI,CAAC9jB,IAAL,CAAU,CAAV;AAFD,GAAP;AAID;AAED;;;;;;;;AAMA,SAAS49B,UAAT,CAAoB/6B,KAApB,EAA2B;AACzB,SAAO,CAACA,KAAK,GAAIA,KAAK,GAAG,CAAlB,MAA0B,CAAjC;AACD;AAED;;;;;;;;;;;;;AAWA,SAASg7B,iBAAT,CAA2Bx+B,EAA3B,EAA+ByJ,KAA/B,EAAsCC,MAAtC,EAA8Cq0B,cAA9C,EAA8D;AAC5D,MAAI,CAAC1Q,KAAK,CAACC,QAAN,CAAettB,EAAf,CAAL,EAAyB;AACvB,WAAOu+B,UAAU,CAAC90B,KAAD,CAAV,IAAqB80B,UAAU,CAAC70B,MAAD,CAAtC;AACD;;AACD,MAAM+a,IAAI,GAAGqZ,4BAA4B,CAACC,cAAD,CAAzC;;AACA,MAAI,CAACtZ,IAAL,EAAW;AACT,UAAM,yBAAN;AACD;;AACD,SAAOA,IAAI,CAACwZ,eAAL,IAAwBxZ,IAAI,CAACyZ,iBAApC;AACD;AAED;;;;;;;;AAMA,SAASO,SAAT,CAAmBV,cAAnB,EAAmC;AACjC,MAAMtZ,IAAI,GAAGqZ,4BAA4B,CAACC,cAAD,CAAzC;;AACA,MAAI,CAACtZ,IAAL,EAAW;AACT,UAAM,yBAAN;AACD;;AACD,SAAOA,IAAI,CAACyZ,iBAAZ;AACD;AAED;;;;;;;;AAMA,SAASQ,yBAAT,CAAmC11B,MAAnC,EAA2C;AACzC,MAAMyb,IAAI,GAAGkZ,UAAU,CAAC30B,MAAD,CAAvB;;AACA,MAAI,CAACyb,IAAL,EAAW;AACT,UAAM,qBAAqBzb,MAA3B;AACD;;AACD,SAAOyb,IAAI,CAACmZ,kBAAZ;AACD;AAED;;;;;;;;AAMA,SAASe,0BAAT,CAAoC3+B,EAApC,EAAwCkM,GAAxC,EAA6C0yB,WAA7C,EAA0D;AACxD,MAAIl8B,aAAa,CAACwJ,GAAD,CAAjB,EAAwB;AACtB,WAAOzJ,WAAW,CAACwB,sBAAZ,CAAmCiI,GAAnC,CAAP;AACD;;AACD,SAAO0yB,WAAW,IAAIl/B,aAAtB;AACD;;AAED,SAASm/B,eAAT,CAAyB7+B,EAAzB,EAA6B2J,MAA7B,EAAqCF,KAArC,EAA4CC,MAA5C,EAAoD7E,WAApD,EAAiE;AAC/D,MAAIA,WAAW,GAAG,CAAd,KAAoB,CAAxB,EAA2B;AACzB,UAAM,wBAAN;AACD;;AACD,MAAI,CAAC4E,KAAD,IAAU,CAACC,MAAf,EAAuB;AACrB,QAAMnH,IAAI,GAAGiR,IAAI,CAAC4C,IAAL,CAAUvR,WAAW,IAAI8E,MAAM,KAAKigB,gBAAX,GAA8B,CAA9B,GAAkC,CAAtC,CAArB,CAAb;;AACA,QAAIrnB,IAAI,GAAG,CAAP,KAAa,CAAjB,EAAoB;AAClBkH,WAAK,GAAGlH,IAAR;AACAmH,YAAM,GAAGnH,IAAT;AACD,KAHD,MAGO;AACLkH,WAAK,GAAG5E,WAAR;AACA6E,YAAM,GAAG,CAAT;AACD;AACF,GATD,MASO,IAAI,CAACA,MAAL,EAAa;AAClBA,UAAM,GAAG7E,WAAW,GAAG4E,KAAvB;;AACA,QAAIC,MAAM,GAAG,CAAb,EAAgB;AACd,YAAM,wBAAN;AACD;AACF,GALM,MAKA,IAAI,CAACD,KAAL,EAAY;AACjBA,SAAK,GAAG5E,WAAW,GAAG6E,MAAtB;;AACA,QAAID,KAAK,GAAG,CAAZ,EAAe;AACb,YAAM,wBAAN;AACD;AACF;;AACD,SAAO;AACLA,SAAK,EAAEA,KADF;AAELC,UAAM,EAAEA;AAFH,GAAP;AAID;AAED;;;;;;;;;;;;;;;AAaA,SAASo1B,sBAAT,CAAgC7f,KAAhC,EAAuC;AACrC/e,UAAQ,CAACq3B,YAAT,GAAwB,IAAI91B,UAAJ,CAAe,CAACwd,KAAK,CAAC,CAAD,CAAL,GAAW,GAAZ,EAAiBA,KAAK,CAAC,CAAD,CAAL,GAAW,GAA5B,EAAiCA,KAAK,CAAC,CAAD,CAAL,GAAW,GAA5C,EAAiDA,KAAK,CAAC,CAAD,CAAL,GAAW,GAA5D,CAAf,CAAxB;AACD;;AAED,SAAS3e,WAAT,CAAqBC,WAArB,EAAkC;AAChCC,QAAM,CAACC,sBAAP,CAA8BF,WAA9B,EAA2CL,QAA3C;;AACA,MAAIK,WAAW,CAACg3B,YAAhB,EAA8B;AAC5BuH,0BAAsB,CAACv+B,WAAW,CAACg3B,YAAb,CAAtB;AACD;AACF;AAED;;;;;;;;;AASA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6FA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;;AACA,IAAMwH,aAAa,GAAG,EAAtB;AAEA;;;;;;;AAMA,SAASC,aAAT,CAAuBh/B,EAAvB,EAA2B4iB,OAA3B,EAAoC;AAClC,MAAIA,OAAO,CAACqc,oBAAR,KAAiCh/B,SAArC,EAAgD;AAC9C8+B,iBAAa,CAACE,oBAAd,GAAqCj/B,EAAE,CAACk/B,YAAH,CAAgB5F,kCAAhB,CAArC;AACAt5B,MAAE,CAACm/B,WAAH,CAAe7F,kCAAf,EAAmD1W,OAAO,CAACqc,oBAA3D;AACD;;AACD,MAAIrc,OAAO,CAACwc,gBAAR,KAA6Bn/B,SAAjC,EAA4C;AAC1C8+B,iBAAa,CAACK,gBAAd,GAAiCp/B,EAAE,CAACk/B,YAAH,CAAgB3F,8BAAhB,CAAjC;AACAv5B,MAAE,CAACm/B,WAAH,CAAe5F,8BAAf,EAA+C3W,OAAO,CAACwc,gBAAvD;AACD;;AACD,MAAIxc,OAAO,CAACyc,KAAR,KAAkBp/B,SAAtB,EAAiC;AAC/B8+B,iBAAa,CAACM,KAAd,GAAsBr/B,EAAE,CAACk/B,YAAH,CAAgB1F,mBAAhB,CAAtB;AACAx5B,MAAE,CAACm/B,WAAH,CAAe3F,mBAAf,EAAoC5W,OAAO,CAACyc,KAA5C;AACD;AACF;AAED;;;;;;;;AAMA,SAASC,gBAAT,CAA0Bt/B,EAA1B,EAA8B4iB,OAA9B,EAAuC;AACrC,MAAIA,OAAO,CAACqc,oBAAR,KAAiCh/B,SAArC,EAAgD;AAC9CD,MAAE,CAACm/B,WAAH,CAAe7F,kCAAf,EAAmDyF,aAAa,CAACE,oBAAjE;AACD;;AACD,MAAIrc,OAAO,CAACwc,gBAAR,KAA6Bn/B,SAAjC,EAA4C;AAC1CD,MAAE,CAACm/B,WAAH,CAAe5F,8BAAf,EAA+CwF,aAAa,CAACK,gBAA7D;AACD;;AACD,MAAIxc,OAAO,CAACyc,KAAR,KAAkBp/B,SAAtB,EAAiC;AAC/BD,MAAE,CAACm/B,WAAH,CAAe3F,mBAAf,EAAoCuF,aAAa,CAACM,KAAlD;AACD;AACF;AAED;;;;;;;AAKA,SAASE,aAAT,CAAuBv/B,EAAvB,EAA2B;AACzB++B,eAAa,CAACS,eAAd,GAAkCx/B,EAAE,CAACk/B,YAAH,CAAgBlG,gBAAhB,CAAlC;;AACA,MAAI3L,KAAK,CAACC,QAAN,CAAettB,EAAf,CAAJ,EAAwB;AACtB++B,iBAAa,CAACU,eAAd,GAAkCz/B,EAAE,CAACk/B,YAAH,CAAgBjG,iBAAhB,CAAlC;AACA8F,iBAAa,CAACW,iBAAd,GAAkC1/B,EAAE,CAACk/B,YAAH,CAAgBhG,mBAAhB,CAAlC;AACA6F,iBAAa,CAACY,gBAAd,GAAkC3/B,EAAE,CAACk/B,YAAH,CAAgB/F,kBAAhB,CAAlC;AACA4F,iBAAa,CAACa,cAAd,GAAkC5/B,EAAE,CAACk/B,YAAH,CAAgB9F,gBAAhB,CAAlC;AACA2F,iBAAa,CAACc,gBAAd,GAAkC7/B,EAAE,CAACk/B,YAAH,CAAgB7F,kBAAhB,CAAlC;AACD;AACF;AAED;;;;;;;AAKA,SAASyG,gBAAT,CAA0B9/B,EAA1B,EAA8B;AAC5BA,IAAE,CAACm/B,WAAH,CAAenG,gBAAf,EAAoC+F,aAAa,CAACS,eAAlD;;AACA,MAAInS,KAAK,CAACC,QAAN,CAAettB,EAAf,CAAJ,EAAwB;AACtBA,MAAE,CAACm/B,WAAH,CAAelG,iBAAf,EAAoC8F,aAAa,CAACU,eAAlD;AACAz/B,MAAE,CAACm/B,WAAH,CAAejG,mBAAf,EAAoC6F,aAAa,CAACW,iBAAlD;AACA1/B,MAAE,CAACm/B,WAAH,CAAehG,kBAAf,EAAoC4F,aAAa,CAACY,gBAAlD;AACA3/B,MAAE,CAACm/B,WAAH,CAAe/F,gBAAf,EAAoC2F,aAAa,CAACa,cAAlD;AACA5/B,MAAE,CAACm/B,WAAH,CAAe9F,kBAAf,EAAoC0F,aAAa,CAACc,gBAAlD;AACD;AACF;AAGD;;;;;;;;;;;;AAUA,SAASE,2BAAT,CAAqC//B,EAArC,EAAyC2J,MAAzC,EAAiDq2B,YAAjD,EAA+Dpd,OAA/D,EAAwE;AACtE,MAAIA,OAAO,CAAChY,MAAZ,EAAoB;AAClBo1B,gBAAY,CAAC5c,IAAb,CAAkBpjB,EAAlB,EAAsB2J,MAAtB,EAA8B4uB,kBAA9B,EAAkD3V,OAAO,CAAChY,MAA1D;AACAo1B,gBAAY,CAAC5c,IAAb,CAAkBpjB,EAAlB,EAAsB2J,MAAtB,EAA8B6uB,kBAA9B,EAAkD5V,OAAO,CAAChY,MAA1D;AACD;;AACD,MAAIgY,OAAO,CAAC3Z,GAAZ,EAAiB;AACf+2B,gBAAY,CAAC5c,IAAb,CAAkBpjB,EAAlB,EAAsB2J,MAAtB,EAA8B4uB,kBAA9B,EAAkD3V,OAAO,CAAC3Z,GAA1D;AACD;;AACD,MAAI2Z,OAAO,CAAC/X,GAAZ,EAAiB;AACfm1B,gBAAY,CAAC5c,IAAb,CAAkBpjB,EAAlB,EAAsB2J,MAAtB,EAA8B6uB,kBAA9B,EAAkD5V,OAAO,CAAC/X,GAA1D;AACD;;AACD,MAAI+X,OAAO,CAAC1Z,IAAZ,EAAkB;AAChB82B,gBAAY,CAAC5c,IAAb,CAAkBpjB,EAAlB,EAAsB2J,MAAtB,EAA8B8uB,cAA9B,EAA8C7V,OAAO,CAAC1Z,IAAtD;AACA82B,gBAAY,CAAC5c,IAAb,CAAkBpjB,EAAlB,EAAsB2J,MAAtB,EAA8B+uB,cAA9B,EAA8C9V,OAAO,CAAC1Z,IAAtD;;AACA,QAAIS,MAAM,KAAKkgB,UAAX,IAAyBrpB,MAAM,CAACqM,SAAP,CAAiB7M,EAAjB,EAAqB2J,MAArB,CAA7B,EAA2D;AACzDq2B,kBAAY,CAAC5c,IAAb,CAAkBpjB,EAAlB,EAAsB2J,MAAtB,EAA8BgvB,cAA9B,EAA8C/V,OAAO,CAAC1Z,IAAtD;AACD;AACF;;AACD,MAAI0Z,OAAO,CAACqd,KAAZ,EAAmB;AACjBD,gBAAY,CAAC5c,IAAb,CAAkBpjB,EAAlB,EAAsB2J,MAAtB,EAA8BgvB,cAA9B,EAA8C/V,OAAO,CAACqd,KAAtD;AACD;;AACD,MAAIrd,OAAO,CAAC9X,KAAZ,EAAmB;AACjBk1B,gBAAY,CAAC5c,IAAb,CAAkBpjB,EAAlB,EAAsB2J,MAAtB,EAA8B8uB,cAA9B,EAA8C7V,OAAO,CAAC9X,KAAtD;AACD;;AACD,MAAI8X,OAAO,CAAC7X,KAAZ,EAAmB;AACjBi1B,gBAAY,CAAC5c,IAAb,CAAkBpjB,EAAlB,EAAsB2J,MAAtB,EAA8B+uB,cAA9B,EAA8C9V,OAAO,CAAC7X,KAAtD;AACD;;AACD,MAAI6X,OAAO,CAACsd,MAAZ,EAAoB;AAClBF,gBAAY,CAAC5c,IAAb,CAAkBpjB,EAAlB,EAAsB2J,MAAtB,EAA8BivB,eAA9B,EAA+ChW,OAAO,CAACsd,MAAvD;AACD;;AACD,MAAItd,OAAO,CAACud,MAAZ,EAAoB;AAClBH,gBAAY,CAAC5c,IAAb,CAAkBpjB,EAAlB,EAAsB2J,MAAtB,EAA8BkvB,eAA9B,EAA+CjW,OAAO,CAACud,MAAvD;AACD;;AACD,MAAIvd,OAAO,CAACwd,SAAZ,EAAuB;AACrBJ,gBAAY,CAAC5c,IAAb,CAAkBpjB,EAAlB,EAAsB2J,MAAtB,EAA8BmvB,kBAA9B,EAAkDlW,OAAO,CAACwd,SAA1D;AACD;;AACD,MAAIxd,OAAO,CAACyd,QAAZ,EAAsB;AACpBL,gBAAY,CAAC5c,IAAb,CAAkBpjB,EAAlB,EAAsB2J,MAAtB,EAA8BovB,iBAA9B,EAAiDnW,OAAO,CAACyd,QAAzD;AACD;AACF;AAED;;;;;;;;;;AAQA,SAASC,oBAAT,CAA8BtgC,EAA9B,EAAkCugC,GAAlC,EAAuC3d,OAAvC,EAAgD;AAC9C,MAAMjZ,MAAM,GAAGiZ,OAAO,CAACjZ,MAAR,IAAkBnC,UAAjC;AACAxH,IAAE,CAAC2tB,WAAH,CAAehkB,MAAf,EAAuB42B,GAAvB;AACAR,6BAA2B,CAAC//B,EAAD,EAAK2J,MAAL,EAAa3J,EAAE,CAACwgC,aAAhB,EAA+B5d,OAA/B,CAA3B;AACD;AAED;;;;;;;;;AAOA,SAAS6d,oBAAT,CAA8BzgC,EAA9B,EAAkCytB,OAAlC,EAA2C7K,OAA3C,EAAoD;AAClDmd,6BAA2B,CAAC//B,EAAD,EAAKytB,OAAL,EAAcztB,EAAE,CAAC0gC,iBAAjB,EAAoC9d,OAApC,CAA3B;AACD;AAED;;;;;;;;;;;;;;;;;AAeA,SAAS+d,aAAT,CAAuB3gC,EAAvB,EAA2B4iB,OAA3B,EAAoC;AAClC,MAAM6K,OAAO,GAAGztB,EAAE,CAAC2gC,aAAH,EAAhB;AACAF,sBAAoB,CAACzgC,EAAD,EAAKytB,OAAL,EAAc7K,OAAd,CAApB;AACA,SAAO6K,OAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkCA,SAASmT,cAAT,CAAwB5gC,EAAxB,EAA4B6gC,cAA5B,EAA4C;AAC1C,MAAMC,QAAQ,GAAG,EAAjB;AACA39B,QAAM,CAACC,IAAP,CAAYy9B,cAAZ,EAA4Bx9B,OAA5B,CAAoC,UAAS/B,IAAT,EAAe;AACjDw/B,YAAQ,CAACx/B,IAAD,CAAR,GAAiBq/B,aAAa,CAAC3gC,EAAD,EAAK6gC,cAAc,CAACv/B,IAAD,CAAnB,CAA9B;AACD,GAFD;AAGA,SAAOw/B,QAAP;AACD;AAED;;;;;;;;;AAOA,SAASC,UAAT,CAAoB9hB,KAApB,EAA2B;AACzBA,OAAK,GAAGA,KAAK,IAAI/e,QAAQ,CAACq3B,YAA1B;;AACA,MAAI70B,aAAa,CAACuc,KAAD,CAAjB,EAA0B;AACxB,WAAOA,KAAP;AACD;;AACD,SAAO,IAAIxd,UAAJ,CAAe,CAACwd,KAAK,CAAC,CAAD,CAAL,GAAW,GAAZ,EAAiBA,KAAK,CAAC,CAAD,CAAL,GAAW,GAA5B,EAAiCA,KAAK,CAAC,CAAD,CAAL,GAAW,GAA5C,EAAiDA,KAAK,CAAC,CAAD,CAAL,GAAW,GAA5D,CAAf,CAAP;AACD;AAED;;;;;;;;;;;;;;;AAaA,SAAS+hB,0BAAT,CAAoChhC,EAApC,EAAwCugC,GAAxC,EAA6C3d,OAA7C,EAAsDnZ,KAAtD,EAA6DC,MAA7D,EAAqEq0B,cAArE,EAAqF;AACnFnb,SAAO,GAAGA,OAAO,IAAI1iB,QAAQ,CAACwK,cAA9B;AACAqzB,gBAAc,GAAGA,cAAc,IAAIr2B,IAAnC;AACA,MAAMiC,MAAM,GAAGiZ,OAAO,CAACjZ,MAAR,IAAkBnC,UAAjC;AACAiC,OAAK,GAAGA,KAAK,IAAImZ,OAAO,CAACnZ,KAAzB;AACAC,QAAM,GAAGA,MAAM,IAAIkZ,OAAO,CAAClZ,MAA3B;AACA1J,IAAE,CAAC2tB,WAAH,CAAehkB,MAAf,EAAuB42B,GAAvB;;AACA,MAAI/B,iBAAiB,CAACx+B,EAAD,EAAKyJ,KAAL,EAAYC,MAAZ,EAAoBq0B,cAApB,CAArB,EAA0D;AACxD/9B,MAAE,CAACihC,cAAH,CAAkBt3B,MAAlB;AACD,GAFD,MAEO;AACL,QAAMu3B,SAAS,GAAGzC,SAAS,CAACV,cAAD,CAAT,GAA4Br1B,MAA5B,GAAqCD,OAAvD;AACAzI,MAAE,CAACwgC,aAAH,CAAiB72B,MAAjB,EAAyB4uB,kBAAzB,EAA6C2I,SAA7C;AACAlhC,MAAE,CAACwgC,aAAH,CAAiB72B,MAAjB,EAAyB6uB,kBAAzB,EAA6C0I,SAA7C;AACAlhC,MAAE,CAACwgC,aAAH,CAAiB72B,MAAjB,EAAyB8uB,cAAzB,EAAyClwB,aAAzC;AACAvI,MAAE,CAACwgC,aAAH,CAAiB72B,MAAjB,EAAyB+uB,cAAzB,EAAyCnwB,aAAzC;AACD;AACF;;AAED,SAAS44B,6CAAT,CAAuDve,OAAvD,EAAgE;AAC9D,SAAOA,OAAO,CAACjY,IAAR,KAAiB,IAAjB,IAA0BiY,OAAO,CAACjY,IAAR,KAAiB1K,SAAjB,IAA8B2iB,OAAO,CAACrX,KAAR,KAAkBtL,SAAjF;AACD;AAED;;;;;;;;;;AAQA,SAASmhC,gBAAT,CAA0BphC,EAA1B,EAA8B4iB,OAA9B,EAAuC;AACrCA,SAAO,GAAGA,OAAO,IAAI,EAArB;AACA,SAAOA,OAAO,CAACye,aAAR,IAAyB,CAC5BpJ,2BAD4B,EAE5BC,2BAF4B,EAG5BC,2BAH4B,EAI5BC,2BAJ4B,EAK5BC,2BAL4B,EAM5BC,2BAN4B,CAAhC;AAQD;AAED;;;;;;;AAOA;;;;;;;;;;;;;;;AAaA,SAASgJ,mBAAT,CAA6BthC,EAA7B,EAAiC4iB,OAAjC,EAA0C;AACxC,MAAM2e,KAAK,GAAGH,gBAAgB,CAACphC,EAAD,EAAK4iB,OAAL,CAA9B,CADwC,CAExC;;AACA,MAAM4e,YAAY,GAAGD,KAAK,CAAC7R,GAAN,CAAU,UAAS+R,IAAT,EAAe71B,GAAf,EAAoB;AACjD,WAAO;AAAE61B,UAAI,EAAEA,IAAR;AAAc71B,SAAG,EAAEA;AAAnB,KAAP;AACD,GAFoB,CAArB;AAGA41B,cAAY,CAACE,IAAb,CAAkB,UAASnxB,CAAT,EAAYC,CAAZ,EAAe;AAC/B,WAAOD,CAAC,CAACkxB,IAAF,GAASjxB,CAAC,CAACixB,IAAlB;AACD,GAFD;AAGA,SAAOD,YAAP;AACD;AAED;;;;;;;;;;;;;;;AAaA,SAASG,qBAAT,CAA+B3hC,EAA/B,EAAmCugC,GAAnC,EAAwC5hB,OAAxC,EAAiDiE,OAAjD,EAA0D;AACxDA,SAAO,GAAGA,OAAO,IAAI1iB,QAAQ,CAACwK,cAA9B;AACA,MAAMf,MAAM,GAAGiZ,OAAO,CAACjZ,MAAR,IAAkBnC,UAAjC;AACA,MAAM+D,KAAK,GAAGqX,OAAO,CAACrX,KAAR,IAAiB,CAA/B;AACA,MAAI9B,KAAK,GAAGkV,OAAO,CAAClV,KAApB;AACA,MAAIC,MAAM,GAAGiV,OAAO,CAACjV,MAArB;AACA,MAAMq0B,cAAc,GAAGnb,OAAO,CAACmb,cAAR,IAA0Bnb,OAAO,CAAC5Z,MAAlC,IAA4CtB,IAAnE;AACA,MAAMk6B,UAAU,GAAGtD,iCAAiC,CAACP,cAAD,CAApD;AACA,MAAM/0B,MAAM,GAAG4Z,OAAO,CAAC5Z,MAAR,IAAkB44B,UAAU,CAAC54B,MAA5C;AACA,MAAMrI,IAAI,GAAGiiB,OAAO,CAACjiB,IAAR,IAAgBihC,UAAU,CAACjhC,IAAxC;AACAq+B,eAAa,CAACh/B,EAAD,EAAK4iB,OAAL,CAAb;AACA5iB,IAAE,CAAC2tB,WAAH,CAAehkB,MAAf,EAAuB42B,GAAvB;;AACA,MAAI52B,MAAM,KAAKigB,gBAAf,EAAiC;AAC/B;AACA,QAAMiY,QAAQ,GAAIljB,OAAO,CAAClV,KAA1B;AACA,QAAMq4B,SAAS,GAAGnjB,OAAO,CAACjV,MAA1B;AACA,QAAInH,IAAJ;AACA,QAAIw/B,MAAJ;;AACA,QAAIF,QAAQ,GAAG,CAAX,KAAiBC,SAArB,EAAgC;AAC9B;AACAv/B,UAAI,GAAGu/B,SAAP;AACAC,YAAM,GAAG,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,EAAa,CAAb,EAAgB,CAAhB,EAAmB,CAAnB,EAAsB,CAAtB,EAAyB,CAAzB,EAA4B,CAA5B,EAA+B,CAA/B,EAAkC,CAAlC,CAAT;AACD,KAJD,MAIO,IAAID,SAAS,GAAG,CAAZ,KAAkBD,QAAtB,EAAgC;AACrC;AACAt/B,UAAI,GAAGs/B,QAAP;AACAE,YAAM,GAAG,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,EAAa,CAAb,EAAgB,CAAhB,EAAmB,CAAnB,EAAsB,CAAtB,EAAyB,CAAzB,EAA4B,CAA5B,EAA+B,CAA/B,EAAkC,CAAlC,CAAT;AACD,KAJM,MAIA,IAAIF,QAAQ,GAAG,CAAX,KAAiBC,SAAS,GAAG,CAAjC,EAAoC;AACzC;AACAv/B,UAAI,GAAGs/B,QAAQ,GAAG,CAAlB;AACAE,YAAM,GAAG,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,EAAa,CAAb,EAAgB,CAAhB,EAAmB,CAAnB,EAAsB,CAAtB,EAAyB,CAAzB,EAA4B,CAA5B,EAA+B,CAA/B,EAAkC,CAAlC,CAAT;AACD,KAJM,MAIA,IAAIF,QAAQ,GAAG,CAAX,KAAiBC,SAAS,GAAG,CAAjC,EAAoC;AACzC;AACAv/B,UAAI,GAAGs/B,QAAQ,GAAG,CAAlB;AACAE,YAAM,GAAG,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,EAAa,CAAb,EAAgB,CAAhB,EAAmB,CAAnB,EAAsB,CAAtB,EAAyB,CAAzB,EAA4B,CAA5B,EAA+B,CAA/B,EAAkC,CAAlC,CAAT;AACD,KAJM,MAIA;AACL,YAAM,8CAA8CpjB,OAAO,CAACzS,GAAR,GAAcyS,OAAO,CAACzS,GAAtB,GAA4ByS,OAAO,CAACqjB,QAAlF,CAAN;AACD;;AACD,QAAMC,GAAG,GAAGvK,kBAAkB,EAA9B;;AACA,QAAIuK,GAAJ,EAAS;AACPA,SAAG,CAACC,MAAJ,CAAWz4B,KAAX,GAAmBlH,IAAnB;AACA0/B,SAAG,CAACC,MAAJ,CAAWx4B,MAAX,GAAoBnH,IAApB;AACAkH,WAAK,GAAGlH,IAAR;AACAmH,YAAM,GAAGnH,IAAT;AACA++B,yBAAmB,CAACthC,EAAD,EAAK4iB,OAAL,CAAnB,CAAiCvf,OAAjC,CAAyC,UAASkQ,CAAT,EAAY;AACnD,YAAMqH,OAAO,GAAGmnB,MAAM,CAACxuB,CAAC,CAAC3H,GAAF,GAAQ,CAAR,GAAY,CAAb,CAAN,GAAwBrJ,IAAxC;AACA,YAAMsY,OAAO,GAAGknB,MAAM,CAACxuB,CAAC,CAAC3H,GAAF,GAAQ,CAAR,GAAY,CAAb,CAAN,GAAwBrJ,IAAxC;AACA0/B,WAAG,CAACE,SAAJ,CAAcxjB,OAAd,EAAuB/D,OAAvB,EAAgCC,OAAhC,EAAyCtY,IAAzC,EAA+CA,IAA/C,EAAqD,CAArD,EAAwD,CAAxD,EAA2DA,IAA3D,EAAiEA,IAAjE;AACAvC,UAAE,CAACoiC,UAAH,CAAc7uB,CAAC,CAACkuB,IAAhB,EAAsBl2B,KAAtB,EAA6BwyB,cAA7B,EAA6C/0B,MAA7C,EAAqDrI,IAArD,EAA2DshC,GAAG,CAACC,MAA/D;AACD,OALD,EALO,CAWP;;AACAD,SAAG,CAACC,MAAJ,CAAWz4B,KAAX,GAAmB,CAAnB;AACAw4B,SAAG,CAACC,MAAJ,CAAWx4B,MAAX,GAAoB,CAApB;AACD,KAdD,MAcO,IAAI,OAAO24B,iBAAP,KAA6B,WAAjC,EAA8C;AACnD;AACA;AACA54B,WAAK,GAAGlH,IAAR;AACAmH,YAAM,GAAGnH,IAAT;AACA++B,yBAAmB,CAACthC,EAAD,EAAK4iB,OAAL,CAAnB,CAAiCvf,OAAjC,CAAyC,UAASkQ,CAAT,EAAY;AACnD,YAAMqH,OAAO,GAAGmnB,MAAM,CAACxuB,CAAC,CAAC3H,GAAF,GAAQ,CAAR,GAAY,CAAb,CAAN,GAAwBrJ,IAAxC;AACA,YAAMsY,OAAO,GAAGknB,MAAM,CAACxuB,CAAC,CAAC3H,GAAF,GAAQ,CAAR,GAAY,CAAb,CAAN,GAAwBrJ,IAAxC,CAFmD,CAGnD;AACA;AACA;AACA;AACA;;AACAvC,UAAE,CAACoiC,UAAH,CAAc7uB,CAAC,CAACkuB,IAAhB,EAAsBl2B,KAAtB,EAA6BwyB,cAA7B,EAA6Cx7B,IAA7C,EAAmDA,IAAnD,EAAyD,CAAzD,EAA4DyG,MAA5D,EAAoErI,IAApE,EAA0E,IAA1E;AACA0hC,yBAAiB,CAAC1jB,OAAD,EAAU/D,OAAV,EAAmBC,OAAnB,EAA4BtY,IAA5B,EAAkCA,IAAlC,EAAwC;AACvD68B,0BAAgB,EAAE,MADqC;AAEvDkD,8BAAoB,EAAE;AAFiC,SAAxC,CAAjB,CAICC,IAJD,CAIM,UAASC,WAAT,EAAsB;AAC1BxD,uBAAa,CAACh/B,EAAD,EAAK4iB,OAAL,CAAb;AACA5iB,YAAE,CAAC2tB,WAAH,CAAehkB,MAAf,EAAuB42B,GAAvB;AACAvgC,YAAE,CAACoiC,UAAH,CAAc7uB,CAAC,CAACkuB,IAAhB,EAAsBl2B,KAAtB,EAA6BwyB,cAA7B,EAA6C/0B,MAA7C,EAAqDrI,IAArD,EAA2D6hC,WAA3D;AACAlD,0BAAgB,CAACt/B,EAAD,EAAK4iB,OAAL,CAAhB;;AACA,cAAIue,6CAA6C,CAACve,OAAD,CAAjD,EAA4D;AAC1Doe,sCAA0B,CAAChhC,EAAD,EAAKugC,GAAL,EAAU3d,OAAV,EAAmBnZ,KAAnB,EAA0BC,MAA1B,EAAkCq0B,cAAlC,CAA1B;AACD;AACF,SAZD;AAaD,OAtBD;AAuBD;AACF,GArED,MAqEO,IAAIp0B,MAAM,KAAKkgB,UAAX,IAAyBlgB,MAAM,KAAKmgB,gBAAxC,EAA0D;AAC/D,QAAM2Y,QAAQ,GAAGjvB,IAAI,CAACvK,GAAL,CAAS0V,OAAO,CAAClV,KAAjB,EAAwBkV,OAAO,CAACjV,MAAhC,CAAjB;AACA,QAAMg5B,OAAO,GAAGlvB,IAAI,CAACmvB,GAAL,CAAShkB,OAAO,CAAClV,KAAjB,EAAwBkV,OAAO,CAACjV,MAAhC,CAAhB;AACA,QAAMuR,KAAK,GAAGynB,OAAO,GAAGD,QAAxB;;AACA,QAAIxnB,KAAK,GAAG,CAAR,KAAc,CAAlB,EAAqB;AACnB,YAAM,0CAAN;AACD;;AACD,QAAM2nB,KAAK,GAAGjkB,OAAO,CAAClV,KAAR,KAAmBi5B,OAAnB,GAA6B,CAA7B,GAAiC,CAA/C;AACA,QAAMG,KAAK,GAAGlkB,OAAO,CAACjV,MAAR,KAAmBg5B,OAAnB,GAA6B,CAA7B,GAAiC,CAA/C;AACAnD,iBAAa,CAACv/B,EAAD,CAAb;AACAA,MAAE,CAACm/B,WAAH,CAAenG,gBAAf,EAAiC,CAAjC;AACAh5B,MAAE,CAACm/B,WAAH,CAAelG,iBAAf,EAAkCta,OAAO,CAAClV,KAA1C;AACAzJ,MAAE,CAACm/B,WAAH,CAAejG,mBAAf,EAAoC,CAApC;AACAl5B,MAAE,CAACm/B,WAAH,CAAe9F,kBAAf,EAAmC,CAAnC;AACAr5B,MAAE,CAAC8iC,UAAH,CAAcn5B,MAAd,EAAsB4B,KAAtB,EAA6BwyB,cAA7B,EAA6C0E,QAA7C,EAAuDA,QAAvD,EAAiEA,QAAjE,EAA2E,CAA3E,EAA8Ez5B,MAA9E,EAAsFrI,IAAtF,EAA4F,IAA5F;;AACA,SAAK,IAAI0P,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAG4K,KAApB,EAA2B,EAAE5K,CAA7B,EAAgC;AAC9B,UAAM0yB,IAAI,GAAG1yB,CAAC,GAAGoyB,QAAJ,GAAeG,KAA5B;AACA,UAAMI,IAAI,GAAG3yB,CAAC,GAAGoyB,QAAJ,GAAeI,KAA5B;AACA7iC,QAAE,CAACm/B,WAAH,CAAehG,kBAAf,EAAmC4J,IAAnC;AACA/iC,QAAE,CAACm/B,WAAH,CAAe/F,gBAAf,EAAiC4J,IAAjC;AACAhjC,QAAE,CAACijC,aAAH,CAAiBt5B,MAAjB,EAAyB4B,KAAzB,EAAgC,CAAhC,EAAmC,CAAnC,EAAsC8E,CAAtC,EAAyCoyB,QAAzC,EAAmDA,QAAnD,EAA6D,CAA7D,EAAgEz5B,MAAhE,EAAwErI,IAAxE,EAA8Ege,OAA9E;AACD;;AACDmhB,oBAAgB,CAAC9/B,EAAD,CAAhB;AACD,GAvBM,MAuBA;AACLA,MAAE,CAACoiC,UAAH,CAAcz4B,MAAd,EAAsB4B,KAAtB,EAA6BwyB,cAA7B,EAA6C/0B,MAA7C,EAAqDrI,IAArD,EAA2Dge,OAA3D;AACD;;AACD2gB,kBAAgB,CAACt/B,EAAD,EAAK4iB,OAAL,CAAhB;;AACA,MAAIue,6CAA6C,CAACve,OAAD,CAAjD,EAA4D;AAC1Doe,8BAA0B,CAAChhC,EAAD,EAAKugC,GAAL,EAAU3d,OAAV,EAAmBnZ,KAAnB,EAA0BC,MAA1B,EAAkCq0B,cAAlC,CAA1B;AACD;;AACDuC,sBAAoB,CAACtgC,EAAD,EAAKugC,GAAL,EAAU3d,OAAV,CAApB;AACD;;AAED,SAASsgB,IAAT,GAAgB,CACf;AAED;;;;;;;;AAMA,SAASC,eAAT,CAAyBC,GAAzB,EAA8B;AAC5B,MAAI,OAAOhd,QAAP,KAAoB,WAAxB,EAAqC;AACnC;AACA,QAAM7V,CAAC,GAAG6V,QAAQ,CAACuR,aAAT,CAAuB,GAAvB,CAAV;AACApnB,KAAC,CAAC8yB,IAAF,GAASD,GAAT;AACA,WAAO7yB,CAAC,CAAC+yB,QAAF,KAAenZ,QAAQ,CAACmZ,QAAxB,IACA/yB,CAAC,CAACgzB,IAAF,KAAepZ,QAAQ,CAACoZ,IADxB,IAEAhzB,CAAC,CAACizB,QAAF,KAAerZ,QAAQ,CAACqZ,QAF/B;AAGD,GAPD,MAOO;AACL,QAAMC,WAAW,GAAI,IAAIC,GAAJ,CAAQvZ,QAAQ,CAACkZ,IAAjB,CAAD,CAAyBM,MAA7C;AACA,QAAMC,SAAS,GAAI,IAAIF,GAAJ,CAAQN,GAAR,EAAajZ,QAAQ,CAACkZ,IAAtB,CAAD,CAA8BM,MAAhD;AACA,WAAOC,SAAS,KAAKH,WAArB;AACD;AACF;;AAED,SAASI,8CAAT,CAAwDT,GAAxD,EAA6D5L,WAA7D,EAA0E;AACxE,SAAOA,WAAW,KAAKv3B,SAAhB,IAA6B,CAACkjC,eAAe,CAACC,GAAD,CAA7C,GACF,WADE,GAEF5L,WAFL;AAGD;AAED;;;;;;;;;;;AASA,SAASsM,SAAT,CAAmBV,GAAnB,EAAwB5L,WAAxB,EAAqCuM,QAArC,EAA+C;AAC7CA,UAAQ,GAAGA,QAAQ,IAAIb,IAAvB;AACA,MAAIc,GAAJ;AACAxM,aAAW,GAAGA,WAAW,KAAKv3B,SAAhB,GAA4Bu3B,WAA5B,GAA0Ct3B,QAAQ,CAACs3B,WAAjE;AACAA,aAAW,GAAGqM,8CAA8C,CAACT,GAAD,EAAM5L,WAAN,CAA5D;;AACA,MAAI,OAAOyM,KAAP,KAAiB,WAArB,EAAkC;AAChCD,OAAG,GAAG,IAAIC,KAAJ,EAAN;;AACA,QAAIzM,WAAW,KAAKv3B,SAApB,EAA+B;AAC7B+jC,SAAG,CAACxM,WAAJ,GAAkBA,WAAlB;AACD;;AAED,QAAM0M,kBAAkB,GAAG,SAASA,kBAAT,GAA8B;AACvDF,SAAG,CAACG,mBAAJ,CAAwB,OAAxB,EAAiCC,OAAjC,EADuD,CACX;;AAC5CJ,SAAG,CAACG,mBAAJ,CAAwB,MAAxB,EAAgCE,MAAhC,EAFuD,CAEb;;AAC1CL,SAAG,GAAG,IAAN;AACD,KAJD;;AAMA,QAAMI,OAAO,GAAG,SAASA,OAAT,GAAmB;AACjC,UAAME,GAAG,GAAG,0BAA0BlB,GAAtC;AACA5iC,YAAM,CAAC6L,KAAP,CAAai4B,GAAb;AACAP,cAAQ,CAACO,GAAD,EAAMN,GAAN,CAAR;AACAE,wBAAkB;AACnB,KALD;;AAOA,QAAMG,MAAM,GAAG,SAASA,MAAT,GAAkB;AAC/BN,cAAQ,CAAC,IAAD,EAAOC,GAAP,CAAR;AACAE,wBAAkB;AACnB,KAHD;;AAKAF,OAAG,CAACO,gBAAJ,CAAqB,OAArB,EAA8BH,OAA9B;AACAJ,OAAG,CAACO,gBAAJ,CAAqB,MAArB,EAA6BF,MAA7B;AACAL,OAAG,CAAC93B,GAAJ,GAAUk3B,GAAV;AACA,WAAOY,GAAP;AACD,GA5BD,MA4BO,IAAI,OAAOQ,WAAP,KAAuB,WAA3B,EAAwC;AAC7C,QAAIC,GAAJ;AACA,QAAIC,EAAJ;;AACA,QAAMC,EAAE,GAAG,SAASA,EAAT,GAAc;AACvBZ,cAAQ,CAACU,GAAD,EAAMC,EAAN,CAAR;AACD,KAFD;;AAIA,QAAM9hB,OAAO,GAAG,EAAhB;;AACA,QAAI4U,WAAJ,EAAiB;AACf5U,aAAO,CAACgiB,IAAR,GAAe,MAAf,CADe,CACQ;AACxB;;AACDC,SAAK,CAACzB,GAAD,EAAMxgB,OAAN,CAAL,CAAoB2f,IAApB,CAAyB,UAASuC,QAAT,EAAmB;AAC1C,UAAI,CAACA,QAAQ,CAACC,EAAd,EAAkB;AAChB,cAAMD,QAAN;AACD;;AACD,aAAOA,QAAQ,CAACE,IAAT,EAAP;AACD,KALD,EAKGzC,IALH,CAKQ,UAASyC,IAAT,EAAe;AACrB,aAAO3C,iBAAiB,CAAC2C,IAAD,EAAO;AAC7B5F,wBAAgB,EAAE,MADW;AAE7BkD,4BAAoB,EAAE;AAFO,OAAP,CAAxB;AAID,KAVD,EAUGC,IAVH,CAUQ,UAAS0C,MAAT,EAAiB;AACvB;AACA;AACA;AACA;AACAP,QAAE,GAAGO,MAAL;AACAC,gBAAU,CAACP,EAAD,CAAV;AACD,KAjBD,WAiBS,UAASQ,CAAT,EAAY;AACnBV,SAAG,GAAGU,CAAN;AACAD,gBAAU,CAACP,EAAD,CAAV;AACD,KApBD;AAqBAX,OAAG,GAAG,IAAN;AACD;;AACD,SAAOA,GAAP;AACD;AAED;;;;;;;;;AAOA,SAASoB,gBAAT,CAA0BC,GAA1B,EAA+B;AAC7B,SAAQ,OAAOb,WAAP,KAAuB,WAAvB,IAAsCa,GAAG,YAAYb,WAAtD,IACC,OAAOc,SAAP,KAAqB,WAArB,IAAqCD,GAAG,YAAYC,SADrD,IAEC,OAAOC,WAAP,KAAuB,WAAvB,IAAuCF,GAAG,YAAYE,WAF9D;AAGD;AAED;;;;;;;;;;;;;AAWA,SAASC,eAAT,CAAyBH,GAAzB,EAA8B7N,WAA9B,EAA2CuM,QAA3C,EAAqD;AACnD,MAAIqB,gBAAgB,CAACC,GAAD,CAApB,EAA2B;AACzBH,cAAU,CAAC,YAAW;AACpBnB,cAAQ,CAAC,IAAD,EAAOsB,GAAP,CAAR;AACD,KAFS,CAAV;AAGA,WAAOA,GAAP;AACD;;AAED,SAAOvB,SAAS,CAACuB,GAAD,EAAM7N,WAAN,EAAmBuM,QAAnB,CAAhB;AACD;AAED;;;;;;;;;;;AASA,SAAS0B,uBAAT,CAAiCzlC,EAAjC,EAAqCugC,GAArC,EAA0C3d,OAA1C,EAAmD;AACjDA,SAAO,GAAGA,OAAO,IAAI1iB,QAAQ,CAACwK,cAA9B;AACA,MAAMf,MAAM,GAAGiZ,OAAO,CAACjZ,MAAR,IAAkBnC,UAAjC;AACAxH,IAAE,CAAC2tB,WAAH,CAAehkB,MAAf,EAAuB42B,GAAvB;;AACA,MAAI3d,OAAO,CAAC3D,KAAR,KAAkB,KAAtB,EAA6B;AAC3B;AACD,GANgD,CAOjD;AACA;;;AACA,MAAMA,KAAK,GAAG8hB,UAAU,CAACne,OAAO,CAAC3D,KAAT,CAAxB;;AACA,MAAItV,MAAM,KAAKigB,gBAAf,EAAiC;AAC/B,SAAK,IAAIhlB,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAG,CAAtB,EAAyB,EAAEA,EAA3B,EAA+B;AAC7B5E,QAAE,CAACoiC,UAAH,CAAcnK,2BAA2B,GAAGrzB,EAA5C,EAAgD,CAAhD,EAAmD8C,IAAnD,EAAyD,CAAzD,EAA4D,CAA5D,EAA+D,CAA/D,EAAkEA,IAAlE,EAAwEhI,aAAxE,EAAuFuf,KAAvF;AACD;AACF,GAJD,MAIO,IAAItV,MAAM,KAAKkgB,UAAX,IAAyBlgB,MAAM,KAAKmgB,gBAAxC,EAA0D;AAC/D9pB,MAAE,CAAC8iC,UAAH,CAAcn5B,MAAd,EAAsB,CAAtB,EAAyBjC,IAAzB,EAA+B,CAA/B,EAAkC,CAAlC,EAAqC,CAArC,EAAwC,CAAxC,EAA2CA,IAA3C,EAAiDhI,aAAjD,EAAgEuf,KAAhE;AACD,GAFM,MAEA;AACLjf,MAAE,CAACoiC,UAAH,CAAcz4B,MAAd,EAAsB,CAAtB,EAAyBjC,IAAzB,EAA+B,CAA/B,EAAkC,CAAlC,EAAqC,CAArC,EAAwCA,IAAxC,EAA8ChI,aAA9C,EAA6Duf,KAA7D;AACD;AACF;AAED;;;;;;;;;;;;AAYA;;;;;;;;;AASA;;;;;;;;;AASA;;;;;;;;;AASA;;;;;;;;;AASA;;;;;;;;;;;;;;;AAaA,SAASymB,kBAAT,CAA4B1lC,EAA5B,EAAgCugC,GAAhC,EAAqC3d,OAArC,EAA8CmhB,QAA9C,EAAwD;AACtDA,UAAQ,GAAGA,QAAQ,IAAIb,IAAvB;AACAtgB,SAAO,GAAGA,OAAO,IAAI1iB,QAAQ,CAACwK,cAA9B;AACA+6B,yBAAuB,CAACzlC,EAAD,EAAKugC,GAAL,EAAU3d,OAAV,CAAvB,CAHsD,CAItD;;AACAA,SAAO,GAAGzf,MAAM,CAACmC,MAAP,CAAc,EAAd,EAAkBsd,OAAlB,CAAV;AACA,MAAMohB,GAAG,GAAGwB,eAAe,CAAC5iB,OAAO,CAAC1W,GAAT,EAAc0W,OAAO,CAAC4U,WAAtB,EAAmC,UAASiN,GAAT,EAAcT,GAAd,EAAmB;AAC/E,QAAIS,GAAJ,EAAS;AACPV,cAAQ,CAACU,GAAD,EAAMlE,GAAN,EAAWyD,GAAX,CAAR;AACD,KAFD,MAEO;AACLrC,2BAAqB,CAAC3hC,EAAD,EAAKugC,GAAL,EAAUyD,GAAV,EAAephB,OAAf,CAArB;AACAmhB,cAAQ,CAAC,IAAD,EAAOxD,GAAP,EAAYyD,GAAZ,CAAR;AACD;AACF,GAP0B,CAA3B;AAQA,SAAOA,GAAP;AACD;AAED;;;;;;;;;;;;AAUA,SAAS2B,mBAAT,CAA6B3lC,EAA7B,EAAiCugC,GAAjC,EAAsC3d,OAAtC,EAA+CmhB,QAA/C,EAAyD;AACvDA,UAAQ,GAAGA,QAAQ,IAAIb,IAAvB;AACA,MAAM0C,IAAI,GAAGhjB,OAAO,CAAC1W,GAArB;;AACA,MAAI05B,IAAI,CAAC/jC,MAAL,KAAgB,CAApB,EAAuB;AACrB,UAAM,oCAAN;AACD;;AACD,MAAM0J,KAAK,GAAGqX,OAAO,CAACrX,KAAR,IAAiB,CAA/B;AACA,MAAMwyB,cAAc,GAAGnb,OAAO,CAACmb,cAAR,IAA0Bnb,OAAO,CAAC5Z,MAAlC,IAA4CtB,IAAnE;AACA,MAAMk6B,UAAU,GAAGtD,iCAAiC,CAACP,cAAD,CAApD;AACA,MAAM/0B,MAAM,GAAG4Z,OAAO,CAAC5Z,MAAR,IAAkB44B,UAAU,CAAC54B,MAA5C;AACA,MAAMrI,IAAI,GAAGiiB,OAAO,CAACjiB,IAAR,IAAgBjB,aAA7B;AACA,MAAMiK,MAAM,GAAGiZ,OAAO,CAACjZ,MAAR,IAAkBnC,UAAjC;;AACA,MAAImC,MAAM,KAAKigB,gBAAf,EAAiC;AAC/B,UAAM,iCAAN;AACD;;AACD6b,yBAAuB,CAACzlC,EAAD,EAAKugC,GAAL,EAAU3d,OAAV,CAAvB,CAfuD,CAgBvD;;AACAA,SAAO,GAAGzf,MAAM,CAACmC,MAAP,CAAc,EAAd,EAAkBsd,OAAlB,CAAV;AACA,MAAIijB,SAAS,GAAG,CAAhB;AACA,MAAMC,MAAM,GAAG,EAAf;AACA,MAAMvE,KAAK,GAAGH,gBAAgB,CAACphC,EAAD,EAAK4iB,OAAL,CAA9B;AACA,MAAImjB,IAAJ,CArBuD,CAqB5C;;AAEX,WAASC,SAAT,CAAmBC,UAAnB,EAA+B;AAC7B,WAAO,UAASxB,GAAT,EAAcT,GAAd,EAAmB;AACxB,QAAE6B,SAAF;;AACA,UAAIpB,GAAJ,EAAS;AACPqB,cAAM,CAACp6B,IAAP,CAAY+4B,GAAZ;AACD,OAFD,MAEO;AACL,YAAIT,GAAG,CAACv6B,KAAJ,KAAcu6B,GAAG,CAACt6B,MAAtB,EAA8B;AAC5Bo8B,gBAAM,CAACp6B,IAAP,CAAY,uCAAuCs4B,GAAG,CAAC93B,GAAvD;AACD,SAFD,MAEO;AACL8yB,uBAAa,CAACh/B,EAAD,EAAK4iB,OAAL,CAAb;AACA5iB,YAAE,CAAC2tB,WAAH,CAAehkB,MAAf,EAAuB42B,GAAvB,EAFK,CAIL;AACA;;AACA,cAAIsF,SAAS,KAAK,CAAlB,EAAqB;AACnB;AACAzE,4BAAgB,CAACphC,EAAD,CAAhB,CAAqBqD,OAArB,CAA6B,UAAS6iC,WAAT,EAAsB;AACjD;AACAlmC,gBAAE,CAACoiC,UAAH,CAAc8D,WAAd,EAA2B36B,KAA3B,EAAkCwyB,cAAlC,EAAkD/0B,MAAlD,EAA0DrI,IAA1D,EAAgEqjC,GAAhE;AACD,aAHD;AAID,WAND,MAMO;AACLhkC,cAAE,CAACoiC,UAAH,CAAc6D,UAAd,EAA0B16B,KAA1B,EAAiCwyB,cAAjC,EAAiD/0B,MAAjD,EAAyDrI,IAAzD,EAA+DqjC,GAA/D;AACD;;AAED1E,0BAAgB,CAACt/B,EAAD,EAAK4iB,OAAL,CAAhB;;AACA,cAAIue,6CAA6C,CAACve,OAAD,CAAjD,EAA4D;AAC1D5iB,cAAE,CAACihC,cAAH,CAAkBt3B,MAAlB;AACD;AACF;AACF;;AAED,UAAIk8B,SAAS,KAAK,CAAlB,EAAqB;AACnB9B,gBAAQ,CAAC+B,MAAM,CAACjkC,MAAP,GAAgBikC,MAAhB,GAAyB7lC,SAA1B,EAAqCsgC,GAArC,EAA0CwF,IAA1C,CAAR;AACD;AACF,KAjCD;AAkCD;;AAEDA,MAAI,GAAGH,IAAI,CAAClW,GAAL,CAAS,UAAS0T,GAAT,EAAcx3B,GAAd,EAAmB;AACjC,WAAO45B,eAAe,CAACpC,GAAD,EAAMxgB,OAAO,CAAC4U,WAAd,EAA2BwO,SAAS,CAACzE,KAAK,CAAC31B,GAAD,CAAN,CAApC,CAAtB;AACD,GAFM,CAAP;AAGD;AAED;;;;;;;;;;;;;;;;;;;;;AAmBA,SAASu6B,kBAAT,CAA4BnmC,EAA5B,EAAgCugC,GAAhC,EAAqC3d,OAArC,EAA8CmhB,QAA9C,EAAwD;AACtDA,UAAQ,GAAGA,QAAQ,IAAIb,IAAvB;AACA,MAAM0C,IAAI,GAAGhjB,OAAO,CAAC1W,GAArB;AACA,MAAM6xB,cAAc,GAAGnb,OAAO,CAACmb,cAAR,IAA0Bnb,OAAO,CAAC5Z,MAAlC,IAA4CtB,IAAnE;AACA,MAAMk6B,UAAU,GAAGtD,iCAAiC,CAACP,cAAD,CAApD;AACA,MAAM/0B,MAAM,GAAG4Z,OAAO,CAAC5Z,MAAR,IAAkB44B,UAAU,CAAC54B,MAA5C;AACA,MAAMrI,IAAI,GAAGiiB,OAAO,CAACjiB,IAAR,IAAgBjB,aAA7B;AACA,MAAMiK,MAAM,GAAGiZ,OAAO,CAACjZ,MAAR,IAAkBmgB,gBAAjC;;AACA,MAAIngB,MAAM,KAAKkgB,UAAX,IAAyBlgB,MAAM,KAAKmgB,gBAAxC,EAA0D;AACxD,UAAM,+CAAN;AACD;;AACD2b,yBAAuB,CAACzlC,EAAD,EAAKugC,GAAL,EAAU3d,OAAV,CAAvB,CAXsD,CAYtD;;AACAA,SAAO,GAAGzf,MAAM,CAACmC,MAAP,CAAc,EAAd,EAAkBsd,OAAlB,CAAV;AACA,MAAIijB,SAAS,GAAGD,IAAI,CAAC/jC,MAArB;AACA,MAAMikC,MAAM,GAAG,EAAf;AACA,MAAIC,IAAJ,CAhBsD,CAgB3C;;AACX,MAAMx6B,KAAK,GAAGqX,OAAO,CAACrX,KAAR,IAAiB,CAA/B;AACA,MAAI9B,KAAK,GAAGmZ,OAAO,CAACnZ,KAApB;AACA,MAAIC,MAAM,GAAGkZ,OAAO,CAAClZ,MAArB;AACA,MAAMuR,KAAK,GAAG2qB,IAAI,CAAC/jC,MAAnB;AACA,MAAIukC,UAAU,GAAG,IAAjB;;AAEA,WAASJ,SAAT,CAAmBpnB,KAAnB,EAA0B;AACxB,WAAO,UAAS6lB,GAAT,EAAcT,GAAd,EAAmB;AACxB,QAAE6B,SAAF;;AACA,UAAIpB,GAAJ,EAAS;AACPqB,cAAM,CAACp6B,IAAP,CAAY+4B,GAAZ;AACD,OAFD,MAEO;AACLzF,qBAAa,CAACh/B,EAAD,EAAK4iB,OAAL,CAAb;AACA5iB,UAAE,CAAC2tB,WAAH,CAAehkB,MAAf,EAAuB42B,GAAvB;;AAEA,YAAI6F,UAAJ,EAAgB;AACdA,oBAAU,GAAG,KAAb;AACA38B,eAAK,GAAGmZ,OAAO,CAACnZ,KAAR,IAAiBu6B,GAAG,CAACv6B,KAA7B;AACAC,gBAAM,GAAGkZ,OAAO,CAAClZ,MAAR,IAAkBs6B,GAAG,CAACt6B,MAA/B;AACA1J,YAAE,CAAC8iC,UAAH,CAAcn5B,MAAd,EAAsB4B,KAAtB,EAA6BwyB,cAA7B,EAA6Ct0B,KAA7C,EAAoDC,MAApD,EAA4DuR,KAA5D,EAAmE,CAAnE,EAAsEjS,MAAtE,EAA8ErI,IAA9E,EAAoF,IAApF,EAJc,CAMd;;AACA,eAAK,IAAI6U,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGyF,KAApB,EAA2B,EAAEzF,CAA7B,EAAgC;AAC9BxV,cAAE,CAACijC,aAAH,CAAiBt5B,MAAjB,EAAyB4B,KAAzB,EAAgC,CAAhC,EAAmC,CAAnC,EAAsCiK,CAAtC,EAAyC/L,KAAzC,EAAgDC,MAAhD,EAAwD,CAAxD,EAA2DV,MAA3D,EAAmErI,IAAnE,EAAyEqjC,GAAzE;AACD;AACF,SAVD,MAUO;AACL,cAAI93B,GAAG,GAAG83B,GAAV;AACA,cAAI/B,GAAJ;;AACA,cAAI+B,GAAG,CAACv6B,KAAJ,KAAcA,KAAd,IAAuBu6B,GAAG,CAACt6B,MAAJ,KAAeA,MAA1C,EAAkD;AAChD;AACAu4B,eAAG,GAAGvK,kBAAkB,EAAxB;AACAxrB,eAAG,GAAG+1B,GAAG,CAACC,MAAV;AACAD,eAAG,CAACC,MAAJ,CAAWz4B,KAAX,GAAmBA,KAAnB;AACAw4B,eAAG,CAACC,MAAJ,CAAWx4B,MAAX,GAAoBA,MAApB;AACAu4B,eAAG,CAACE,SAAJ,CAAc6B,GAAd,EAAmB,CAAnB,EAAsB,CAAtB,EAAyBv6B,KAAzB,EAAgCC,MAAhC;AACD;;AAED1J,YAAE,CAACijC,aAAH,CAAiBt5B,MAAjB,EAAyB4B,KAAzB,EAAgC,CAAhC,EAAmC,CAAnC,EAAsCqT,KAAtC,EAA6CnV,KAA7C,EAAoDC,MAApD,EAA4D,CAA5D,EAA+DV,MAA/D,EAAuErI,IAAvE,EAA6EuL,GAA7E,EAZK,CAcL;;AACA,cAAI+1B,GAAG,IAAI/1B,GAAG,KAAK+1B,GAAG,CAACC,MAAvB,EAA+B;AAC7BD,eAAG,CAACC,MAAJ,CAAWz4B,KAAX,GAAmB,CAAnB;AACAw4B,eAAG,CAACC,MAAJ,CAAWx4B,MAAX,GAAoB,CAApB;AACD;AACF;;AAED41B,wBAAgB,CAACt/B,EAAD,EAAK4iB,OAAL,CAAhB;;AACA,YAAIue,6CAA6C,CAACve,OAAD,CAAjD,EAA4D;AAC1D5iB,YAAE,CAACihC,cAAH,CAAkBt3B,MAAlB;AACD;AACF;;AAED,UAAIk8B,SAAS,KAAK,CAAlB,EAAqB;AACnB9B,gBAAQ,CAAC+B,MAAM,CAACjkC,MAAP,GAAgBikC,MAAhB,GAAyB7lC,SAA1B,EAAqCsgC,GAArC,EAA0CwF,IAA1C,CAAR;AACD;AACF,KAhDD;AAiDD;;AAEDA,MAAI,GAAGH,IAAI,CAAClW,GAAL,CAAS,UAAS0T,GAAT,EAAcx3B,GAAd,EAAmB;AACjC,WAAO45B,eAAe,CAACpC,GAAD,EAAMxgB,OAAO,CAAC4U,WAAd,EAA2BwO,SAAS,CAACp6B,GAAD,CAApC,CAAtB;AACD,GAFM,CAAP;AAGD;AAED;;;;;;;;;;;;AAUA,SAASy6B,mBAAT,CAA6BrmC,EAA7B,EAAiCugC,GAAjC,EAAsCr0B,GAAtC,EAA2C0W,OAA3C,EAAoD;AAClDA,SAAO,GAAGA,OAAO,IAAI1iB,QAAQ,CAACwK,cAA9B;AACA,MAAMf,MAAM,GAAGiZ,OAAO,CAACjZ,MAAR,IAAkBnC,UAAjC;AACAxH,IAAE,CAAC2tB,WAAH,CAAehkB,MAAf,EAAuB42B,GAAvB;AACA,MAAI92B,KAAK,GAAGmZ,OAAO,CAACnZ,KAApB;AACA,MAAIC,MAAM,GAAGkZ,OAAO,CAAClZ,MAArB;AACA,MAAIuR,KAAK,GAAG2H,OAAO,CAAC3H,KAApB;AACA,MAAM1P,KAAK,GAAGqX,OAAO,CAACrX,KAAR,IAAiB,CAA/B;AACA,MAAMwyB,cAAc,GAAGnb,OAAO,CAACmb,cAAR,IAA0Bnb,OAAO,CAAC5Z,MAAlC,IAA4CtB,IAAnE;AACA,MAAMk6B,UAAU,GAAGtD,iCAAiC,CAACP,cAAD,CAApD;AACA,MAAM/0B,MAAM,GAAG4Z,OAAO,CAAC5Z,MAAR,IAAkB44B,UAAU,CAAC54B,MAA5C;AACA,MAAMrI,IAAI,GAAGiiB,OAAO,CAACjiB,IAAR,IAAgBg+B,0BAA0B,CAAC3+B,EAAD,EAAKkM,GAAL,EAAU01B,UAAU,CAACjhC,IAArB,CAAvD;;AACA,MAAI,CAAC+B,aAAa,CAACwJ,GAAD,CAAlB,EAAyB;AACvB,QAAMrJ,IAAI,GAAGJ,WAAW,CAAC6jC,0BAAZ,CAAuC3lC,IAAvC,CAAb;AACAuL,OAAG,GAAG,IAAIrJ,IAAJ,CAASqJ,GAAT,CAAN;AACD,GAHD,MAGO,IAAIA,GAAG,YAAYq6B,iBAAnB,EAAsC;AAC3Cr6B,OAAG,GAAG,IAAIzK,UAAJ,CAAeyK,GAAG,CAACtL,MAAnB,CAAN;AACD;;AAED,MAAMu9B,eAAe,GAAGE,mCAAmC,CAACN,cAAD,EAAiBp9B,IAAjB,CAA3D;AACA,MAAMkE,WAAW,GAAGqH,GAAG,CAACgqB,UAAJ,GAAiBiI,eAArC,CApBkD,CAoBK;;AACvD,MAAIt5B,WAAW,GAAG,CAAlB,EAAqB;AACnB,UAAM,mCAAmCwoB,KAAK,CAACmZ,cAAN,CAAqBxmC,EAArB,EAAyBgJ,MAAzB,CAAzC;AACD;;AACD,MAAIy9B,UAAJ;;AACA,MAAI98B,MAAM,KAAKkgB,UAAX,IAAyBlgB,MAAM,KAAKmgB,gBAAxC,EAA0D;AACxD,QAAI,CAACrgB,KAAD,IAAU,CAACC,MAAX,IAAqB,CAACuR,KAA1B,EAAiC;AAC/B,UAAM1Y,IAAI,GAAGiR,IAAI,CAACkzB,IAAL,CAAU7hC,WAAV,CAAb;;AACA,UAAItC,IAAI,GAAG,CAAP,KAAa,CAAjB,EAAoB;AAClB,cAAM,oDAAoDsC,WAA1D;AACD;;AACD4E,WAAK,GAAGlH,IAAR;AACAmH,YAAM,GAAGnH,IAAT;AACA0Y,WAAK,GAAG1Y,IAAR;AACD,KARD,MAQO,IAAIkH,KAAK,KAAK,CAACC,MAAD,IAAW,CAACuR,KAAjB,CAAT,EAAkC;AACvCwrB,gBAAU,GAAG5H,eAAe,CAAC7+B,EAAD,EAAK2J,MAAL,EAAaD,MAAb,EAAqBuR,KAArB,EAA4BpW,WAAW,GAAG4E,KAA1C,CAA5B;AACAC,YAAM,GAAG+8B,UAAU,CAACh9B,KAApB;AACAwR,WAAK,GAAGwrB,UAAU,CAAC/8B,MAAnB;AACD,KAJM,MAIA,IAAIA,MAAM,KAAK,CAACD,KAAD,IAAU,CAACwR,KAAhB,CAAV,EAAkC;AACvCwrB,gBAAU,GAAG5H,eAAe,CAAC7+B,EAAD,EAAK2J,MAAL,EAAaF,KAAb,EAAoBwR,KAApB,EAA2BpW,WAAW,GAAG6E,MAAzC,CAA5B;AACAD,WAAK,GAAGg9B,UAAU,CAACh9B,KAAnB;AACAwR,WAAK,GAAGwrB,UAAU,CAAC/8B,MAAnB;AACD,KAJM,MAIA;AACL+8B,gBAAU,GAAG5H,eAAe,CAAC7+B,EAAD,EAAK2J,MAAL,EAAaF,KAAb,EAAoBC,MAApB,EAA4B7E,WAAW,GAAGoW,KAA1C,CAA5B;AACAxR,WAAK,GAAGg9B,UAAU,CAACh9B,KAAnB;AACAC,YAAM,GAAG+8B,UAAU,CAAC/8B,MAApB;AACD;AACF,GAtBD,MAsBO;AACL+8B,cAAU,GAAG5H,eAAe,CAAC7+B,EAAD,EAAK2J,MAAL,EAAaF,KAAb,EAAoBC,MAApB,EAA4B7E,WAA5B,CAA5B;AACA4E,SAAK,GAAGg9B,UAAU,CAACh9B,KAAnB;AACAC,UAAM,GAAG+8B,UAAU,CAAC/8B,MAApB;AACD;;AACD61B,eAAa,CAACv/B,EAAD,CAAb;AACAA,IAAE,CAACm/B,WAAH,CAAenG,gBAAf,EAAiCpW,OAAO,CAAC4c,eAAR,IAA2B,CAA5D;AACAR,eAAa,CAACh/B,EAAD,EAAK4iB,OAAL,CAAb;;AACA,MAAIjZ,MAAM,KAAKigB,gBAAf,EAAiC;AAC/B,QAAM+c,kBAAkB,GAAGxI,eAAe,GAAGjyB,GAAG,CAACnI,iBAAjD;AACA,QAAM6iC,QAAQ,GAAG/hC,WAAW,GAAG,CAAd,GAAkB8hC,kBAAnC;AAEArF,uBAAmB,CAACthC,EAAD,EAAK4iB,OAAL,CAAnB,CAAiCvf,OAAjC,CAAyC,UAAAkQ,CAAC,EAAI;AAC5C,UAAMpP,MAAM,GAAGyiC,QAAQ,GAAGrzB,CAAC,CAAC3H,GAA5B;AACA,UAAM9J,IAAI,GAAGoK,GAAG,CAAC26B,QAAJ,CAAa1iC,MAAb,EAAqBA,MAAM,GAAGyiC,QAA9B,CAAb;AACA5mC,QAAE,CAACoiC,UAAH,CAAc7uB,CAAC,CAACkuB,IAAhB,EAAsBl2B,KAAtB,EAA6BwyB,cAA7B,EAA6Ct0B,KAA7C,EAAoDC,MAApD,EAA4D,CAA5D,EAA+DV,MAA/D,EAAuErI,IAAvE,EAA6EmB,IAA7E;AACD,KAJD;AAKD,GATD,MASO,IAAI6H,MAAM,KAAKkgB,UAAX,IAAyBlgB,MAAM,KAAKmgB,gBAAxC,EAA0D;AAC/D9pB,MAAE,CAAC8iC,UAAH,CAAcn5B,MAAd,EAAsB4B,KAAtB,EAA6BwyB,cAA7B,EAA6Ct0B,KAA7C,EAAoDC,MAApD,EAA4DuR,KAA5D,EAAmE,CAAnE,EAAsEjS,MAAtE,EAA8ErI,IAA9E,EAAoFuL,GAApF;AACD,GAFM,MAEA;AACLlM,MAAE,CAACoiC,UAAH,CAAcz4B,MAAd,EAAsB4B,KAAtB,EAA6BwyB,cAA7B,EAA6Ct0B,KAA7C,EAAoDC,MAApD,EAA4D,CAA5D,EAA+DV,MAA/D,EAAuErI,IAAvE,EAA6EuL,GAA7E;AACD;;AACDozB,kBAAgB,CAACt/B,EAAD,EAAK4iB,OAAL,CAAhB;AACAkd,kBAAgB,CAAC9/B,EAAD,CAAhB;AACA,SAAO;AACLyJ,SAAK,EAAEA,KADF;AAELC,UAAM,EAAEA,MAFH;AAGLuR,SAAK,EAAEA,KAHF;AAILta,QAAI,EAAEA;AAJD,GAAP;AAMD;AAED;;;;;;;;;;AAQA,SAASmmC,eAAT,CAAyB9mC,EAAzB,EAA6BugC,GAA7B,EAAkC3d,OAAlC,EAA2C;AACzC,MAAMjZ,MAAM,GAAGiZ,OAAO,CAACjZ,MAAR,IAAkBnC,UAAjC;AACAxH,IAAE,CAAC2tB,WAAH,CAAehkB,MAAf,EAAuB42B,GAAvB;AACA,MAAMh1B,KAAK,GAAGqX,OAAO,CAACrX,KAAR,IAAiB,CAA/B;AACA,MAAMwyB,cAAc,GAAGnb,OAAO,CAACmb,cAAR,IAA0Bnb,OAAO,CAAC5Z,MAAlC,IAA4CtB,IAAnE;AACA,MAAMk6B,UAAU,GAAGtD,iCAAiC,CAACP,cAAD,CAApD;AACA,MAAM/0B,MAAM,GAAG4Z,OAAO,CAAC5Z,MAAR,IAAkB44B,UAAU,CAAC54B,MAA5C;AACA,MAAMrI,IAAI,GAAGiiB,OAAO,CAACjiB,IAAR,IAAgBihC,UAAU,CAACjhC,IAAxC;AACAq+B,eAAa,CAACh/B,EAAD,EAAK4iB,OAAL,CAAb;;AACA,MAAIjZ,MAAM,KAAKigB,gBAAf,EAAiC;AAC/B,SAAK,IAAIhlB,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAG,CAAtB,EAAyB,EAAEA,EAA3B,EAA+B;AAC7B5E,QAAE,CAACoiC,UAAH,CAAcnK,2BAA2B,GAAGrzB,EAA5C,EAAgD2G,KAAhD,EAAuDwyB,cAAvD,EAAuEnb,OAAO,CAACnZ,KAA/E,EAAsFmZ,OAAO,CAAClZ,MAA9F,EAAsG,CAAtG,EAAyGV,MAAzG,EAAiHrI,IAAjH,EAAuH,IAAvH;AACD;AACF,GAJD,MAIO,IAAIgJ,MAAM,KAAKkgB,UAAX,IAAyBlgB,MAAM,KAAKmgB,gBAAxC,EAA0D;AAC/D9pB,MAAE,CAAC8iC,UAAH,CAAcn5B,MAAd,EAAsB4B,KAAtB,EAA6BwyB,cAA7B,EAA6Cnb,OAAO,CAACnZ,KAArD,EAA4DmZ,OAAO,CAAClZ,MAApE,EAA4EkZ,OAAO,CAAC3H,KAApF,EAA2F,CAA3F,EAA8FjS,MAA9F,EAAsGrI,IAAtG,EAA4G,IAA5G;AACD,GAFM,MAEA;AACLX,MAAE,CAACoiC,UAAH,CAAcz4B,MAAd,EAAsB4B,KAAtB,EAA6BwyB,cAA7B,EAA6Cnb,OAAO,CAACnZ,KAArD,EAA4DmZ,OAAO,CAAClZ,MAApE,EAA4E,CAA5E,EAA+EV,MAA/E,EAAuFrI,IAAvF,EAA6F,IAA7F;AACD;;AACD2+B,kBAAgB,CAACt/B,EAAD,EAAK4iB,OAAL,CAAhB;AACD;AAED;;;;;;;;;;AAQA,SAAS3X,aAAT,CAAuBjL,EAAvB,EAA2B4iB,OAA3B,EAAoCmhB,QAApC,EAA8C;AAC5CA,UAAQ,GAAGA,QAAQ,IAAIb,IAAvB;AACAtgB,SAAO,GAAGA,OAAO,IAAI1iB,QAAQ,CAACwK,cAA9B;AACA,MAAM61B,GAAG,GAAGvgC,EAAE,CAACiL,aAAH,EAAZ;AACA,MAAMtB,MAAM,GAAGiZ,OAAO,CAACjZ,MAAR,IAAkBnC,UAAjC;AACA,MAAIiC,KAAK,GAAImZ,OAAO,CAACnZ,KAAR,IAAkB,CAA/B;AACA,MAAIC,MAAM,GAAGkZ,OAAO,CAAClZ,MAAR,IAAkB,CAA/B;AACA,MAAMq0B,cAAc,GAAGnb,OAAO,CAACmb,cAAR,IAA0Br2B,IAAjD;AACA1H,IAAE,CAAC2tB,WAAH,CAAehkB,MAAf,EAAuB42B,GAAvB;;AACA,MAAI52B,MAAM,KAAKigB,gBAAf,EAAiC;AAC/B;AACA5pB,MAAE,CAACwgC,aAAH,CAAiB72B,MAAjB,EAAyB8uB,cAAzB,EAAyClwB,aAAzC;AACAvI,MAAE,CAACwgC,aAAH,CAAiB72B,MAAjB,EAAyB+uB,cAAzB,EAAyCnwB,aAAzC;AACD;;AACD,MAAI2D,GAAG,GAAG0W,OAAO,CAAC1W,GAAlB;;AACA,MAAIA,GAAJ,EAAS;AACP,QAAI,OAAOA,GAAP,KAAe,UAAnB,EAA+B;AAC7BA,SAAG,GAAGA,GAAG,CAAClM,EAAD,EAAK4iB,OAAL,CAAT;AACD;;AACD,QAAI,OAAQ1W,GAAR,KAAiB,QAArB,EAA+B;AAC7Bw5B,wBAAkB,CAAC1lC,EAAD,EAAKugC,GAAL,EAAU3d,OAAV,EAAmBmhB,QAAnB,CAAlB;AACD,KAFD,MAEO,IAAIrhC,aAAa,CAACwJ,GAAD,CAAb,IACCvJ,KAAK,CAACC,OAAN,CAAcsJ,GAAd,MACI,OAAOA,GAAG,CAAC,CAAD,CAAV,KAAkB,QAAlB,IACAvJ,KAAK,CAACC,OAAN,CAAcsJ,GAAG,CAAC,CAAD,CAAjB,CADA,IAEAxJ,aAAa,CAACwJ,GAAG,CAAC,CAAD,CAAJ,CAHjB,CADL,EAMK;AACV,UAAMu6B,UAAU,GAAGJ,mBAAmB,CAACrmC,EAAD,EAAKugC,GAAL,EAAUr0B,GAAV,EAAe0W,OAAf,CAAtC;AACAnZ,WAAK,GAAIg9B,UAAU,CAACh9B,KAApB;AACAC,YAAM,GAAG+8B,UAAU,CAAC/8B,MAApB;AACD,KAVM,MAUA,IAAI/G,KAAK,CAACC,OAAN,CAAcsJ,GAAd,MAAuB,OAAQA,GAAG,CAAC,CAAD,CAAX,KAAoB,QAApB,IAAgCk5B,gBAAgB,CAACl5B,GAAG,CAAC,CAAD,CAAJ,CAAvE,CAAJ,EAAsF;AAC3F,UAAIvC,MAAM,KAAKigB,gBAAf,EAAiC;AAC/B+b,2BAAmB,CAAC3lC,EAAD,EAAKugC,GAAL,EAAU3d,OAAV,EAAmBmhB,QAAnB,CAAnB;AACD,OAFD,MAEO;AACLoC,0BAAkB,CAACnmC,EAAD,EAAKugC,GAAL,EAAU3d,OAAV,EAAmBmhB,QAAnB,CAAlB;AACD;AACF,KANM,MAMA,IAAIqB,gBAAgB,CAACl5B,GAAD,CAApB,EAA2B;AAChCy1B,2BAAqB,CAAC3hC,EAAD,EAAKugC,GAAL,EAAUr0B,GAAV,EAAe0W,OAAf,CAArB;AACAnZ,WAAK,GAAIyC,GAAG,CAACzC,KAAb;AACAC,YAAM,GAAGwC,GAAG,CAACxC,MAAb;AACD,KAJM,MAIA;AACL,YAAM,sBAAN;AACD;AACF,GA7BD,MA6BO;AACLo9B,mBAAe,CAAC9mC,EAAD,EAAKugC,GAAL,EAAU3d,OAAV,CAAf;AACD;;AACD,MAAIue,6CAA6C,CAACve,OAAD,CAAjD,EAA4D;AAC1Doe,8BAA0B,CAAChhC,EAAD,EAAKugC,GAAL,EAAU3d,OAAV,EAAmBnZ,KAAnB,EAA0BC,MAA1B,EAAkCq0B,cAAlC,CAA1B;AACD;;AACDuC,sBAAoB,CAACtgC,EAAD,EAAKugC,GAAL,EAAU3d,OAAV,CAApB;AACA,SAAO2d,GAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;AAiBA,SAAS10B,aAAT,CAAuB7L,EAAvB,EAA2BugC,GAA3B,EAAgC3d,OAAhC,EAAyCnZ,KAAzC,EAAgDC,MAAhD,EAAwDuR,KAAxD,EAA+D;AAC7DxR,OAAK,GAAGA,KAAK,IAAImZ,OAAO,CAACnZ,KAAzB;AACAC,QAAM,GAAGA,MAAM,IAAIkZ,OAAO,CAAClZ,MAA3B;AACAuR,OAAK,GAAGA,KAAK,IAAI2H,OAAO,CAAC3H,KAAzB;AACA,MAAMtR,MAAM,GAAGiZ,OAAO,CAACjZ,MAAR,IAAkBnC,UAAjC;AACAxH,IAAE,CAAC2tB,WAAH,CAAehkB,MAAf,EAAuB42B,GAAvB;AACA,MAAMh1B,KAAK,GAAGqX,OAAO,CAACrX,KAAR,IAAiB,CAA/B;AACA,MAAMwyB,cAAc,GAAGnb,OAAO,CAACmb,cAAR,IAA0Bnb,OAAO,CAAC5Z,MAAlC,IAA4CtB,IAAnE;AACA,MAAMk6B,UAAU,GAAGtD,iCAAiC,CAACP,cAAD,CAApD;AACA,MAAM/0B,MAAM,GAAG4Z,OAAO,CAAC5Z,MAAR,IAAkB44B,UAAU,CAAC54B,MAA5C;AACA,MAAIrI,IAAJ;AACA,MAAMuL,GAAG,GAAG0W,OAAO,CAAC1W,GAApB;;AACA,MAAI,CAACA,GAAL,EAAU;AACRvL,QAAI,GAAGiiB,OAAO,CAACjiB,IAAR,IAAgBihC,UAAU,CAACjhC,IAAlC;AACD,GAFD,MAEO,IAAI+B,aAAa,CAACwJ,GAAD,CAAb,IAAuBvJ,KAAK,CAACC,OAAN,CAAcsJ,GAAd,KAAsB,OAAQA,GAAG,CAAC,CAAD,CAAX,KAAoB,QAArE,EAAgF;AACrFvL,QAAI,GAAGiiB,OAAO,CAACjiB,IAAR,IAAgBg+B,0BAA0B,CAAC3+B,EAAD,EAAKkM,GAAL,EAAU01B,UAAU,CAACjhC,IAArB,CAAjD;AACD,GAFM,MAEA;AACLA,QAAI,GAAGiiB,OAAO,CAACjiB,IAAR,IAAgBihC,UAAU,CAACjhC,IAAlC;AACD;;AACD,MAAIgJ,MAAM,KAAKigB,gBAAf,EAAiC;AAC/B,SAAK,IAAIhlB,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAG,CAAtB,EAAyB,EAAEA,EAA3B,EAA+B;AAC7B5E,QAAE,CAACoiC,UAAH,CAAcnK,2BAA2B,GAAGrzB,EAA5C,EAAgD2G,KAAhD,EAAuDwyB,cAAvD,EAAuEt0B,KAAvE,EAA8EC,MAA9E,EAAsF,CAAtF,EAAyFV,MAAzF,EAAiGrI,IAAjG,EAAuG,IAAvG;AACD;AACF,GAJD,MAIO,IAAIgJ,MAAM,KAAKkgB,UAAX,IAAyBlgB,MAAM,KAAKmgB,gBAAxC,EAA0D;AAC/D9pB,MAAE,CAAC8iC,UAAH,CAAcn5B,MAAd,EAAsB4B,KAAtB,EAA6BwyB,cAA7B,EAA6Ct0B,KAA7C,EAAoDC,MAApD,EAA4DuR,KAA5D,EAAmE,CAAnE,EAAsEjS,MAAtE,EAA8ErI,IAA9E,EAAoF,IAApF;AACD,GAFM,MAEA;AACLX,MAAE,CAACoiC,UAAH,CAAcz4B,MAAd,EAAsB4B,KAAtB,EAA6BwyB,cAA7B,EAA6Ct0B,KAA7C,EAAoDC,MAApD,EAA4D,CAA5D,EAA+DV,MAA/D,EAAuErI,IAAvE,EAA6E,IAA7E;AACD;AACF;AAED;;;;;;;;;;AAQA,SAASomC,UAAT,CAAoB76B,GAApB,EAAyB;AACvB,SAAO,OAAOA,GAAP,KAAe,QAAf,IACCvJ,KAAK,CAACC,OAAN,CAAcsJ,GAAd,KAAsB,OAAOA,GAAG,CAAC,CAAD,CAAV,KAAkB,QADhD;AAED;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA2EA,SAAS86B,cAAT,CAAwBhnC,EAAxB,EAA4B0K,cAA5B,EAA4Cq5B,QAA5C,EAAsD;AACpDA,UAAQ,GAAGA,QAAQ,IAAIb,IAAvB;AACA,MAAI+D,cAAc,GAAG,CAArB;AACA,MAAMnB,MAAM,GAAG,EAAf;AACA,MAAM96B,QAAQ,GAAG,EAAjB;AACA,MAAMk8B,MAAM,GAAG,EAAf;;AAEA,WAASC,mBAAT,GAA+B;AAC7B,QAAIF,cAAc,KAAK,CAAvB,EAA0B;AACxB/B,gBAAU,CAAC,YAAW;AACpBnB,gBAAQ,CAAC+B,MAAM,CAACjkC,MAAP,GAAgBikC,MAAhB,GAAyB7lC,SAA1B,EAAqC+K,QAArC,EAA+Ck8B,MAA/C,CAAR;AACD,OAFS,EAEP,CAFO,CAAV;AAGD;AACF;;AAED/jC,QAAM,CAACC,IAAP,CAAYsH,cAAZ,EAA4BrH,OAA5B,CAAoC,UAAS/B,IAAT,EAAe;AACjD,QAAMshB,OAAO,GAAGlY,cAAc,CAACpJ,IAAD,CAA9B;AACA,QAAI8lC,QAAJ;;AACA,QAAIL,UAAU,CAACnkB,OAAO,CAAC1W,GAAT,CAAd,EAA6B;AAC3Bk7B,cAAQ,GAAG,kBAAS3C,GAAT,EAAclE,GAAd,EAAmByD,GAAnB,EAAwB;AACjCkD,cAAM,CAAC5lC,IAAD,CAAN,GAAe0iC,GAAf;AACA,UAAEiD,cAAF;;AACA,YAAIxC,GAAJ,EAAS;AACPqB,gBAAM,CAACp6B,IAAP,CAAY+4B,GAAZ;AACD;;AACD0C,2BAAmB;AACpB,OAPD;;AAQA,QAAEF,cAAF;AACD;;AACDj8B,YAAQ,CAAC1J,IAAD,CAAR,GAAiB2J,aAAa,CAACjL,EAAD,EAAK4iB,OAAL,EAAcwkB,QAAd,CAA9B;AACD,GAfD,EAfoD,CAgCpD;AACA;AACA;AACA;;AACAD,qBAAmB;AAEnB,SAAOn8B,QAAP;AACD,C;;;;;;;;;;;;;;;;;;;;;;AC5yDD;;;;AACA;;;;AACA;;;;AAEA;;AAAA;AAAA;AAAA;AAAA;AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;ACkBA;;;AA4YA;AAAA;AAAA;AAAA;AAAA;;AA3YA;;;AA+YA;AAAA;AAAA;AAAA;AAAA;;AA9YA;;AACA;;;AA+YA;AAAA;AAAA;AAAA;AAAA;;AA7YA;;;AAwYA;AAAA;AAAA;AAAA;AAAA;;AAvYA;;;AAwYA;AAAA;AAAA;AAAA;AAAA;;AAvYA;;;AAwYA;AAAA;AAAA;AAAA;AAAA;;AAvYA;;;AAyYA;AAAA;AAAA;AAAA;AAAA;;AAxYA;;;AA0YA;AAAA;AAAA;AAAA;AAAA;;;;;;AAzaA;;;;;;;;;;;;;;;;;;;;;;AAiCA;;;;;;;;;;;;;;;;;;;;;;;;;;;AA4BA;AACA,IAAMhL,EAAE,GAAGC,SAAX;AAAuB;;AAA0B;;AACjD,IAAMC,QAAQ,GAAG;AACfmnC,wBAAsB,EAAE;AADT,CAAjB;AAIA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA8DA;;;;;;;;;;AASA,SAAS/mC,WAAT,CAAqBC,WAArB,EAAkC;AAChCC,QAAM,CAACC,sBAAP,CAA8BF,WAA9B,EAA2CL,QAA3C;AACAuX,YAAU,CAAC6vB,qBAAX,CAAiC/mC,WAAjC,EAFgC,CAEgB;;AAChDyK,UAAQ,CAACu8B,mBAAT,CAA6BhnC,WAA7B,EAHgC,CAGY;AAC7C;;AAED,IAAMinC,QAAQ,GAAG,SAAjB;;AACA,SAASC,qBAAT,CAA+BznC,EAA/B,EAAmC0nC,aAAnC,EAAkD;AAChDra,OAAK,CAACmZ,cAAN,CAAqBxmC,EAArB,EAAyB,CAAzB;AACA,MAAM2nC,GAAG,GAAG3nC,EAAE,CAAC4nC,YAAH,CAAgBF,aAAhB,CAAZ;;AACA,MAAIC,GAAJ,EAAS;AACP,QAAME,KAAK,GAAG,EAAd;AACA,QAAMC,QAAQ,GAAGN,QAAQ,CAACO,IAAT,CAAcL,aAAd,EAA6B,CAA7B,CAAjB;AACA,QAAMM,UAAU,GAAG,MAAMF,QAAzB;;AACA,SAAK,IAAMnjC,GAAX,IAAkBgjC,GAAlB,EAAuB;AACrB,UAAMnkC,KAAK,GAAGmkC,GAAG,CAAChjC,GAAD,CAAjB;AACA,UAAMsjC,MAAM,GAAG,OAAQzkC,KAAR,KAAmB,UAAlC;AACA,UAAM0kC,MAAM,GAAGD,MAAM,GAAGH,QAAH,GAAcE,UAAnC;AACA,UAAI1mC,IAAI,GAAGqD,GAAX,CAJqB,CAKrB;AACA;;AACA,UAAIA,GAAG,CAACwjC,QAAJ,CAAaD,MAAb,CAAJ,EAA0B;AACxB5mC,YAAI,GAAGqD,GAAG,CAACyjC,SAAJ,CAAc,CAAd,EAAiBzjC,GAAG,CAAC9C,MAAJ,GAAaqmC,MAAM,CAACrmC,MAArC,CAAP;AACD;;AACD,UAAI7B,EAAE,CAACsB,IAAD,CAAF,KAAarB,SAAjB,EAA4B;AAC1B,YAAI,CAACgoC,MAAD,IAAWjoC,EAAE,CAACsB,IAAD,CAAF,KAAakC,KAA5B,EAAmC;AACjChD,gBAAM,CAAC+L,IAAP,CAAYjL,IAAZ,EAAkBtB,EAAE,CAACsB,IAAD,CAApB,EAA4BkC,KAA5B,EAAmCmB,GAAnC;AACD;AACF,OAJD,MAIO;AACL,YAAIsjC,MAAJ,EAAY;AACVjoC,YAAE,CAACsB,IAAD,CAAF,GAAW,UAAS+mC,MAAT,EAAiB;AAC1B,mBAAO,YAAW;AAChB,qBAAOA,MAAM,CAACxpB,KAAP,CAAa8oB,GAAb,EAAkB7vB,SAAlB,CAAP;AACD,aAFD;AAGD,WAJU,CAITtU,KAJS,CAAX;AAKD,SAND,MAMO;AACLxD,YAAE,CAACsB,IAAD,CAAF,GAAWkC,KAAX;AACAqkC,eAAK,CAACvmC,IAAD,CAAL,GAAckC,KAAd;AACD;AACF;AACF,KA9BM,CA+BP;;;AACAqkC,SAAK,CAAC/uB,WAAN,GAAoB;AAClBxX,UAAI,EAAEqmC,GAAG,CAAC7uB,WAAJ,CAAgBxX;AADJ,KAApB;AAGA+rB,SAAK,CAACmZ,cAAN,CAAqBqB,KAArB,EAA4B,CAA5B;AACD;;AACD,SAAOF,GAAP;AACD;AAED;;;;;;;;;;AAQA,IAAMW,mBAAmB,GAAG,CAC1B,wBAD0B,EAE1B,kBAF0B,EAG1B,wBAH0B,EAI1B,6BAJ0B,EAK1B,0BAL0B,EAM1B,iCAN0B,EAO1B,gBAP0B,EAQ1B,UAR0B,EAS1B,wBAT0B,EAU1B,gCAV0B,EAW1B,wBAX0B,EAY1B,0BAZ0B,EAa1B,mBAb0B,EAc1B,0BAd0B,EAe1B,wBAf0B,EAgB1B,+BAhB0B,EAiB1B,yBAjB0B,EAkB1B,0BAlB0B,EAmB1B,8BAnB0B,EAoB1B,+BApB0B,EAqB1B,gCArB0B,EAsB1B,+BAtB0B,EAuB1B,oCAvB0B,EAwB1B,qBAxB0B,EAyB1B,oBAzB0B,CAA5B;AA4BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgDA,SAASjB,sBAAT,CAAgCrnC,EAAhC,EAAoC;AAClC,OAAK,IAAI4E,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAG0jC,mBAAmB,CAACzmC,MAA1C,EAAkD,EAAE+C,EAApD,EAAwD;AACtD6iC,yBAAqB,CAACznC,EAAD,EAAKsoC,mBAAmB,CAAC1jC,EAAD,CAAxB,CAArB;AACD;AACF;AAED;;;;;;;;;;AAQA,SAAS2jC,eAAT,CAAyBrG,MAAzB,EAAiCrR,WAAjC,EAA8C;AAC5C,MAAM5kB,KAAK,GAAG,CAAC,OAAD,EAAU,oBAAV,CAAd;AACA,MAAIu8B,OAAO,GAAG,IAAd;;AACA,OAAK,IAAI5jC,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGqH,KAAK,CAACpK,MAA5B,EAAoC,EAAE+C,EAAtC,EAA0C;AACxC4jC,WAAO,GAAGtG,MAAM,CAACtK,UAAP,CAAkB3rB,KAAK,CAACrH,EAAD,CAAvB,EAA6BisB,WAA7B,CAAV;;AACA,QAAI2X,OAAJ,EAAa;AACX,UAAItoC,QAAQ,CAACmnC,sBAAb,EAAqC;AACnCA,8BAAsB,CAACmB,OAAD,CAAtB;AACD;;AACD;AACD;AACF;;AACD,SAAOA,OAAP;AACD;AAED;;;;;;;;;;;;;;AAYA,SAASC,eAAT,CAAyBvG,MAAzB,EAAiCrR,WAAjC,EAA8C;AAC5C,MAAM7wB,EAAE,GAAGuoC,eAAe,CAACrG,MAAD,EAASrR,WAAT,CAA1B;AACA,SAAO7wB,EAAP;AACD;AAED;;;;;;;;;;;;;;;;AAcA,SAAS0oC,aAAT,CAAuBxG,MAAvB,EAA+BrR,WAA/B,EAA4C;AAC1C,MAAM5kB,KAAK,GAAG,CAAC,QAAD,EAAW,OAAX,EAAoB,oBAApB,CAAd;AACA,MAAIu8B,OAAO,GAAG,IAAd;;AACA,OAAK,IAAI5jC,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGqH,KAAK,CAACpK,MAA5B,EAAoC,EAAE+C,EAAtC,EAA0C;AACxC4jC,WAAO,GAAGtG,MAAM,CAACtK,UAAP,CAAkB3rB,KAAK,CAACrH,EAAD,CAAvB,EAA6BisB,WAA7B,CAAV;;AACA,QAAI2X,OAAJ,EAAa;AACX,UAAItoC,QAAQ,CAACmnC,sBAAb,EAAqC;AACnCA,8BAAsB,CAACmB,OAAD,CAAtB;AACD;;AACD;AACD;AACF;;AACD,SAAOA,OAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;AAkBA,SAAS5Q,UAAT,CAAoBsK,MAApB,EAA4BrR,WAA5B,EAAyC;AACvC,MAAM7wB,EAAE,GAAG0oC,aAAa,CAACxG,MAAD,EAASrR,WAAT,CAAxB;AACA,SAAO7wB,EAAP;AACD;AAED;;;;;;;;;AAOA,SAAS2oC,yBAAT,CAAmCzG,MAAnC,EAA2C0G,UAA3C,EAAuD;AACrDA,YAAU,GAAGA,UAAU,IAAI,CAA3B;AACAA,YAAU,GAAGp1B,IAAI,CAACmvB,GAAL,CAAS,CAAT,EAAYiG,UAAZ,CAAb;AACA,MAAMn/B,KAAK,GAAIy4B,MAAM,CAAC2G,WAAP,GAAsBD,UAAtB,GAAmC,CAAlD;AACA,MAAMl/B,MAAM,GAAGw4B,MAAM,CAAC4G,YAAP,GAAsBF,UAAtB,GAAmC,CAAlD;;AACA,MAAI1G,MAAM,CAACz4B,KAAP,KAAiBA,KAAjB,IAA0By4B,MAAM,CAACx4B,MAAP,KAAkBA,MAAhD,EAAwD;AACtDw4B,UAAM,CAACz4B,KAAP,GAAeA,KAAf;AACAy4B,UAAM,CAACx4B,MAAP,GAAgBA,MAAhB;AACA,WAAO,IAAP;AACD;;AACD,SAAO,KAAP;AACD,C;;;;;;;;;;;;;;;;;;;;ACpYD;;;;;;;;;;;;;;;;;;;;;;AAsBA;;;;;;;;;;;;;;AAeA;AACA,IAAM1J,EAAE,GAAGC,SAAX;AAAuB;;AAA0B;;AAEjD;;AACA,IAAMR,IAAI,GAA6B,MAAvC;AACA,IAAMC,aAAa,GAAoB,MAAvC;AACA,IAAMC,KAAK,GAA4B,MAAvC;AACA,IAAMC,cAAc,GAAmB,MAAvC;AACA,IAAMC,GAAG,GAA8B,MAAvC;AACA,IAAMC,YAAY,GAAqB,MAAvC;AACA,IAAMC,KAAK,GAA4B,MAAvC;AACA,IAAM48B,sBAAsB,GAAS,MAArC;AACA,IAAMC,sBAAsB,GAAS,MAArC;AACA,IAAMC,oBAAoB,GAAW,MAArC;AACA,IAAMC,UAAU,GAAqB,MAArC;AACA,IAAME,2BAA2B,GAAI,MAArC;AACA,IAAMC,4BAA4B,GAAG,MAArC;AACA,IAAMC,wBAAwB,GAAO,MAArC;AACA,IAAMC,8BAA8B,GAAG,MAAvC;AACA,IAAMC,iBAAiB,GAAc,MAArC;AAEA,IAAM2L,kBAAkB,GAAG,EAA3B;AACA;AACE,MAAMC,EAAE,GAAGD,kBAAX;AACAC,IAAE,CAACvpC,IAAD,CAAF,GAAqC+B,SAArC;AACAwnC,IAAE,CAACtpC,aAAD,CAAF,GAAqC+B,UAArC;AACAunC,IAAE,CAACrpC,KAAD,CAAF,GAAqCspC,UAArC;AACAD,IAAE,CAACppC,cAAD,CAAF,GAAqCkD,WAArC;AACAkmC,IAAE,CAACnpC,GAAD,CAAF,GAAqCkuB,UAArC;AACAib,IAAE,CAAClpC,YAAD,CAAF,GAAqCquB,WAArC;AACA6a,IAAE,CAACjpC,KAAD,CAAF,GAAqCgD,YAArC;AACAimC,IAAE,CAACrM,sBAAD,CAAF,GAAqC75B,WAArC;AACAkmC,IAAE,CAACpM,sBAAD,CAAF,GAAqC95B,WAArC;AACAkmC,IAAE,CAACnM,oBAAD,CAAF,GAAqC/5B,WAArC;AACAkmC,IAAE,CAAClM,UAAD,CAAF,GAAqCh6B,WAArC;AACAkmC,IAAE,CAAChM,2BAAD,CAAF,GAAqC7O,WAArC;AACA6a,IAAE,CAAC/L,4BAAD,CAAF,GAAqC9O,WAArC;AACA6a,IAAE,CAAC9L,wBAAD,CAAF,GAAqC/O,WAArC;AACA6a,IAAE,CAAC7L,8BAAD,CAAF,GAAqChP,WAArC;AACA6a,IAAE,CAAC5L,iBAAD,CAAF,GAAqCjP,WAArC;AACD;AAED;;;;;;;;AAOA,SAASlqB,sBAAT,CAAgC/C,UAAhC,EAA4C;AAC1C,MAAIA,UAAU,YAAYM,SAA1B,EAA6C;AAAE,WAAO/B,IAAP;AAAc,GADnB,CAC8B;;;AACxE,MAAIyB,UAAU,YAAYO,UAA1B,EAA6C;AAAE,WAAO/B,aAAP;AAAuB,GAF5B,CAE8B;;;AACxE,MAAIwB,UAAU,YAAYqlC,iBAA1B,EAA6C;AAAE,WAAO7mC,aAAP;AAAuB,GAH5B,CAG8B;;;AACxE,MAAIwB,UAAU,YAAY+nC,UAA1B,EAA6C;AAAE,WAAOtpC,KAAP;AAAe,GAJpB,CAI8B;;;AACxE,MAAIuB,UAAU,YAAY4B,WAA1B,EAA6C;AAAE,WAAOlD,cAAP;AAAwB,GAL7B,CAK8B;;;AACxE,MAAIsB,UAAU,YAAY6sB,UAA1B,EAA6C;AAAE,WAAOluB,GAAP;AAAa,GANlB,CAM8B;;;AACxE,MAAIqB,UAAU,YAAYitB,WAA1B,EAA6C;AAAE,WAAOruB,YAAP;AAAsB,GAP3B,CAO8B;;;AACxE,MAAIoB,UAAU,YAAY6B,YAA1B,EAA6C;AAAE,WAAOhD,KAAP;AAAe,GARpB,CAQ8B;;;AACxE,QAAM,IAAIqC,KAAJ,CAAU,8BAAV,CAAN;AACD;AAED;;;;;;;;;AAOA,SAAS4B,0BAAT,CAAoCrC,cAApC,EAAoD;AAClD,MAAIA,cAAc,KAAKH,SAAvB,EAA0C;AAAE,WAAO/B,IAAP;AAAc,GADR,CACmB;;;AACrE,MAAIkC,cAAc,KAAKF,UAAvB,EAA0C;AAAE,WAAO/B,aAAP;AAAuB,GAFjB,CAEmB;;;AACrE,MAAIiC,cAAc,KAAK4kC,iBAAvB,EAA0C;AAAE,WAAO7mC,aAAP;AAAuB,GAHjB,CAGmB;;;AACrE,MAAIiC,cAAc,KAAKsnC,UAAvB,EAA0C;AAAE,WAAOtpC,KAAP;AAAe,GAJT,CAImB;;;AACrE,MAAIgC,cAAc,KAAKmB,WAAvB,EAA0C;AAAE,WAAOlD,cAAP;AAAwB,GALlB,CAKmB;;;AACrE,MAAI+B,cAAc,KAAKosB,UAAvB,EAA0C;AAAE,WAAOluB,GAAP;AAAa,GANP,CAMmB;;;AACrE,MAAI8B,cAAc,KAAKwsB,WAAvB,EAA0C;AAAE,WAAOruB,YAAP;AAAsB,GAPhB,CAOmB;;;AACrE,MAAI6B,cAAc,KAAKoB,YAAvB,EAA0C;AAAE,WAAOhD,KAAP;AAAe,GART,CAQmB;;;AACrE,QAAM,IAAIqC,KAAJ,CAAU,8BAAV,CAAN;AACD;AAED;;;;;;;;AAMA,SAASkkC,0BAAT,CAAoC3lC,IAApC,EAA0C;AACxC,MAAMuoC,IAAI,GAAGH,kBAAkB,CAACpoC,IAAD,CAA/B;;AACA,MAAI,CAACuoC,IAAL,EAAW;AACT,UAAM,IAAI9mC,KAAJ,CAAU,iBAAV,CAAN;AACD;;AACD,SAAO8mC,IAAP;AACD;;AAED,IAAMxmC,aAAa,GAAG,OAAOymC,iBAAP,KAA6B,WAA7B,GAClB,SAASC,gCAAT,CAA0C74B,CAA1C,EAA6C;AAC7C,SAAOA,CAAC,IAAIA,CAAC,CAAC3P,MAAP,KAAkB2P,CAAC,CAAC3P,MAAF,YAAoB60B,WAApB,IAAmCllB,CAAC,CAAC3P,MAAF,YAAoBuoC,iBAAzE,CAAP;AACD,CAHmB,GAIlB,SAASzmC,aAAT,CAAuB6N,CAAvB,EAA0B;AAC1B,SAAOA,CAAC,IAAIA,CAAC,CAAC3P,MAAP,IAAiB2P,CAAC,CAAC3P,MAAF,YAAoB60B,WAA5C;AACD,CANH;;;;;;;;;;;;;;;;;;;;ACnIA;;;;;;;;;;;;;;;;;;;;;;AAsBA;;;;;;AAMA;AACA;AACA;;AAEA;;;;;;AAMA,SAASnI,QAAT,CAAkBttB,EAAlB,EAAsB;AACpB;AACA;AACA;AACA;AACA,SAAO,CAAC,CAACA,EAAE,CAACqpC,YAAZ;AACD;AAED;;;;;;;;AAMA,SAASC,QAAT,CAAkBtpC,EAAlB,EAAsB;AACpB;AACA;AACA;AACA;AACA;AACA,SAAO,CAACA,EAAE,CAACqpC,YAAX;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgDA,IAAM7C,cAAc,GAAI,YAAW;AACjC,MAAM+C,gBAAgB,GAAG,EAAzB;AACA,MAAM1B,KAAK,GAAG,EAAd;;AAEA,WAAS2B,QAAT,CAAkBxpC,EAAlB,EAAsB;AACpB,QAAMW,IAAI,GAAGX,EAAE,CAAC8Y,WAAH,CAAexX,IAA5B;;AACA,QAAI,CAACioC,gBAAgB,CAAC5oC,IAAD,CAArB,EAA6B;AAC3B,WAAK,IAAMgE,GAAX,IAAkB3E,EAAlB,EAAsB;AACpB,YAAI,OAAOA,EAAE,CAAC2E,GAAD,CAAT,KAAmB,QAAvB,EAAiC;AAC/B,cAAM8kC,QAAQ,GAAG5B,KAAK,CAAC7nC,EAAE,CAAC2E,GAAD,CAAH,CAAtB;AACAkjC,eAAK,CAAC7nC,EAAE,CAAC2E,GAAD,CAAH,CAAL,GAAiB8kC,QAAQ,aAAMA,QAAN,gBAAoB9kC,GAApB,IAA4BA,GAArD;AACD;AACF;;AACD4kC,sBAAgB,CAAC5oC,IAAD,CAAhB,GAAyB,IAAzB;AACD;AACF;;AAED,SAAO,SAAS6lC,cAAT,CAAwBxmC,EAAxB,EAA4BwD,KAA5B,EAAmC;AACxCgmC,YAAQ,CAACxpC,EAAD,CAAR;AACA,WAAO6nC,KAAK,CAACrkC,KAAD,CAAL,IAAiB,OAAOA,KAAK,CAAC+vB,QAAN,CAAe,EAAf,CAA/B;AACD,GAHD;AAID,CArBuB,EAAxB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AC7GA;;;;;;;;;;;;;;;;;;;;;;AAsBA;;;;;;;;;;;;;;;;;;;;;;;AAwBA,IAAImW,OAAO,GAAG3mC,YAAd;AAEA;;;;;;;;AAQA;;;;;;;AAMA,SAASiK,cAAT,CAAwBC,IAAxB,EAA8B;AAC5B,MAAMC,OAAO,GAAGw8B,OAAhB;AACAA,SAAO,GAAGz8B,IAAV;AACA,SAAOC,OAAP;AACD;AAED;;;;;;;;;;AAQA,SAAS2F,MAAT,CAAgBmD,CAAhB,EAAmBC,CAAnB,EAAsBC,CAAtB,EAAyB;AACvB,MAAM/J,GAAG,GAAG,IAAIu9B,OAAJ,CAAY,CAAZ,CAAZ;;AACA,MAAI1zB,CAAJ,EAAO;AACL7J,OAAG,CAAC,CAAD,CAAH,GAAS6J,CAAT;AACD;;AACD,MAAIC,CAAJ,EAAO;AACL9J,OAAG,CAAC,CAAD,CAAH,GAAS8J,CAAT;AACD;;AACD,MAAIC,CAAJ,EAAO;AACL/J,OAAG,CAAC,CAAD,CAAH,GAAS+J,CAAT;AACD;;AACD,SAAO/J,GAAP;AACD;AAED;;;;;;;;;;AAQA,SAASsU,GAAT,CAAalQ,CAAb,EAAgBC,CAAhB,EAAmBrE,GAAnB,EAAwB;AACtBA,KAAG,GAAGA,GAAG,IAAI,IAAIu9B,OAAJ,CAAY,CAAZ,CAAb;AAEAv9B,KAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAjB;AACArE,KAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAjB;AACArE,KAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAjB;AAEA,SAAOrE,GAAP;AACD;AAED;;;;;;;;;;AAQA,SAAS0I,QAAT,CAAkBtE,CAAlB,EAAqBC,CAArB,EAAwBrE,GAAxB,EAA6B;AAC3BA,KAAG,GAAGA,GAAG,IAAI,IAAIu9B,OAAJ,CAAY,CAAZ,CAAb;AAEAv9B,KAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAjB;AACArE,KAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAjB;AACArE,KAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAjB;AAEA,SAAOrE,GAAP;AACD;AAED;;;;;;;;;;;;;AAWA,SAASyT,IAAT,CAAcrP,CAAd,EAAiBC,CAAjB,EAAoBhE,CAApB,EAAuBL,GAAvB,EAA4B;AAC1BA,KAAG,GAAGA,GAAG,IAAI,IAAIu9B,OAAJ,CAAY,CAAZ,CAAb;AAEAv9B,KAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAO/D,CAAC,IAAIgE,CAAC,CAAC,CAAD,CAAD,GAAOD,CAAC,CAAC,CAAD,CAAZ,CAAjB;AACApE,KAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAO/D,CAAC,IAAIgE,CAAC,CAAC,CAAD,CAAD,GAAOD,CAAC,CAAC,CAAD,CAAZ,CAAjB;AACApE,KAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAO/D,CAAC,IAAIgE,CAAC,CAAC,CAAD,CAAD,GAAOD,CAAC,CAAC,CAAD,CAAZ,CAAjB;AAEA,SAAOpE,GAAP;AACD;AAED;;;;;;;;;;;;;AAWA,SAASw9B,KAAT,CAAep5B,CAAf,EAAkBC,CAAlB,EAAqBhE,CAArB,EAAwBL,GAAxB,EAA6B;AAC3BA,KAAG,GAAGA,GAAG,IAAI,IAAIu9B,OAAJ,CAAY,CAAZ,CAAb;AAEAv9B,KAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAO/D,CAAC,CAAC,CAAD,CAAD,IAAQgE,CAAC,CAAC,CAAD,CAAD,GAAOD,CAAC,CAAC,CAAD,CAAhB,CAAhB;AACApE,KAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAO/D,CAAC,CAAC,CAAD,CAAD,IAAQgE,CAAC,CAAC,CAAD,CAAD,GAAOD,CAAC,CAAC,CAAD,CAAhB,CAAhB;AACApE,KAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAO/D,CAAC,CAAC,CAAD,CAAD,IAAQgE,CAAC,CAAC,CAAD,CAAD,GAAOD,CAAC,CAAC,CAAD,CAAhB,CAAhB;AAEA,SAAOpE,GAAP;AACD;AAED;;;;;;;;;;;;AAUA,SAASw2B,GAAT,CAAapyB,CAAb,EAAgBC,CAAhB,EAAmBrE,GAAnB,EAAwB;AACtBA,KAAG,GAAGA,GAAG,IAAI,IAAIu9B,OAAJ,CAAY,CAAZ,CAAb;AAEAv9B,KAAG,CAAC,CAAD,CAAH,GAASqH,IAAI,CAACmvB,GAAL,CAASpyB,CAAC,CAAC,CAAD,CAAV,EAAeC,CAAC,CAAC,CAAD,CAAhB,CAAT;AACArE,KAAG,CAAC,CAAD,CAAH,GAASqH,IAAI,CAACmvB,GAAL,CAASpyB,CAAC,CAAC,CAAD,CAAV,EAAeC,CAAC,CAAC,CAAD,CAAhB,CAAT;AACArE,KAAG,CAAC,CAAD,CAAH,GAASqH,IAAI,CAACmvB,GAAL,CAASpyB,CAAC,CAAC,CAAD,CAAV,EAAeC,CAAC,CAAC,CAAD,CAAhB,CAAT;AAEA,SAAOrE,GAAP;AACD;AAED;;;;;;;;;;;;AAUA,SAASlD,GAAT,CAAasH,CAAb,EAAgBC,CAAhB,EAAmBrE,GAAnB,EAAwB;AACtBA,KAAG,GAAGA,GAAG,IAAI,IAAIu9B,OAAJ,CAAY,CAAZ,CAAb;AAEAv9B,KAAG,CAAC,CAAD,CAAH,GAASqH,IAAI,CAACvK,GAAL,CAASsH,CAAC,CAAC,CAAD,CAAV,EAAeC,CAAC,CAAC,CAAD,CAAhB,CAAT;AACArE,KAAG,CAAC,CAAD,CAAH,GAASqH,IAAI,CAACvK,GAAL,CAASsH,CAAC,CAAC,CAAD,CAAV,EAAeC,CAAC,CAAC,CAAD,CAAhB,CAAT;AACArE,KAAG,CAAC,CAAD,CAAH,GAASqH,IAAI,CAACvK,GAAL,CAASsH,CAAC,CAAC,CAAD,CAAV,EAAeC,CAAC,CAAC,CAAD,CAAhB,CAAT;AAEA,SAAOrE,GAAP;AACD;AAED;;;;;;;;;;AAQA,SAASy9B,SAAT,CAAmBl3B,CAAnB,EAAsBqK,CAAtB,EAAyB5Q,GAAzB,EAA8B;AAC5BA,KAAG,GAAGA,GAAG,IAAI,IAAIu9B,OAAJ,CAAY,CAAZ,CAAb;AAEAv9B,KAAG,CAAC,CAAD,CAAH,GAASuG,CAAC,CAAC,CAAD,CAAD,GAAOqK,CAAhB;AACA5Q,KAAG,CAAC,CAAD,CAAH,GAASuG,CAAC,CAAC,CAAD,CAAD,GAAOqK,CAAhB;AACA5Q,KAAG,CAAC,CAAD,CAAH,GAASuG,CAAC,CAAC,CAAD,CAAD,GAAOqK,CAAhB;AAEA,SAAO5Q,GAAP;AACD;AAED;;;;;;;;;;AAQA,SAAS09B,SAAT,CAAmBn3B,CAAnB,EAAsBqK,CAAtB,EAAyB5Q,GAAzB,EAA8B;AAC5BA,KAAG,GAAGA,GAAG,IAAI,IAAIu9B,OAAJ,CAAY,CAAZ,CAAb;AAEAv9B,KAAG,CAAC,CAAD,CAAH,GAASuG,CAAC,CAAC,CAAD,CAAD,GAAOqK,CAAhB;AACA5Q,KAAG,CAAC,CAAD,CAAH,GAASuG,CAAC,CAAC,CAAD,CAAD,GAAOqK,CAAhB;AACA5Q,KAAG,CAAC,CAAD,CAAH,GAASuG,CAAC,CAAC,CAAD,CAAD,GAAOqK,CAAhB;AAEA,SAAO5Q,GAAP;AACD;AAED;;;;;;;;;;;AASA,SAAS2I,KAAT,CAAevE,CAAf,EAAkBC,CAAlB,EAAqBrE,GAArB,EAA0B;AACxBA,KAAG,GAAGA,GAAG,IAAI,IAAIu9B,OAAJ,CAAY,CAAZ,CAAb;AAEA,MAAMx5B,EAAE,GAAGK,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAR,GAAcD,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAjC;AACA,MAAML,EAAE,GAAGI,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAR,GAAcD,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAjC;AACArE,KAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAR,GAAcD,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAA/B;AACArE,KAAG,CAAC,CAAD,CAAH,GAAS+D,EAAT;AACA/D,KAAG,CAAC,CAAD,CAAH,GAASgE,EAAT;AAEA,SAAOhE,GAAP;AACD;AAED;;;;;;;;;;AAQA,SAAS29B,GAAT,CAAav5B,CAAb,EAAgBC,CAAhB,EAAmB;AACjB,SAAQD,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAT,GAAiBD,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAzB,GAAiCD,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAhD;AACD;AAED;;;;;;;;AAMA,SAAS3O,MAAT,CAAgB6Q,CAAhB,EAAmB;AACjB,SAAOc,IAAI,CAAC4C,IAAL,CAAU1D,CAAC,CAAC,CAAD,CAAD,GAAOA,CAAC,CAAC,CAAD,CAAR,GAAcA,CAAC,CAAC,CAAD,CAAD,GAAOA,CAAC,CAAC,CAAD,CAAtB,GAA4BA,CAAC,CAAC,CAAD,CAAD,GAAOA,CAAC,CAAC,CAAD,CAA9C,CAAP;AACD;AAED;;;;;;;;AAMA,SAASq3B,QAAT,CAAkBr3B,CAAlB,EAAqB;AACnB,SAAOA,CAAC,CAAC,CAAD,CAAD,GAAOA,CAAC,CAAC,CAAD,CAAR,GAAcA,CAAC,CAAC,CAAD,CAAD,GAAOA,CAAC,CAAC,CAAD,CAAtB,GAA4BA,CAAC,CAAC,CAAD,CAAD,GAAOA,CAAC,CAAC,CAAD,CAA3C;AACD;AAED;;;;;;;;;AAOA,SAASs3B,QAAT,CAAkBz5B,CAAlB,EAAqBC,CAArB,EAAwB;AACtB,MAAM4D,EAAE,GAAG7D,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAnB;AACA,MAAM6D,EAAE,GAAG9D,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAnB;AACA,MAAM8D,EAAE,GAAG/D,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAnB;AACA,SAAOgD,IAAI,CAAC4C,IAAL,CAAUhC,EAAE,GAAGA,EAAL,GAAUC,EAAE,GAAGA,EAAf,GAAoBC,EAAE,GAAGA,EAAnC,CAAP;AACD;AAED;;;;;;;;;AAOA,SAAS21B,UAAT,CAAoB15B,CAApB,EAAuBC,CAAvB,EAA0B;AACxB,MAAM4D,EAAE,GAAG7D,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAnB;AACA,MAAM6D,EAAE,GAAG9D,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAnB;AACA,MAAM8D,EAAE,GAAG/D,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAnB;AACA,SAAO4D,EAAE,GAAGA,EAAL,GAAUC,EAAE,GAAGA,EAAf,GAAoBC,EAAE,GAAGA,EAAhC;AACD;AAED;;;;;;;;;AAOA,SAAS3Q,SAAT,CAAmB4M,CAAnB,EAAsBpE,GAAtB,EAA2B;AACzBA,KAAG,GAAGA,GAAG,IAAI,IAAIu9B,OAAJ,CAAY,CAAZ,CAAb;AAEA,MAAMQ,KAAK,GAAG35B,CAAC,CAAC,CAAD,CAAD,GAAOA,CAAC,CAAC,CAAD,CAAR,GAAcA,CAAC,CAAC,CAAD,CAAD,GAAOA,CAAC,CAAC,CAAD,CAAtB,GAA4BA,CAAC,CAAC,CAAD,CAAD,GAAOA,CAAC,CAAC,CAAD,CAAlD;AACA,MAAM4J,GAAG,GAAG3G,IAAI,CAAC4C,IAAL,CAAU8zB,KAAV,CAAZ;;AACA,MAAI/vB,GAAG,GAAG,OAAV,EAAmB;AACjBhO,OAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAO4J,GAAhB;AACAhO,OAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAO4J,GAAhB;AACAhO,OAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAO4J,GAAhB;AACD,GAJD,MAIO;AACLhO,OAAG,CAAC,CAAD,CAAH,GAAS,CAAT;AACAA,OAAG,CAAC,CAAD,CAAH,GAAS,CAAT;AACAA,OAAG,CAAC,CAAD,CAAH,GAAS,CAAT;AACD;;AAED,SAAOA,GAAP;AACD;AAED;;;;;;;;;AAOA,SAASgB,MAAT,CAAgBuF,CAAhB,EAAmBvG,GAAnB,EAAwB;AACtBA,KAAG,GAAGA,GAAG,IAAI,IAAIu9B,OAAJ,CAAY,CAAZ,CAAb;AAEAv9B,KAAG,CAAC,CAAD,CAAH,GAAS,CAACuG,CAAC,CAAC,CAAD,CAAX;AACAvG,KAAG,CAAC,CAAD,CAAH,GAAS,CAACuG,CAAC,CAAC,CAAD,CAAX;AACAvG,KAAG,CAAC,CAAD,CAAH,GAAS,CAACuG,CAAC,CAAC,CAAD,CAAX;AAEA,SAAOvG,GAAP;AACD;AAED;;;;;;;;;AAOA,SAASkB,IAAT,CAAcqF,CAAd,EAAiBvG,GAAjB,EAAsB;AACpBA,KAAG,GAAGA,GAAG,IAAI,IAAIu9B,OAAJ,CAAY,CAAZ,CAAb;AAEAv9B,KAAG,CAAC,CAAD,CAAH,GAASuG,CAAC,CAAC,CAAD,CAAV;AACAvG,KAAG,CAAC,CAAD,CAAH,GAASuG,CAAC,CAAC,CAAD,CAAV;AACAvG,KAAG,CAAC,CAAD,CAAH,GAASuG,CAAC,CAAC,CAAD,CAAV;AAEA,SAAOvG,GAAP;AACD;AAED;;;;;;;;;;;;AAUA,SAASmE,QAAT,CAAkBC,CAAlB,EAAqBC,CAArB,EAAwBrE,GAAxB,EAA6B;AAC3BA,KAAG,GAAGA,GAAG,IAAI,IAAIu9B,OAAJ,CAAY,CAAZ,CAAb;AAEAv9B,KAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAjB;AACArE,KAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAjB;AACArE,KAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAjB;AAEA,SAAOrE,GAAP;AACD;AAED;;;;;;;;;;;;AAUA,SAASg+B,MAAT,CAAgB55B,CAAhB,EAAmBC,CAAnB,EAAsBrE,GAAtB,EAA2B;AACzBA,KAAG,GAAGA,GAAG,IAAI,IAAIu9B,OAAJ,CAAY,CAAZ,CAAb;AAEAv9B,KAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAjB;AACArE,KAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAjB;AACArE,KAAG,CAAC,CAAD,CAAH,GAASoE,CAAC,CAAC,CAAD,CAAD,GAAOC,CAAC,CAAC,CAAD,CAAjB;AAEA,SAAOrE,GAAP;AACD,C;;;;;;;;;;;;;;;;;;;AChZD;;;;;;AAtBA;;;;;;;;;;;;;;;;;;;;;;AAwBA;;;;;;;;;;;;;;AAeA,IAAM5M,oBAAoB,GAAa,MAAvC;AAEA;;;;;;;;AAQA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAoCA,SAAS6qC,qBAAT,CAA+BpqC,EAA/B,EAAmCqqC,YAAnC,EAAiDhlC,UAAjD,EAA6D;AAC3D,MAAMilC,GAAG,GAAGtqC,EAAE,CAACuqC,iBAAH,EAAZ;AACAvqC,IAAE,CAACiH,eAAH,CAAmBqjC,GAAnB;;AACA,MAAI,CAACD,YAAY,CAACxoC,MAAlB,EAA0B;AACxBwoC,gBAAY,GAAG,CAACA,YAAD,CAAf;AACD;;AACDA,cAAY,CAAChnC,OAAb,CAAqB,UAASsD,WAAT,EAAsB;AACzCO,YAAQ,CAACC,uBAAT,CAAiCnH,EAAjC,EAAqC2G,WAArC,EAAkDtB,UAAlD;AACD,GAFD;AAGArF,IAAE,CAACiH,eAAH,CAAmB,IAAnB;AACA,SAAO;AACLpC,eAAW,EAAEQ,UAAU,CAACR,WADnB;AAELY,eAAW,EAAEJ,UAAU,CAACI,WAFnB;AAGLuB,qBAAiB,EAAEsjC;AAHd,GAAP;AAKD;AAED;;;;;;;;;;;AASA,SAASE,yBAAT,CAAmCxqC,EAAnC,EAAuCu2B,OAAvC,EAAgDrzB,OAAhD,EAAyDqC,OAAzD,EAAkE;AAChE,MAAM+kC,GAAG,GAAGtqC,EAAE,CAACuqC,iBAAH,EAAZ;AACAvqC,IAAE,CAACiH,eAAH,CAAmBqjC,GAAnB;AACApjC,UAAQ,CAAC+vB,aAAT,CAAuBV,OAAvB,EAAgCrzB,OAAhC;;AACA,MAAIqC,OAAJ,EAAa;AACXvF,MAAE,CAACe,UAAH,CAAcxB,oBAAd,EAAoCgG,OAApC;AACD,GAN+D,CAOhE;AACA;;;AACAvF,IAAE,CAACiH,eAAH,CAAmB,IAAnB;AACA,SAAOqjC,GAAP;AACD;AAED;;;;;;;;;;;;;AAWA,SAASG,uBAAT,CAAiCzqC,EAAjC,EAAqC2G,WAArC,EAAkDtB,UAAlD,EAA8D;AAC5D,SAAOmlC,yBAAyB,CAACxqC,EAAD,EAAK2G,WAAW,CAACkwB,aAAZ,IAA6BlwB,WAAlC,EAA+CtB,UAAU,CAACnC,OAA1D,EAAmEmC,UAAU,CAACE,OAA9E,CAAhC;AACD,C","file":"twgl-full.js","sourcesContent":["(function webpackUniversalModuleDefinition(root, factory) {\n\tif(typeof exports === 'object' && typeof module === 'object')\n\t\tmodule.exports = factory();\n\telse if(typeof define === 'function' && define.amd)\n\t\tdefine([], factory);\n\telse if(typeof exports === 'object')\n\t\texports[\"twgl\"] = factory();\n\telse\n\t\troot[\"twgl\"] = factory();\n})(typeof self !== 'undefined' ? self : this, function() {\nreturn "," \t// The module cache\n \tvar installedModules = {};\n\n \t// The require function\n \tfunction __webpack_require__(moduleId) {\n\n \t\t// Check if module is in cache\n \t\tif(installedModules[moduleId]) {\n \t\t\treturn installedModules[moduleId].exports;\n \t\t}\n \t\t// Create a new module (and put it into the cache)\n \t\tvar module = installedModules[moduleId] = {\n \t\t\ti: moduleId,\n \t\t\tl: false,\n \t\t\texports: {}\n \t\t};\n\n \t\t// Execute the module function\n \t\tmodules[moduleId].call(module.exports, module, module.exports, __webpack_require__);\n\n \t\t// Flag the module as loaded\n \t\tmodule.l = true;\n\n \t\t// Return the exports of the module\n \t\treturn module.exports;\n \t}\n\n\n \t// expose the modules object (__webpack_modules__)\n \t__webpack_require__.m = modules;\n\n \t// expose the module cache\n \t__webpack_require__.c = installedModules;\n\n \t// define getter function for harmony exports\n \t__webpack_require__.d = function(exports, name, getter) {\n \t\tif(!__webpack_require__.o(exports, name)) {\n \t\t\tObject.defineProperty(exports, name, { enumerable: true, get: getter });\n \t\t}\n \t};\n\n \t// define __esModule on exports\n \t__webpack_require__.r = function(exports) {\n \t\tif(typeof Symbol !== 'undefined' && Symbol.toStringTag) {\n \t\t\tObject.defineProperty(exports, Symbol.toStringTag, { value: 'Module' });\n \t\t}\n \t\tObject.defineProperty(exports, '__esModule', { value: true });\n \t};\n\n \t// create a fake namespace object\n \t// mode & 1: value is a module id, require it\n \t// mode & 2: merge all properties of value into the ns\n \t// mode & 4: return value when already ns object\n \t// mode & 8|1: behave like require\n \t__webpack_require__.t = function(value, mode) {\n \t\tif(mode & 1) value = __webpack_require__(value);\n \t\tif(mode & 8) return value;\n \t\tif((mode & 4) && typeof value === 'object' && value && value.__esModule) return value;\n \t\tvar ns = Object.create(null);\n \t\t__webpack_require__.r(ns);\n \t\tObject.defineProperty(ns, 'default', { enumerable: true, value: value });\n \t\tif(mode & 2 && typeof value != 'string') for(var key in value) __webpack_require__.d(ns, key, function(key) { return value[key]; }.bind(null, key));\n \t\treturn ns;\n \t};\n\n \t// getDefaultExport function for compatibility with non-harmony modules\n \t__webpack_require__.n = function(module) {\n \t\tvar getter = module && module.__esModule ?\n \t\t\tfunction getDefault() { return module['default']; } :\n \t\t\tfunction getModuleExports() { return module; };\n \t\t__webpack_require__.d(getter, 'a', getter);\n \t\treturn getter;\n \t};\n\n \t// Object.prototype.hasOwnProperty.call\n \t__webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };\n\n \t// __webpack_public_path__\n \t__webpack_require__.p = \"\";\n\n\n \t// Load entry module and return exports\n \treturn __webpack_require__(__webpack_require__.s = \"./src/twgl-full.js\");\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nimport * as typedArrays from './typedarrays.js';\nimport * as helper from './helper.js';\n\nconst STATIC_DRAW = 0x88e4;\nconst ARRAY_BUFFER = 0x8892;\nconst ELEMENT_ARRAY_BUFFER = 0x8893;\nconst BUFFER_SIZE = 0x8764;\n\nconst BYTE = 0x1400;\nconst UNSIGNED_BYTE = 0x1401;\nconst SHORT = 0x1402;\nconst UNSIGNED_SHORT = 0x1403;\nconst INT = 0x1404;\nconst UNSIGNED_INT = 0x1405;\nconst FLOAT = 0x1406;\n\n/**\n * Low level attribute and buffer related functions\n *\n * You should generally not need to use these functions. They are provided\n * for those cases where you're doing something out of the ordinary\n * and you need lower level access.\n *\n * For backward compatibility they are available at both `twgl.attributes` and `twgl`\n * itself\n *\n * See {@link module:twgl} for core functions\n *\n * @module twgl/attributes\n */\n\n// make sure we don't see a global gl\nconst gl = undefined; /* eslint-disable-line */ /* lgtm [js/unused-local-variable] */\nconst defaults = {\n attribPrefix: \"\",\n};\n\n/**\n * Sets the default attrib prefix\n *\n * When writing shaders I prefer to name attributes with `a_`, uniforms with `u_` and varyings with `v_`\n * as it makes it clear where they came from. But, when building geometry I prefer using un-prefixed names.\n *\n * In other words I'll create arrays of geometry like this\n *\n * var arrays = {\n * position: ...\n * normal: ...\n * texcoord: ...\n * };\n *\n * But need those mapped to attributes and my attributes start with `a_`.\n *\n * @deprecated see {@link module:twgl.setDefaults}\n * @param {string} prefix prefix for attribs\n * @memberOf module:twgl/attributes\n */\nfunction setAttributePrefix(prefix) {\n defaults.attribPrefix = prefix;\n}\n\nfunction setDefaults(newDefaults) {\n helper.copyExistingProperties(newDefaults, defaults);\n}\n\nfunction setBufferFromTypedArray(gl, type, buffer, array, drawType) {\n gl.bindBuffer(type, buffer);\n gl.bufferData(type, array, drawType || STATIC_DRAW);\n}\n\n/**\n * Given typed array creates a WebGLBuffer and copies the typed array\n * into it.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @param {ArrayBuffer|SharedArrayBuffer|ArrayBufferView|WebGLBuffer} typedArray the typed array. Note: If a WebGLBuffer is passed in it will just be returned. No action will be taken\n * @param {number} [type] the GL bind type for the buffer. Default = `gl.ARRAY_BUFFER`.\n * @param {number} [drawType] the GL draw type for the buffer. Default = 'gl.STATIC_DRAW`.\n * @return {WebGLBuffer} the created WebGLBuffer\n * @memberOf module:twgl/attributes\n */\nfunction createBufferFromTypedArray(gl, typedArray, type, drawType) {\n if (helper.isBuffer(gl, typedArray)) {\n return typedArray;\n }\n type = type || ARRAY_BUFFER;\n const buffer = gl.createBuffer();\n setBufferFromTypedArray(gl, type, buffer, typedArray, drawType);\n return buffer;\n}\n\nfunction isIndices(name) {\n return name === \"indices\";\n}\n\n// This is really just a guess. Though I can't really imagine using\n// anything else? Maybe for some compression?\nfunction getNormalizationForTypedArray(typedArray) {\n if (typedArray instanceof Int8Array) { return true; } // eslint-disable-line\n if (typedArray instanceof Uint8Array) { return true; } // eslint-disable-line\n return false;\n}\n\n// This is really just a guess. Though I can't really imagine using\n// anything else? Maybe for some compression?\nfunction getNormalizationForTypedArrayType(typedArrayType) {\n if (typedArrayType === Int8Array) { return true; } // eslint-disable-line\n if (typedArrayType === Uint8Array) { return true; } // eslint-disable-line\n return false;\n}\n\nfunction getArray(array) {\n return array.length ? array : array.data;\n}\n\nconst texcoordRE = /coord|texture/i;\nconst colorRE = /color|colour/i;\n\nfunction guessNumComponentsFromName(name, length) {\n let numComponents;\n if (texcoordRE.test(name)) {\n numComponents = 2;\n } else if (colorRE.test(name)) {\n numComponents = 4;\n } else {\n numComponents = 3; // position, normals, indices ...\n }\n\n if (length % numComponents > 0) {\n throw new Error(`Can not guess numComponents for attribute '${name}'. Tried ${numComponents} but ${length} values is not evenly divisible by ${numComponents}. You should specify it.`);\n }\n\n return numComponents;\n}\n\nfunction getNumComponents(array, arrayName) {\n return array.numComponents || array.size || guessNumComponentsFromName(arrayName, getArray(array).length);\n}\n\nfunction makeTypedArray(array, name) {\n if (typedArrays.isArrayBuffer(array)) {\n return array;\n }\n\n if (typedArrays.isArrayBuffer(array.data)) {\n return array.data;\n }\n\n if (Array.isArray(array)) {\n array = {\n data: array,\n };\n }\n\n let Type = array.type;\n if (!Type) {\n if (isIndices(name)) {\n Type = Uint16Array;\n } else {\n Type = Float32Array;\n }\n }\n return new Type(array.data);\n}\n\n/**\n * The info for an attribute. This is effectively just the arguments to `gl.vertexAttribPointer` plus the WebGLBuffer\n * for the attribute.\n *\n * @typedef {Object} AttribInfo\n * @property {number[]|ArrayBufferView} [value] a constant value for the attribute. Note: if this is set the attribute will be\n * disabled and set to this constant value and all other values will be ignored.\n * @property {number} [numComponents] the number of components for this attribute.\n * @property {number} [size] synonym for `numComponents`.\n * @property {number} [type] the type of the attribute (eg. `gl.FLOAT`, `gl.UNSIGNED_BYTE`, etc...) Default = `gl.FLOAT`\n * @property {boolean} [normalize] whether or not to normalize the data. Default = false\n * @property {number} [offset] offset into buffer in bytes. Default = 0\n * @property {number} [stride] the stride in bytes per element. Default = 0\n * @property {number} [divisor] the divisor in instances. Default = undefined. Note: undefined = don't call gl.vertexAttribDivisor\n * where as anything else = do call it with this value\n * @property {WebGLBuffer} buffer the buffer that contains the data for this attribute\n * @property {number} [drawType] the draw type passed to gl.bufferData. Default = gl.STATIC_DRAW\n * @memberOf module:twgl\n */\n\n/**\n * Use this type of array spec when TWGL can't guess the type or number of components of an array\n * @typedef {Object} FullArraySpec\n * @property {number[]|ArrayBufferView} [value] a constant value for the attribute. Note: if this is set the attribute will be\n * disabled and set to this constant value and all other values will be ignored.\n * @property {(number|number[]|ArrayBufferView)} data The data of the array. A number alone becomes the number of elements of type.\n * @property {number} [numComponents] number of components for `vertexAttribPointer`. Default is based on the name of the array.\n * If `coord` is in the name assumes `numComponents = 2`.\n * If `color` is in the name assumes `numComponents = 4`.\n * otherwise assumes `numComponents = 3`\n * @property {constructor} [type] type. This is only used if `data` is a JavaScript array. It is the constructor for the typedarray. (eg. `Uint8Array`).\n * For example if you want colors in a `Uint8Array` you might have a `FullArraySpec` like `{ type: Uint8Array, data: [255,0,255,255, ...], }`.\n * @property {number} [size] synonym for `numComponents`.\n * @property {boolean} [normalize] normalize for `vertexAttribPointer`. Default is true if type is `Int8Array` or `Uint8Array` otherwise false.\n * @property {number} [stride] stride for `vertexAttribPointer`. Default = 0\n * @property {number} [offset] offset for `vertexAttribPointer`. Default = 0\n * @property {number} [divisor] divisor for `vertexAttribDivisor`. Default = undefined. Note: undefined = don't call gl.vertexAttribDivisor\n * where as anything else = do call it with this value\n * @property {string} [attrib] name of attribute this array maps to. Defaults to same name as array prefixed by the default attribPrefix.\n * @property {string} [name] synonym for `attrib`.\n * @property {string} [attribName] synonym for `attrib`.\n * @property {WebGLBuffer} [buffer] Buffer to use for this attribute. This lets you use your own buffer\n * but you will need to supply `numComponents` and `type`. You can effectively pass an `AttribInfo`\n * to provide this. Example:\n *\n * const bufferInfo1 = twgl.createBufferInfoFromArrays(gl, {\n * position: [1, 2, 3, ... ],\n * });\n * const bufferInfo2 = twgl.createBufferInfoFromArrays(gl, {\n * position: bufferInfo1.attribs.position, // use the same buffer from bufferInfo1\n * });\n *\n * @memberOf module:twgl\n */\n\n/**\n * An individual array in {@link module:twgl.Arrays}\n *\n * When passed to {@link module:twgl.createBufferInfoFromArrays} if an ArraySpec is `number[]` or `ArrayBufferView`\n * the types will be guessed based on the name. `indices` will be `Uint16Array`, everything else will\n * be `Float32Array`. If an ArraySpec is a number it's the number of floats for an empty (zeroed) buffer.\n *\n * @typedef {(number|number[]|ArrayBufferView|module:twgl.FullArraySpec)} ArraySpec\n * @memberOf module:twgl\n */\n\n/**\n * This is a JavaScript object of arrays by name. The names should match your shader's attributes. If your\n * attributes have a common prefix you can specify it by calling {@link module:twgl.setAttributePrefix}.\n *\n * Bare JavaScript Arrays\n *\n * var arrays = {\n * position: [-1, 1, 0],\n * normal: [0, 1, 0],\n * ...\n * }\n *\n * Bare TypedArrays\n *\n * var arrays = {\n * position: new Float32Array([-1, 1, 0]),\n * color: new Uint8Array([255, 128, 64, 255]),\n * ...\n * }\n *\n * * Will guess at `numComponents` if not specified based on name.\n *\n * If `coord` is in the name assumes `numComponents = 2`\n *\n * If `color` is in the name assumes `numComponents = 4`\n *\n * otherwise assumes `numComponents = 3`\n *\n * Objects with various fields. See {@link module:twgl.FullArraySpec}.\n *\n * var arrays = {\n * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },\n * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },\n * normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], },\n * indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], },\n * };\n *\n * @typedef {Object.} Arrays\n * @memberOf module:twgl\n */\n\n\n/**\n * Creates a set of attribute data and WebGLBuffers from set of arrays\n *\n * Given\n *\n * var arrays = {\n * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },\n * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },\n * normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], },\n * color: { numComponents: 4, data: [255, 255, 255, 255, 255, 0, 0, 255, 0, 0, 255, 255], type: Uint8Array, },\n * indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], },\n * };\n *\n * returns something like\n *\n * var attribs = {\n * position: { numComponents: 3, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, },\n * texcoord: { numComponents: 2, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, },\n * normal: { numComponents: 3, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, },\n * color: { numComponents: 4, type: gl.UNSIGNED_BYTE, normalize: true, buffer: WebGLBuffer, },\n * };\n *\n * notes:\n *\n * * Arrays can take various forms\n *\n * Bare JavaScript Arrays\n *\n * var arrays = {\n * position: [-1, 1, 0],\n * normal: [0, 1, 0],\n * ...\n * }\n *\n * Bare TypedArrays\n *\n * var arrays = {\n * position: new Float32Array([-1, 1, 0]),\n * color: new Uint8Array([255, 128, 64, 255]),\n * ...\n * }\n *\n * * Will guess at `numComponents` if not specified based on name.\n *\n * If `coord` is in the name assumes `numComponents = 2`\n *\n * If `color` is in the name assumes `numComponents = 4`\n *\n * otherwise assumes `numComponents = 3`\n *\n * @param {WebGLRenderingContext} gl The webgl rendering context.\n * @param {module:twgl.Arrays} arrays The arrays\n * @param {module:twgl.BufferInfo} [srcBufferInfo] a BufferInfo to copy from\n * This lets you share buffers. Any arrays you supply will override\n * the buffers from srcBufferInfo.\n * @return {Object.} the attribs\n * @memberOf module:twgl/attributes\n */\nfunction createAttribsFromArrays(gl, arrays) {\n const attribs = {};\n Object.keys(arrays).forEach(function(arrayName) {\n if (!isIndices(arrayName)) {\n const array = arrays[arrayName];\n const attribName = array.attrib || array.name || array.attribName || (defaults.attribPrefix + arrayName);\n if (array.value) {\n if (!Array.isArray(array.value) && !typedArrays.isArrayBuffer(array.value)) {\n throw new Error('array.value is not array or typedarray');\n }\n attribs[attribName] = {\n value: array.value,\n };\n } else {\n let buffer;\n let type;\n let normalization;\n let numComponents;\n if (array.buffer && array.buffer instanceof WebGLBuffer) {\n buffer = array.buffer;\n numComponents = array.numComponents || array.size;\n type = array.type;\n normalization = array.normalize;\n } else if (typeof array === \"number\" || typeof array.data === \"number\") {\n const numValues = array.data || array;\n const arrayType = array.type || Float32Array;\n const numBytes = numValues * arrayType.BYTES_PER_ELEMENT;\n type = typedArrays.getGLTypeForTypedArrayType(arrayType);\n normalization = array.normalize !== undefined ? array.normalize : getNormalizationForTypedArrayType(arrayType);\n numComponents = array.numComponents || array.size || guessNumComponentsFromName(arrayName, numValues);\n buffer = gl.createBuffer();\n gl.bindBuffer(ARRAY_BUFFER, buffer);\n gl.bufferData(ARRAY_BUFFER, numBytes, array.drawType || STATIC_DRAW);\n } else {\n const typedArray = makeTypedArray(array, arrayName);\n buffer = createBufferFromTypedArray(gl, typedArray, undefined, array.drawType);\n type = typedArrays.getGLTypeForTypedArray(typedArray);\n normalization = array.normalize !== undefined ? array.normalize : getNormalizationForTypedArray(typedArray);\n numComponents = getNumComponents(array, arrayName);\n }\n attribs[attribName] = {\n buffer: buffer,\n numComponents: numComponents,\n type: type,\n normalize: normalization,\n stride: array.stride || 0,\n offset: array.offset || 0,\n divisor: array.divisor === undefined ? undefined : array.divisor,\n drawType: array.drawType,\n };\n }\n }\n });\n gl.bindBuffer(ARRAY_BUFFER, null);\n return attribs;\n}\n\n/**\n * Sets the contents of a buffer attached to an attribInfo\n *\n * This is helper function to dynamically update a buffer.\n *\n * Let's say you make a bufferInfo\n *\n * var arrays = {\n * position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]),\n * texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]),\n * normal: new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]),\n * indices: new Uint16Array([0, 1, 2, 1, 2, 3]),\n * };\n * var bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);\n *\n * And you want to dynamically update the positions. You could do this\n *\n * // assuming arrays.position has already been updated with new data.\n * twgl.setAttribInfoBufferFromArray(gl, bufferInfo.attribs.position, arrays.position);\n *\n * @param {WebGLRenderingContext} gl\n * @param {AttribInfo} attribInfo The attribInfo who's buffer contents to set. NOTE: If you have an attribute prefix\n * the name of the attribute will include the prefix.\n * @param {ArraySpec} array Note: it is arguably inefficient to pass in anything but a typed array because anything\n * else will have to be converted to a typed array before it can be used by WebGL. During init time that\n * inefficiency is usually not important but if you're updating data dynamically best to be efficient.\n * @param {number} [offset] an optional offset into the buffer. This is only an offset into the WebGL buffer\n * not the array. To pass in an offset into the array itself use a typed array and create an `ArrayBufferView`\n * for the portion of the array you want to use.\n *\n * var someArray = new Float32Array(1000); // an array with 1000 floats\n * var someSubArray = new Float32Array(someArray.buffer, offsetInBytes, sizeInUnits); // a view into someArray\n *\n * Now you can pass `someSubArray` into setAttribInfoBufferFromArray`\n * @memberOf module:twgl/attributes\n */\nfunction setAttribInfoBufferFromArray(gl, attribInfo, array, offset) {\n array = makeTypedArray(array);\n if (offset !== undefined) {\n gl.bindBuffer(ARRAY_BUFFER, attribInfo.buffer);\n gl.bufferSubData(ARRAY_BUFFER, offset, array);\n } else {\n setBufferFromTypedArray(gl, ARRAY_BUFFER, attribInfo.buffer, array, attribInfo.drawType);\n }\n}\n\nfunction getBytesPerValueForGLType(gl, type) {\n if (type === BYTE) return 1; // eslint-disable-line\n if (type === UNSIGNED_BYTE) return 1; // eslint-disable-line\n if (type === SHORT) return 2; // eslint-disable-line\n if (type === UNSIGNED_SHORT) return 2; // eslint-disable-line\n if (type === INT) return 4; // eslint-disable-line\n if (type === UNSIGNED_INT) return 4; // eslint-disable-line\n if (type === FLOAT) return 4; // eslint-disable-line\n return 0;\n}\n\n// Tries to get the number of elements from a set of arrays.\nconst positionKeys = ['position', 'positions', 'a_position'];\nfunction getNumElementsFromNonIndexedArrays(arrays) {\n let key;\n let ii;\n for (ii = 0; ii < positionKeys.length; ++ii) {\n key = positionKeys[ii];\n if (key in arrays) {\n break;\n }\n }\n if (ii === positionKeys.length) {\n key = Object.keys(arrays)[0];\n }\n const array = arrays[key];\n const length = getArray(array).length;\n const numComponents = getNumComponents(array, key);\n const numElements = length / numComponents;\n if (length % numComponents > 0) {\n throw new Error(`numComponents ${numComponents} not correct for length ${length}`);\n }\n return numElements;\n}\n\nfunction getNumElementsFromAttributes(gl, attribs) {\n let key;\n let ii;\n for (ii = 0; ii < positionKeys.length; ++ii) {\n key = positionKeys[ii];\n if (key in attribs) {\n break;\n }\n key = defaults.attribPrefix + key;\n if (key in attribs) {\n break;\n }\n }\n if (ii === positionKeys.length) {\n key = Object.keys(attribs)[0];\n }\n const attrib = attribs[key];\n gl.bindBuffer(ARRAY_BUFFER, attrib.buffer);\n const numBytes = gl.getBufferParameter(ARRAY_BUFFER, BUFFER_SIZE);\n gl.bindBuffer(ARRAY_BUFFER, null);\n\n const bytesPerValue = getBytesPerValueForGLType(gl, attrib.type);\n const totalElements = numBytes / bytesPerValue;\n const numComponents = attrib.numComponents || attrib.size;\n // TODO: check stride\n const numElements = totalElements / numComponents;\n if (numElements % 1 !== 0) {\n throw new Error(`numComponents ${numComponents} not correct for length ${length}`);\n }\n return numElements;\n}\n\n/**\n * @typedef {Object} BufferInfo\n * @property {number} numElements The number of elements to pass to `gl.drawArrays` or `gl.drawElements`.\n * @property {number} [elementType] The type of indices `UNSIGNED_BYTE`, `UNSIGNED_SHORT` etc..\n * @property {WebGLBuffer} [indices] The indices `ELEMENT_ARRAY_BUFFER` if any indices exist.\n * @property {Object.} [attribs] The attribs appropriate to call `setAttributes`\n * @memberOf module:twgl\n */\n\n/**\n * Creates a BufferInfo from an object of arrays.\n *\n * This can be passed to {@link module:twgl.setBuffersAndAttributes} and to\n * {@link module:twgl:drawBufferInfo}.\n *\n * Given an object like\n *\n * var arrays = {\n * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },\n * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },\n * normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], },\n * indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], },\n * };\n *\n * Creates an BufferInfo like this\n *\n * bufferInfo = {\n * numElements: 4, // or whatever the number of elements is\n * indices: WebGLBuffer, // this property will not exist if there are no indices\n * attribs: {\n * position: { buffer: WebGLBuffer, numComponents: 3, },\n * normal: { buffer: WebGLBuffer, numComponents: 3, },\n * texcoord: { buffer: WebGLBuffer, numComponents: 2, },\n * },\n * };\n *\n * The properties of arrays can be JavaScript arrays in which case the number of components\n * will be guessed.\n *\n * var arrays = {\n * position: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0],\n * texcoord: [0, 0, 0, 1, 1, 0, 1, 1],\n * normal: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1],\n * indices: [0, 1, 2, 1, 2, 3],\n * };\n *\n * They can also be TypedArrays\n *\n * var arrays = {\n * position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]),\n * texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]),\n * normal: new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]),\n * indices: new Uint16Array([0, 1, 2, 1, 2, 3]),\n * };\n *\n * Or AugmentedTypedArrays\n *\n * var positions = createAugmentedTypedArray(3, 4);\n * var texcoords = createAugmentedTypedArray(2, 4);\n * var normals = createAugmentedTypedArray(3, 4);\n * var indices = createAugmentedTypedArray(3, 2, Uint16Array);\n *\n * positions.push([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]);\n * texcoords.push([0, 0, 0, 1, 1, 0, 1, 1]);\n * normals.push([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]);\n * indices.push([0, 1, 2, 1, 2, 3]);\n *\n * var arrays = {\n * position: positions,\n * texcoord: texcoords,\n * normal: normals,\n * indices: indices,\n * };\n *\n * For the last example it is equivalent to\n *\n * var bufferInfo = {\n * attribs: {\n * position: { numComponents: 3, buffer: gl.createBuffer(), },\n * texcoord: { numComponents: 2, buffer: gl.createBuffer(), },\n * normal: { numComponents: 3, buffer: gl.createBuffer(), },\n * },\n * indices: gl.createBuffer(),\n * numElements: 6,\n * };\n *\n * gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.position.buffer);\n * gl.bufferData(gl.ARRAY_BUFFER, arrays.position, gl.STATIC_DRAW);\n * gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.texcoord.buffer);\n * gl.bufferData(gl.ARRAY_BUFFER, arrays.texcoord, gl.STATIC_DRAW);\n * gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.normal.buffer);\n * gl.bufferData(gl.ARRAY_BUFFER, arrays.normal, gl.STATIC_DRAW);\n * gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferInfo.indices);\n * gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, arrays.indices, gl.STATIC_DRAW);\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @param {module:twgl.Arrays} arrays Your data\n * @param {module:twgl.BufferInfo} [srcBufferInfo] An existing\n * buffer info to start from. WebGLBuffers etc specified\n * in the srcBufferInfo will be used in a new BufferInfo\n * with any arrays specified overriding the ones in\n * srcBufferInfo.\n * @return {module:twgl.BufferInfo} A BufferInfo\n * @memberOf module:twgl/attributes\n */\nfunction createBufferInfoFromArrays(gl, arrays, srcBufferInfo) {\n const newAttribs = createAttribsFromArrays(gl, arrays);\n const bufferInfo = Object.assign({}, srcBufferInfo ? srcBufferInfo : {});\n bufferInfo.attribs = Object.assign({}, srcBufferInfo ? srcBufferInfo.attribs : {}, newAttribs);\n const indices = arrays.indices;\n if (indices) {\n const newIndices = makeTypedArray(indices, \"indices\");\n bufferInfo.indices = createBufferFromTypedArray(gl, newIndices, ELEMENT_ARRAY_BUFFER);\n bufferInfo.numElements = newIndices.length;\n bufferInfo.elementType = typedArrays.getGLTypeForTypedArray(newIndices);\n } else if (!bufferInfo.numElements) {\n bufferInfo.numElements = getNumElementsFromAttributes(gl, bufferInfo.attribs);\n }\n\n return bufferInfo;\n}\n\n/**\n * Creates a buffer from an array, typed array, or array spec\n *\n * Given something like this\n *\n * [1, 2, 3],\n *\n * or\n *\n * new Uint16Array([1,2,3]);\n *\n * or\n *\n * {\n * data: [1, 2, 3],\n * type: Uint8Array,\n * }\n *\n * returns a WebGLBuffer that contains the given data.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext.\n * @param {module:twgl.ArraySpec} array an array, typed array, or array spec.\n * @param {string} arrayName name of array. Used to guess the type if type can not be derived otherwise.\n * @return {WebGLBuffer} a WebGLBuffer containing the data in array.\n * @memberOf module:twgl/attributes\n */\nfunction createBufferFromArray(gl, array, arrayName) {\n const type = arrayName === \"indices\" ? ELEMENT_ARRAY_BUFFER : ARRAY_BUFFER;\n const typedArray = makeTypedArray(array, arrayName);\n return createBufferFromTypedArray(gl, typedArray, type);\n}\n\n/**\n * Creates buffers from arrays or typed arrays\n *\n * Given something like this\n *\n * var arrays = {\n * positions: [1, 2, 3],\n * normals: [0, 0, 1],\n * }\n *\n * returns something like\n *\n * buffers = {\n * positions: WebGLBuffer,\n * normals: WebGLBuffer,\n * }\n *\n * If the buffer is named 'indices' it will be made an ELEMENT_ARRAY_BUFFER.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext.\n * @param {module:twgl.Arrays} arrays\n * @return {Object} returns an object with one WebGLBuffer per array\n * @memberOf module:twgl/attributes\n */\nfunction createBuffersFromArrays(gl, arrays) {\n const buffers = { };\n Object.keys(arrays).forEach(function(key) {\n buffers[key] = createBufferFromArray(gl, arrays[key], key);\n });\n\n // Ugh!\n if (arrays.indices) {\n buffers.numElements = arrays.indices.length;\n buffers.elementType = typedArrays.getGLTypeForTypedArray(makeTypedArray(arrays.indices), 'indices');\n } else {\n buffers.numElements = getNumElementsFromNonIndexedArrays(arrays);\n }\n\n return buffers;\n}\n\nexport {\n createAttribsFromArrays,\n createBuffersFromArrays,\n createBufferFromArray,\n createBufferFromTypedArray,\n createBufferInfoFromArrays,\n setAttribInfoBufferFromArray,\n\n setAttributePrefix,\n\n setDefaults as setAttributeDefaults_,\n getNumComponents as getNumComponents_,\n getArray as getArray_,\n};\n\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nimport * as programs from './programs.js';\n\nconst TRIANGLES = 0x0004;\nconst UNSIGNED_SHORT = 0x1403;\n\n/**\n * Drawing related functions\n *\n * For backward compatibility they are available at both `twgl.draw` and `twgl`\n * itself\n *\n * See {@link module:twgl} for core functions\n *\n * @module twgl/draw\n */\n\n/**\n * Calls `gl.drawElements` or `gl.drawArrays`, whichever is appropriate\n *\n * normally you'd call `gl.drawElements` or `gl.drawArrays` yourself\n * but calling this means if you switch from indexed data to non-indexed\n * data you don't have to remember to update your draw call.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @param {(module:twgl.BufferInfo|module:twgl.VertexArrayInfo)} bufferInfo A BufferInfo as returned from {@link module:twgl.createBufferInfoFromArrays} or\n * a VertexArrayInfo as returned from {@link module:twgl.createVertexArrayInfo}\n * @param {number} [type] eg (gl.TRIANGLES, gl.LINES, gl.POINTS, gl.TRIANGLE_STRIP, ...). Defaults to `gl.TRIANGLES`\n * @param {number} [count] An optional count. Defaults to bufferInfo.numElements\n * @param {number} [offset] An optional offset. Defaults to 0.\n * @param {number} [instanceCount] An optional instanceCount. if set then `drawArraysInstanced` or `drawElementsInstanced` will be called\n * @memberOf module:twgl/draw\n */\nfunction drawBufferInfo(gl, bufferInfo, type, count, offset, instanceCount) {\n type = type === undefined ? TRIANGLES : type;\n const indices = bufferInfo.indices;\n const elementType = bufferInfo.elementType;\n const numElements = count === undefined ? bufferInfo.numElements : count;\n offset = offset === undefined ? 0 : offset;\n if (elementType || indices) {\n if (instanceCount !== undefined) {\n gl.drawElementsInstanced(type, numElements, elementType === undefined ? UNSIGNED_SHORT : bufferInfo.elementType, offset, instanceCount);\n } else {\n gl.drawElements(type, numElements, elementType === undefined ? UNSIGNED_SHORT : bufferInfo.elementType, offset);\n }\n } else {\n if (instanceCount !== undefined) {\n gl.drawArraysInstanced(type, offset, numElements, instanceCount);\n } else {\n gl.drawArrays(type, offset, numElements);\n }\n }\n}\n\n/**\n * A DrawObject is useful for putting objects in to an array and passing them to {@link module:twgl.drawObjectList}.\n *\n * You need either a `BufferInfo` or a `VertexArrayInfo`.\n *\n * @typedef {Object} DrawObject\n * @property {boolean} [active] whether or not to draw. Default = `true` (must be `false` to be not true). In other words `undefined` = `true`\n * @property {number} [type] type to draw eg. `gl.TRIANGLES`, `gl.LINES`, etc...\n * @property {module:twgl.ProgramInfo} programInfo A ProgramInfo as returned from {@link module:twgl.createProgramInfo}\n * @property {module:twgl.BufferInfo} [bufferInfo] A BufferInfo as returned from {@link module:twgl.createBufferInfoFromArrays}\n * @property {module:twgl.VertexArrayInfo} [vertexArrayInfo] A VertexArrayInfo as returned from {@link module:twgl.createVertexArrayInfo}\n * @property {Object} uniforms The values for the uniforms.\n * You can pass multiple objects by putting them in an array. For example\n *\n * var sharedUniforms = {\n * u_fogNear: 10,\n * u_projection: ...\n * ...\n * };\n *\n * var localUniforms = {\n * u_world: ...\n * u_diffuseColor: ...\n * };\n *\n * var drawObj = {\n * ...\n * uniforms: [sharedUniforms, localUniforms],\n * };\n *\n * @property {number} [offset] the offset to pass to `gl.drawArrays` or `gl.drawElements`. Defaults to 0.\n * @property {number} [count] the count to pass to `gl.drawArrays` or `gl.drawElements`. Defaults to bufferInfo.numElements.\n * @property {number} [instanceCount] the number of instances. Defaults to undefined.\n * @memberOf module:twgl\n */\n\n/**\n * Draws a list of objects\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @param {DrawObject[]} objectsToDraw an array of objects to draw.\n * @memberOf module:twgl/draw\n */\nfunction drawObjectList(gl, objectsToDraw) {\n let lastUsedProgramInfo = null;\n let lastUsedBufferInfo = null;\n\n objectsToDraw.forEach(function(object) {\n if (object.active === false) {\n return;\n }\n\n const programInfo = object.programInfo;\n const bufferInfo = object.vertexArrayInfo || object.bufferInfo;\n let bindBuffers = false;\n const type = object.type === undefined ? TRIANGLES : object.type;\n\n if (programInfo !== lastUsedProgramInfo) {\n lastUsedProgramInfo = programInfo;\n gl.useProgram(programInfo.program);\n\n // We have to rebind buffers when changing programs because we\n // only bind buffers the program uses. So if 2 programs use the same\n // bufferInfo but the 1st one uses only positions the when the\n // we switch to the 2nd one some of the attributes will not be on.\n bindBuffers = true;\n }\n\n // Setup all the needed attributes.\n if (bindBuffers || bufferInfo !== lastUsedBufferInfo) {\n if (lastUsedBufferInfo && lastUsedBufferInfo.vertexArrayObject && !bufferInfo.vertexArrayObject) {\n gl.bindVertexArray(null);\n }\n lastUsedBufferInfo = bufferInfo;\n programs.setBuffersAndAttributes(gl, programInfo, bufferInfo);\n }\n\n // Set the uniforms.\n programs.setUniforms(programInfo, object.uniforms);\n\n // Draw\n drawBufferInfo(gl, bufferInfo, type, object.count, object.offset, object.instanceCount);\n });\n\n if (lastUsedBufferInfo && lastUsedBufferInfo.vertexArrayObject) {\n gl.bindVertexArray(null);\n }\n}\n\nexport {\n drawBufferInfo,\n drawObjectList,\n};\n\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nimport * as textures from './textures.js';\nimport * as helper from './helper.js';\n\n/**\n * Framebuffer related functions\n *\n * For backward compatibility they are available at both `twgl.framebuffer` and `twgl`\n * itself\n *\n * See {@link module:twgl} for core functions\n *\n * @module twgl/framebuffers\n */\n\n// make sure we don't see a global gl\nconst gl = undefined; /* eslint-disable-line */ /* lgtm [js/unused-local-variable] */\n\nconst FRAMEBUFFER = 0x8d40;\nconst RENDERBUFFER = 0x8d41;\nconst TEXTURE_2D = 0x0de1;\n\nconst UNSIGNED_BYTE = 0x1401;\n\n/* PixelFormat */\nconst DEPTH_COMPONENT = 0x1902;\nconst RGBA = 0x1908;\n\n/* Framebuffer Object. */\nconst RGBA4 = 0x8056;\nconst RGB5_A1 = 0x8057;\nconst RGB565 = 0x8D62;\nconst DEPTH_COMPONENT16 = 0x81A5;\nconst STENCIL_INDEX = 0x1901;\nconst STENCIL_INDEX8 = 0x8D48;\nconst DEPTH_STENCIL = 0x84F9;\nconst COLOR_ATTACHMENT0 = 0x8CE0;\nconst DEPTH_ATTACHMENT = 0x8D00;\nconst STENCIL_ATTACHMENT = 0x8D20;\nconst DEPTH_STENCIL_ATTACHMENT = 0x821A;\n\n/* TextureWrapMode */\nconst REPEAT = 0x2901; // eslint-disable-line\nconst CLAMP_TO_EDGE = 0x812F;\nconst MIRRORED_REPEAT = 0x8370; // eslint-disable-line\n\n/* TextureMagFilter */\nconst NEAREST = 0x2600; // eslint-disable-line\nconst LINEAR = 0x2601;\n\n/* TextureMinFilter */\nconst NEAREST_MIPMAP_NEAREST = 0x2700; // eslint-disable-line\nconst LINEAR_MIPMAP_NEAREST = 0x2701; // eslint-disable-line\nconst NEAREST_MIPMAP_LINEAR = 0x2702; // eslint-disable-line\nconst LINEAR_MIPMAP_LINEAR = 0x2703; // eslint-disable-line\n\n/**\n * The options for a framebuffer attachment.\n *\n * Note: For a `format` that is a texture include all the texture\n * options from {@link module:twgl.TextureOptions} for example\n * `min`, `mag`, `clamp`, etc... Note that unlike {@link module:twgl.TextureOptions}\n * `auto` defaults to `false` for attachment textures but `min` and `mag` default\n * to `gl.LINEAR` and `wrap` defaults to `CLAMP_TO_EDGE`\n *\n * @typedef {Object} AttachmentOptions\n * @property {number} [attach] The attachment point. Defaults\n * to `gl.COLOR_ATTACHMENT0 + ndx` unless type is a depth or stencil type\n * then it's gl.DEPTH_ATTACHMENT or `gl.DEPTH_STENCIL_ATTACHMENT` depending\n * on the format or attachment type.\n * @property {number} [format] The format. If one of `gl.RGBA4`,\n * `gl.RGB565`, `gl.RGB5_A1`, `gl.DEPTH_COMPONENT16`,\n * `gl.STENCIL_INDEX8` or `gl.DEPTH_STENCIL` then will create a\n * renderbuffer. Otherwise will create a texture. Default = `gl.RGBA`\n * @property {number} [type] The type. Used for texture. Default = `gl.UNSIGNED_BYTE`.\n * @property {number} [target] The texture target for `gl.framebufferTexture2D`.\n * Defaults to `gl.TEXTURE_2D`. Set to appropriate face for cube maps.\n * @property {number} [level] level for `gl.framebufferTexture2D`. Defaults to 0.\n * @property {number} [layer] layer for `gl.framebufferTextureLayer`. Defaults to undefined.\n * If set then `gl.framebufferTextureLayer` is called, if not then `gl.framebufferTexture2D`\n * @property {WebGLObject} [attachment] An existing renderbuffer or texture.\n * If provided will attach this Object. This allows you to share\n * attachments across framebuffers.\n * @memberOf module:twgl\n * @mixes module:twgl.TextureOptions\n */\n\nconst defaultAttachments = [\n { format: RGBA, type: UNSIGNED_BYTE, min: LINEAR, wrap: CLAMP_TO_EDGE, },\n { format: DEPTH_STENCIL, },\n];\n\nconst attachmentsByFormat = {};\nattachmentsByFormat[DEPTH_STENCIL] = DEPTH_STENCIL_ATTACHMENT;\nattachmentsByFormat[STENCIL_INDEX] = STENCIL_ATTACHMENT;\nattachmentsByFormat[STENCIL_INDEX8] = STENCIL_ATTACHMENT;\nattachmentsByFormat[DEPTH_COMPONENT] = DEPTH_ATTACHMENT;\nattachmentsByFormat[DEPTH_COMPONENT16] = DEPTH_ATTACHMENT;\n\nfunction getAttachmentPointForFormat(format) {\n return attachmentsByFormat[format];\n}\n\nconst renderbufferFormats = {};\nrenderbufferFormats[RGBA4] = true;\nrenderbufferFormats[RGB5_A1] = true;\nrenderbufferFormats[RGB565] = true;\nrenderbufferFormats[DEPTH_STENCIL] = true;\nrenderbufferFormats[DEPTH_COMPONENT16] = true;\nrenderbufferFormats[STENCIL_INDEX] = true;\nrenderbufferFormats[STENCIL_INDEX8] = true;\n\nfunction isRenderbufferFormat(format) {\n return renderbufferFormats[format];\n}\n\n/**\n * @typedef {Object} FramebufferInfo\n * @property {WebGLFramebuffer} framebuffer The WebGLFramebuffer for this framebufferInfo\n * @property {WebGLObject[]} attachments The created attachments in the same order as passed in to {@link module:twgl.createFramebufferInfo}.\n * @property {number} width The width of the framebuffer and its attachments\n * @property {number} height The width of the framebuffer and its attachments\n * @memberOf module:twgl\n */\n\n/**\n * Creates a framebuffer and attachments.\n *\n * This returns a {@link module:twgl.FramebufferInfo} because it needs to return the attachments as well as the framebuffer.\n *\n * The simplest usage\n *\n * // create an RGBA/UNSIGNED_BYTE texture and DEPTH_STENCIL renderbuffer\n * const fbi = twgl.createFramebufferInfo(gl);\n *\n * More complex usage\n *\n * // create an RGB565 renderbuffer and a STENCIL_INDEX8 renderbuffer\n * const attachments = [\n * { format: RGB565, mag: NEAREST },\n * { format: STENCIL_INDEX8 },\n * ]\n * const fbi = twgl.createFramebufferInfo(gl, attachments);\n *\n * Passing in a specific size\n *\n * const width = 256;\n * const height = 256;\n * const fbi = twgl.createFramebufferInfo(gl, attachments, width, height);\n *\n * **Note!!** It is up to you to check if the framebuffer is renderable by calling `gl.checkFramebufferStatus`.\n * [WebGL1 only guarantees 3 combinations of attachments work](https://www.khronos.org/registry/webgl/specs/latest/1.0/#6.6).\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.AttachmentOptions[]} [attachments] which attachments to create. If not provided the default is a framebuffer with an\n * `RGBA`, `UNSIGNED_BYTE` texture `COLOR_ATTACHMENT0` and a `DEPTH_STENCIL` renderbuffer `DEPTH_STENCIL_ATTACHMENT`.\n * @param {number} [width] the width for the attachments. Default = size of drawingBuffer\n * @param {number} [height] the height for the attachments. Default = size of drawingBuffer\n * @return {module:twgl.FramebufferInfo} the framebuffer and attachments.\n * @memberOf module:twgl/framebuffers\n */\nfunction createFramebufferInfo(gl, attachments, width, height) {\n const target = FRAMEBUFFER;\n const fb = gl.createFramebuffer();\n gl.bindFramebuffer(target, fb);\n width = width || gl.drawingBufferWidth;\n height = height || gl.drawingBufferHeight;\n attachments = attachments || defaultAttachments;\n let colorAttachmentCount = 0;\n const framebufferInfo = {\n framebuffer: fb,\n attachments: [],\n width: width,\n height: height,\n };\n attachments.forEach(function(attachmentOptions) {\n let attachment = attachmentOptions.attachment;\n const format = attachmentOptions.format;\n let attachmentPoint = getAttachmentPointForFormat(format);\n if (!attachmentPoint) {\n attachmentPoint = COLOR_ATTACHMENT0 + colorAttachmentCount++;\n }\n if (!attachment) {\n if (isRenderbufferFormat(format)) {\n attachment = gl.createRenderbuffer();\n gl.bindRenderbuffer(RENDERBUFFER, attachment);\n gl.renderbufferStorage(RENDERBUFFER, format, width, height);\n } else {\n const textureOptions = Object.assign({}, attachmentOptions);\n textureOptions.width = width;\n textureOptions.height = height;\n if (textureOptions.auto === undefined) {\n textureOptions.auto = false;\n textureOptions.min = textureOptions.min || textureOptions.minMag || LINEAR;\n textureOptions.mag = textureOptions.mag || textureOptions.minMag || LINEAR;\n textureOptions.wrapS = textureOptions.wrapS || textureOptions.wrap || CLAMP_TO_EDGE;\n textureOptions.wrapT = textureOptions.wrapT || textureOptions.wrap || CLAMP_TO_EDGE;\n }\n attachment = textures.createTexture(gl, textureOptions);\n }\n }\n if (helper.isRenderbuffer(gl, attachment)) {\n gl.framebufferRenderbuffer(target, attachmentPoint, RENDERBUFFER, attachment);\n } else if (helper.isTexture(gl, attachment)) {\n if (attachmentOptions.layer !== undefined) {\n gl.framebufferTextureLayer(\n target,\n attachmentPoint,\n attachment,\n attachmentOptions.level || 0,\n attachmentOptions.layer);\n } else {\n gl.framebufferTexture2D(\n target,\n attachmentPoint,\n attachmentOptions.texTarget || TEXTURE_2D,\n attachment,\n attachmentOptions.level || 0);\n }\n } else {\n throw new Error('unknown attachment type');\n }\n framebufferInfo.attachments.push(attachment);\n });\n return framebufferInfo;\n}\n\n/**\n * Resizes the attachments of a framebuffer.\n *\n * You need to pass in the same `attachments` as you passed in {@link module:twgl.createFramebufferInfo}\n * because TWGL has no idea the format/type of each attachment.\n *\n * The simplest usage\n *\n * // create an RGBA/UNSIGNED_BYTE texture and DEPTH_STENCIL renderbuffer\n * const fbi = twgl.createFramebufferInfo(gl);\n *\n * ...\n *\n * function render() {\n * if (twgl.resizeCanvasToDisplaySize(gl.canvas)) {\n * // resize the attachments\n * twgl.resizeFramebufferInfo(gl, fbi);\n * }\n *\n * More complex usage\n *\n * // create an RGB565 renderbuffer and a STENCIL_INDEX8 renderbuffer\n * const attachments = [\n * { format: RGB565, mag: NEAREST },\n * { format: STENCIL_INDEX8 },\n * ]\n * const fbi = twgl.createFramebufferInfo(gl, attachments);\n *\n * ...\n *\n * function render() {\n * if (twgl.resizeCanvasToDisplaySize(gl.canvas)) {\n * // resize the attachments to match\n * twgl.resizeFramebufferInfo(gl, fbi, attachments);\n * }\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.FramebufferInfo} framebufferInfo a framebufferInfo as returned from {@link module:twgl.createFramebufferInfo}.\n * @param {module:twgl.AttachmentOptions[]} [attachments] the same attachments options as passed to {@link module:twgl.createFramebufferInfo}.\n * @param {number} [width] the width for the attachments. Default = size of drawingBuffer\n * @param {number} [height] the height for the attachments. Default = size of drawingBuffer\n * @memberOf module:twgl/framebuffers\n */\nfunction resizeFramebufferInfo(gl, framebufferInfo, attachments, width, height) {\n width = width || gl.drawingBufferWidth;\n height = height || gl.drawingBufferHeight;\n framebufferInfo.width = width;\n framebufferInfo.height = height;\n attachments = attachments || defaultAttachments;\n attachments.forEach(function(attachmentOptions, ndx) {\n const attachment = framebufferInfo.attachments[ndx];\n const format = attachmentOptions.format;\n if (helper.isRenderbuffer(gl, attachment)) {\n gl.bindRenderbuffer(RENDERBUFFER, attachment);\n gl.renderbufferStorage(RENDERBUFFER, format, width, height);\n } else if (helper.isTexture(gl, attachment)) {\n textures.resizeTexture(gl, attachment, attachmentOptions, width, height);\n } else {\n throw new Error('unknown attachment type');\n }\n });\n}\n\n/**\n * Binds a framebuffer\n *\n * This function pretty much solely exists because I spent hours\n * trying to figure out why something I wrote wasn't working only\n * to realize I forget to set the viewport dimensions.\n * My hope is this function will fix that.\n *\n * It is effectively the same as\n *\n * gl.bindFramebuffer(gl.FRAMEBUFFER, someFramebufferInfo.framebuffer);\n * gl.viewport(0, 0, someFramebufferInfo.width, someFramebufferInfo.height);\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.FramebufferInfo|null} [framebufferInfo] a framebufferInfo as returned from {@link module:twgl.createFramebufferInfo}.\n * If falsy will bind the canvas.\n * @param {number} [target] The target. If not passed `gl.FRAMEBUFFER` will be used.\n * @memberOf module:twgl/framebuffers\n */\n\nfunction bindFramebufferInfo(gl, framebufferInfo, target) {\n target = target || FRAMEBUFFER;\n if (framebufferInfo) {\n gl.bindFramebuffer(target, framebufferInfo.framebuffer);\n gl.viewport(0, 0, framebufferInfo.width, framebufferInfo.height);\n } else {\n gl.bindFramebuffer(target, null);\n gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);\n }\n}\n\nexport {\n bindFramebufferInfo,\n createFramebufferInfo,\n resizeFramebufferInfo,\n};\n\n\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/* eslint no-console: \"off\" */\n\n/**\n * Copy named properties\n *\n * @param {string[]} names names of properties to copy\n * @param {object} src object to copy properties from\n * @param {object} dst object to copy properties to\n * @private\n */\nfunction copyNamedProperties(names, src, dst) {\n names.forEach(function(name) {\n const value = src[name];\n if (value !== undefined) {\n dst[name] = value;\n }\n });\n}\n\n/**\n * Copies properties from source to dest only if a matching key is in dest\n *\n * @param {Object.} src the source\n * @param {Object.} dst the dest\n * @private\n */\nfunction copyExistingProperties(src, dst) {\n Object.keys(dst).forEach(function(key) {\n if (dst.hasOwnProperty(key) && src.hasOwnProperty(key)) { /* eslint no-prototype-builtins: 0 */\n dst[key] = src[key];\n }\n });\n}\n\nfunction error(...args) {\n console.error(...args);\n}\n\nfunction warn(...args) {\n console.warn(...args);\n}\n\nfunction isBuffer(gl, t) {\n return typeof WebGLBuffer !== 'undefined' && t instanceof WebGLBuffer;\n}\n\nfunction isRenderbuffer(gl, t) {\n return typeof WebGLRenderbuffer !== 'undefined' && t instanceof WebGLRenderbuffer;\n}\n\nfunction isShader(gl, t) {\n return typeof WebGLShader !== 'undefined' && t instanceof WebGLShader;\n}\n\nfunction isTexture(gl, t) {\n return typeof WebGLTexture !== 'undefined' && t instanceof WebGLTexture;\n}\n\nfunction isSampler(gl, t) {\n return typeof WebGLSampler !== 'undefined' && t instanceof WebGLSampler;\n}\n\nexport {\n copyExistingProperties,\n copyNamedProperties,\n error,\n warn,\n isBuffer,\n isRenderbuffer,\n isShader,\n isTexture,\n isSampler,\n};\n\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nimport * as v3 from './v3.js';\n\n/**\n * 4x4 Matrix math math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new matrix. In other words you can do this\n *\n * const mat = m4.translation([1, 2, 3]); // Creates a new translation matrix\n *\n * or\n *\n * const mat = m4.create();\n * m4.translation([1, 2, 3], mat); // Puts translation matrix in mat.\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always save to pass any matrix as the destination. So for example\n *\n * const mat = m4.identity();\n * const trans = m4.translation([1, 2, 3]);\n * m4.multiply(mat, trans, mat); // Multiplies mat * trans and puts result in mat.\n *\n * @module twgl/m4\n */\nlet MatType = Float32Array;\n\n/**\n * A JavaScript array with 16 values or a Float32Array with 16 values.\n * When created by the library will create the default type which is `Float32Array`\n * but can be set by calling {@link module:twgl/m4.setDefaultType}.\n * @typedef {(number[]|Float32Array)} Mat4\n * @memberOf module:twgl/m4\n */\n\n/**\n * Sets the type this library creates for a Mat4\n * @param {constructor} ctor the constructor for the type. Either `Float32Array` or `Array`\n * @return {constructor} previous constructor for Mat4\n * @memberOf module:twgl/m4\n */\nfunction setDefaultType(ctor) {\n const oldType = MatType;\n MatType = ctor;\n return oldType;\n}\n\n/**\n * Negates a matrix.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} -m.\n * @memberOf module:twgl/m4\n */\nfunction negate(m, dst) {\n dst = dst || new MatType(16);\n\n dst[ 0] = -m[ 0];\n dst[ 1] = -m[ 1];\n dst[ 2] = -m[ 2];\n dst[ 3] = -m[ 3];\n dst[ 4] = -m[ 4];\n dst[ 5] = -m[ 5];\n dst[ 6] = -m[ 6];\n dst[ 7] = -m[ 7];\n dst[ 8] = -m[ 8];\n dst[ 9] = -m[ 9];\n dst[10] = -m[10];\n dst[11] = -m[11];\n dst[12] = -m[12];\n dst[13] = -m[13];\n dst[14] = -m[14];\n dst[15] = -m[15];\n\n return dst;\n}\n\n/**\n * Copies a matrix.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/m4.Mat4} [dst] The matrix. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} A copy of m.\n * @memberOf module:twgl/m4\n */\nfunction copy(m, dst) {\n dst = dst || new MatType(16);\n\n dst[ 0] = m[ 0];\n dst[ 1] = m[ 1];\n dst[ 2] = m[ 2];\n dst[ 3] = m[ 3];\n dst[ 4] = m[ 4];\n dst[ 5] = m[ 5];\n dst[ 6] = m[ 6];\n dst[ 7] = m[ 7];\n dst[ 8] = m[ 8];\n dst[ 9] = m[ 9];\n dst[10] = m[10];\n dst[11] = m[11];\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n\n return dst;\n}\n\n/**\n * Creates an n-by-n identity matrix.\n *\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} An n-by-n identity matrix.\n * @memberOf module:twgl/m4\n */\nfunction identity(dst) {\n dst = dst || new MatType(16);\n\n dst[ 0] = 1;\n dst[ 1] = 0;\n dst[ 2] = 0;\n dst[ 3] = 0;\n dst[ 4] = 0;\n dst[ 5] = 1;\n dst[ 6] = 0;\n dst[ 7] = 0;\n dst[ 8] = 0;\n dst[ 9] = 0;\n dst[10] = 1;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Takes the transpose of a matrix.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The transpose of m.\n * @memberOf module:twgl/m4\n */\n function transpose(m, dst) {\n dst = dst || new MatType(16);\n if (dst === m) {\n let t;\n\n t = m[1];\n m[1] = m[4];\n m[4] = t;\n\n t = m[2];\n m[2] = m[8];\n m[8] = t;\n\n t = m[3];\n m[3] = m[12];\n m[12] = t;\n\n t = m[6];\n m[6] = m[9];\n m[9] = t;\n\n t = m[7];\n m[7] = m[13];\n m[13] = t;\n\n t = m[11];\n m[11] = m[14];\n m[14] = t;\n return dst;\n }\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n\n dst[ 0] = m00;\n dst[ 1] = m10;\n dst[ 2] = m20;\n dst[ 3] = m30;\n dst[ 4] = m01;\n dst[ 5] = m11;\n dst[ 6] = m21;\n dst[ 7] = m31;\n dst[ 8] = m02;\n dst[ 9] = m12;\n dst[10] = m22;\n dst[11] = m32;\n dst[12] = m03;\n dst[13] = m13;\n dst[14] = m23;\n dst[15] = m33;\n\n return dst;\n}\n\n/**\n * Computes the inverse of a 4-by-4 matrix.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The inverse of m.\n * @memberOf module:twgl/m4\n */\nfunction inverse(m, dst) {\n dst = dst || new MatType(16);\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n const tmp_0 = m22 * m33;\n const tmp_1 = m32 * m23;\n const tmp_2 = m12 * m33;\n const tmp_3 = m32 * m13;\n const tmp_4 = m12 * m23;\n const tmp_5 = m22 * m13;\n const tmp_6 = m02 * m33;\n const tmp_7 = m32 * m03;\n const tmp_8 = m02 * m23;\n const tmp_9 = m22 * m03;\n const tmp_10 = m02 * m13;\n const tmp_11 = m12 * m03;\n const tmp_12 = m20 * m31;\n const tmp_13 = m30 * m21;\n const tmp_14 = m10 * m31;\n const tmp_15 = m30 * m11;\n const tmp_16 = m10 * m21;\n const tmp_17 = m20 * m11;\n const tmp_18 = m00 * m31;\n const tmp_19 = m30 * m01;\n const tmp_20 = m00 * m21;\n const tmp_21 = m20 * m01;\n const tmp_22 = m00 * m11;\n const tmp_23 = m10 * m01;\n\n const t0 = (tmp_0 * m11 + tmp_3 * m21 + tmp_4 * m31) -\n (tmp_1 * m11 + tmp_2 * m21 + tmp_5 * m31);\n const t1 = (tmp_1 * m01 + tmp_6 * m21 + tmp_9 * m31) -\n (tmp_0 * m01 + tmp_7 * m21 + tmp_8 * m31);\n const t2 = (tmp_2 * m01 + tmp_7 * m11 + tmp_10 * m31) -\n (tmp_3 * m01 + tmp_6 * m11 + tmp_11 * m31);\n const t3 = (tmp_5 * m01 + tmp_8 * m11 + tmp_11 * m21) -\n (tmp_4 * m01 + tmp_9 * m11 + tmp_10 * m21);\n\n const d = 1.0 / (m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3);\n\n dst[ 0] = d * t0;\n dst[ 1] = d * t1;\n dst[ 2] = d * t2;\n dst[ 3] = d * t3;\n dst[ 4] = d * ((tmp_1 * m10 + tmp_2 * m20 + tmp_5 * m30) -\n (tmp_0 * m10 + tmp_3 * m20 + tmp_4 * m30));\n dst[ 5] = d * ((tmp_0 * m00 + tmp_7 * m20 + tmp_8 * m30) -\n (tmp_1 * m00 + tmp_6 * m20 + tmp_9 * m30));\n dst[ 6] = d * ((tmp_3 * m00 + tmp_6 * m10 + tmp_11 * m30) -\n (tmp_2 * m00 + tmp_7 * m10 + tmp_10 * m30));\n dst[ 7] = d * ((tmp_4 * m00 + tmp_9 * m10 + tmp_10 * m20) -\n (tmp_5 * m00 + tmp_8 * m10 + tmp_11 * m20));\n dst[ 8] = d * ((tmp_12 * m13 + tmp_15 * m23 + tmp_16 * m33) -\n (tmp_13 * m13 + tmp_14 * m23 + tmp_17 * m33));\n dst[ 9] = d * ((tmp_13 * m03 + tmp_18 * m23 + tmp_21 * m33) -\n (tmp_12 * m03 + tmp_19 * m23 + tmp_20 * m33));\n dst[10] = d * ((tmp_14 * m03 + tmp_19 * m13 + tmp_22 * m33) -\n (tmp_15 * m03 + tmp_18 * m13 + tmp_23 * m33));\n dst[11] = d * ((tmp_17 * m03 + tmp_20 * m13 + tmp_23 * m23) -\n (tmp_16 * m03 + tmp_21 * m13 + tmp_22 * m23));\n dst[12] = d * ((tmp_14 * m22 + tmp_17 * m32 + tmp_13 * m12) -\n (tmp_16 * m32 + tmp_12 * m12 + tmp_15 * m22));\n dst[13] = d * ((tmp_20 * m32 + tmp_12 * m02 + tmp_19 * m22) -\n (tmp_18 * m22 + tmp_21 * m32 + tmp_13 * m02));\n dst[14] = d * ((tmp_18 * m12 + tmp_23 * m32 + tmp_15 * m02) -\n (tmp_22 * m32 + tmp_14 * m02 + tmp_19 * m12));\n dst[15] = d * ((tmp_22 * m22 + tmp_16 * m02 + tmp_21 * m12) -\n (tmp_20 * m12 + tmp_23 * m22 + tmp_17 * m02));\n\n return dst;\n}\n\n/**\n * Multiplies two 4-by-4 matrices with a on the left and b on the right\n * @param {module:twgl/m4.Mat4} a The matrix on the left.\n * @param {module:twgl/m4.Mat4} b The matrix on the right.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The matrix product of a and b.\n * @memberOf module:twgl/m4\n */\nfunction multiply(a, b, dst) {\n dst = dst || new MatType(16);\n\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a03 = a[3];\n const a10 = a[ 4 + 0];\n const a11 = a[ 4 + 1];\n const a12 = a[ 4 + 2];\n const a13 = a[ 4 + 3];\n const a20 = a[ 8 + 0];\n const a21 = a[ 8 + 1];\n const a22 = a[ 8 + 2];\n const a23 = a[ 8 + 3];\n const a30 = a[12 + 0];\n const a31 = a[12 + 1];\n const a32 = a[12 + 2];\n const a33 = a[12 + 3];\n const b00 = b[0];\n const b01 = b[1];\n const b02 = b[2];\n const b03 = b[3];\n const b10 = b[ 4 + 0];\n const b11 = b[ 4 + 1];\n const b12 = b[ 4 + 2];\n const b13 = b[ 4 + 3];\n const b20 = b[ 8 + 0];\n const b21 = b[ 8 + 1];\n const b22 = b[ 8 + 2];\n const b23 = b[ 8 + 3];\n const b30 = b[12 + 0];\n const b31 = b[12 + 1];\n const b32 = b[12 + 2];\n const b33 = b[12 + 3];\n\n dst[ 0] = a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03;\n dst[ 1] = a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03;\n dst[ 2] = a02 * b00 + a12 * b01 + a22 * b02 + a32 * b03;\n dst[ 3] = a03 * b00 + a13 * b01 + a23 * b02 + a33 * b03;\n dst[ 4] = a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13;\n dst[ 5] = a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13;\n dst[ 6] = a02 * b10 + a12 * b11 + a22 * b12 + a32 * b13;\n dst[ 7] = a03 * b10 + a13 * b11 + a23 * b12 + a33 * b13;\n dst[ 8] = a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23;\n dst[ 9] = a01 * b20 + a11 * b21 + a21 * b22 + a31 * b23;\n dst[10] = a02 * b20 + a12 * b21 + a22 * b22 + a32 * b23;\n dst[11] = a03 * b20 + a13 * b21 + a23 * b22 + a33 * b23;\n dst[12] = a00 * b30 + a10 * b31 + a20 * b32 + a30 * b33;\n dst[13] = a01 * b30 + a11 * b31 + a21 * b32 + a31 * b33;\n dst[14] = a02 * b30 + a12 * b31 + a22 * b32 + a32 * b33;\n dst[15] = a03 * b30 + a13 * b31 + a23 * b32 + a33 * b33;\n\n return dst;\n}\n\n/**\n * Sets the translation component of a 4-by-4 matrix to the given\n * vector.\n * @param {module:twgl/m4.Mat4} a The matrix.\n * @param {module:twgl/v3.Vec3} v The vector.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The matrix with translation set.\n * @memberOf module:twgl/m4\n */\nfunction setTranslation(a, v, dst) {\n dst = dst || identity();\n if (a !== dst) {\n dst[ 0] = a[ 0];\n dst[ 1] = a[ 1];\n dst[ 2] = a[ 2];\n dst[ 3] = a[ 3];\n dst[ 4] = a[ 4];\n dst[ 5] = a[ 5];\n dst[ 6] = a[ 6];\n dst[ 7] = a[ 7];\n dst[ 8] = a[ 8];\n dst[ 9] = a[ 9];\n dst[10] = a[10];\n dst[11] = a[11];\n }\n dst[12] = v[0];\n dst[13] = v[1];\n dst[14] = v[2];\n dst[15] = 1;\n return dst;\n}\n\n/**\n * Returns the translation component of a 4-by-4 matrix as a vector with 3\n * entries.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not passed a new one is created.\n * @return {module:twgl/v3.Vec3} The translation component of m.\n * @memberOf module:twgl/m4\n */\nfunction getTranslation(m, dst) {\n dst = dst || v3.create();\n dst[0] = m[12];\n dst[1] = m[13];\n dst[2] = m[14];\n return dst;\n}\n\n/**\n * Returns an axis of a 4x4 matrix as a vector with 3 entries\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {number} axis The axis 0 = x, 1 = y, 2 = z;\n * @return {module:twgl/v3.Vec3} [dst] vector.\n * @return {module:twgl/v3.Vec3} The axis component of m.\n * @memberOf module:twgl/m4\n */\nfunction getAxis(m, axis, dst) {\n dst = dst || v3.create();\n const off = axis * 4;\n dst[0] = m[off + 0];\n dst[1] = m[off + 1];\n dst[2] = m[off + 2];\n return dst;\n}\n\n/**\n * Sets an axis of a 4x4 matrix as a vector with 3 entries\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/v3.Vec3} v the axis vector\n * @param {number} axis The axis 0 = x, 1 = y, 2 = z;\n * @param {module:twgl/m4.Mat4} [dst] The matrix to set. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The matrix with axis set.\n * @memberOf module:twgl/m4\n */\nfunction setAxis(a, v, axis, dst) {\n if (dst !== a) {\n dst = copy(a, dst);\n }\n const off = axis * 4;\n dst[off + 0] = v[0];\n dst[off + 1] = v[1];\n dst[off + 2] = v[2];\n return dst;\n}\n\n/**\n * Computes a 4-by-4 perspective transformation matrix given the angular height\n * of the frustum, the aspect ratio, and the near and far clipping planes. The\n * arguments define a frustum extending in the negative z direction. The given\n * angle is the vertical angle of the frustum, and the horizontal angle is\n * determined to produce the given aspect ratio. The arguments near and far are\n * the distances to the near and far clipping planes. Note that near and far\n * are not z coordinates, but rather they are distances along the negative\n * z-axis. The matrix generated sends the viewing frustum to the unit box.\n * We assume a unit box extending from -1 to 1 in the x and y dimensions and\n * from 0 to 1 in the z dimension.\n * @param {number} fieldOfViewYInRadians The camera angle from top to bottom (in radians).\n * @param {number} aspect The aspect ratio width / height.\n * @param {number} zNear The depth (negative z coordinate)\n * of the near clipping plane.\n * @param {number} zFar The depth (negative z coordinate)\n * of the far clipping plane.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The perspective matrix.\n * @memberOf module:twgl/m4\n */\nfunction perspective(fieldOfViewYInRadians, aspect, zNear, zFar, dst) {\n dst = dst || new MatType(16);\n\n const f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewYInRadians);\n const rangeInv = 1.0 / (zNear - zFar);\n\n dst[0] = f / aspect;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n\n dst[4] = 0;\n dst[5] = f;\n dst[6] = 0;\n dst[7] = 0;\n\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = (zNear + zFar) * rangeInv;\n dst[11] = -1;\n\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = zNear * zFar * rangeInv * 2;\n dst[15] = 0;\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 orthogonal transformation matrix given the left, right,\n * bottom, and top dimensions of the near clipping plane as well as the\n * near and far clipping plane distances.\n * @param {number} left Left side of the near clipping plane viewport.\n * @param {number} right Right side of the near clipping plane viewport.\n * @param {number} bottom Bottom of the near clipping plane viewport.\n * @param {number} top Top of the near clipping plane viewport.\n * @param {number} near The depth (negative z coordinate)\n * of the near clipping plane.\n * @param {number} far The depth (negative z coordinate)\n * of the far clipping plane.\n * @param {module:twgl/m4.Mat4} [dst] Output matrix. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The perspective matrix.\n * @memberOf module:twgl/m4\n */\nfunction ortho(left, right, bottom, top, near, far, dst) {\n dst = dst || new MatType(16);\n\n dst[0] = 2 / (right - left);\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n\n dst[4] = 0;\n dst[5] = 2 / (top - bottom);\n dst[6] = 0;\n dst[7] = 0;\n\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 2 / (near - far);\n dst[11] = 0;\n\n dst[12] = (right + left) / (left - right);\n dst[13] = (top + bottom) / (bottom - top);\n dst[14] = (far + near) / (near - far);\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 perspective transformation matrix given the left, right,\n * top, bottom, near and far clipping planes. The arguments define a frustum\n * extending in the negative z direction. The arguments near and far are the\n * distances to the near and far clipping planes. Note that near and far are not\n * z coordinates, but rather they are distances along the negative z-axis. The\n * matrix generated sends the viewing frustum to the unit box. We assume a unit\n * box extending from -1 to 1 in the x and y dimensions and from 0 to 1 in the z\n * dimension.\n * @param {number} left The x coordinate of the left plane of the box.\n * @param {number} right The x coordinate of the right plane of the box.\n * @param {number} bottom The y coordinate of the bottom plane of the box.\n * @param {number} top The y coordinate of the right plane of the box.\n * @param {number} near The negative z coordinate of the near plane of the box.\n * @param {number} far The negative z coordinate of the far plane of the box.\n * @param {module:twgl/m4.Mat4} [dst] Output matrix. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The perspective projection matrix.\n * @memberOf module:twgl/m4\n */\nfunction frustum(left, right, bottom, top, near, far, dst) {\n dst = dst || new MatType(16);\n\n const dx = (right - left);\n const dy = (top - bottom);\n const dz = (near - far);\n\n dst[ 0] = 2 * near / dx;\n dst[ 1] = 0;\n dst[ 2] = 0;\n dst[ 3] = 0;\n dst[ 4] = 0;\n dst[ 5] = 2 * near / dy;\n dst[ 6] = 0;\n dst[ 7] = 0;\n dst[ 8] = (left + right) / dx;\n dst[ 9] = (top + bottom) / dy;\n dst[10] = far / dz;\n dst[11] = -1;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = near * far / dz;\n dst[15] = 0;\n\n return dst;\n}\n\nlet xAxis;\nlet yAxis;\nlet zAxis;\n\n/**\n * Computes a 4-by-4 look-at transformation.\n *\n * This is a matrix which positions the camera itself. If you want\n * a view matrix (a matrix which moves things in front of the camera)\n * take the inverse of this.\n *\n * @param {module:twgl/v3.Vec3} eye The position of the eye.\n * @param {module:twgl/v3.Vec3} target The position meant to be viewed.\n * @param {module:twgl/v3.Vec3} up A vector pointing up.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The look-at matrix.\n * @memberOf module:twgl/m4\n */\nfunction lookAt(eye, target, up, dst) {\n dst = dst || new MatType(16);\n\n xAxis = xAxis || v3.create();\n yAxis = yAxis || v3.create();\n zAxis = zAxis || v3.create();\n\n v3.normalize(\n v3.subtract(eye, target, zAxis), zAxis);\n v3.normalize(v3.cross(up, zAxis, xAxis), xAxis);\n v3.normalize(v3.cross(zAxis, xAxis, yAxis), yAxis);\n\n dst[ 0] = xAxis[0];\n dst[ 1] = xAxis[1];\n dst[ 2] = xAxis[2];\n dst[ 3] = 0;\n dst[ 4] = yAxis[0];\n dst[ 5] = yAxis[1];\n dst[ 6] = yAxis[2];\n dst[ 7] = 0;\n dst[ 8] = zAxis[0];\n dst[ 9] = zAxis[1];\n dst[10] = zAxis[2];\n dst[11] = 0;\n dst[12] = eye[0];\n dst[13] = eye[1];\n dst[14] = eye[2];\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which translates by the given vector v.\n * @param {module:twgl/v3.Vec3} v The vector by\n * which to translate.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The translation matrix.\n * @memberOf module:twgl/m4\n */\nfunction translation(v, dst) {\n dst = dst || new MatType(16);\n\n dst[ 0] = 1;\n dst[ 1] = 0;\n dst[ 2] = 0;\n dst[ 3] = 0;\n dst[ 4] = 0;\n dst[ 5] = 1;\n dst[ 6] = 0;\n dst[ 7] = 0;\n dst[ 8] = 0;\n dst[ 9] = 0;\n dst[10] = 1;\n dst[11] = 0;\n dst[12] = v[0];\n dst[13] = v[1];\n dst[14] = v[2];\n dst[15] = 1;\n return dst;\n}\n\n/**\n * Translates the given 4-by-4 matrix by the given vector v.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/v3.Vec3} v The vector by\n * which to translate.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The translated matrix.\n * @memberOf module:twgl/m4\n */\nfunction translate(m, v, dst) {\n dst = dst || new MatType(16);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const m00 = m[0];\n const m01 = m[1];\n const m02 = m[2];\n const m03 = m[3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n\n if (m !== dst) {\n dst[ 0] = m00;\n dst[ 1] = m01;\n dst[ 2] = m02;\n dst[ 3] = m03;\n dst[ 4] = m10;\n dst[ 5] = m11;\n dst[ 6] = m12;\n dst[ 7] = m13;\n dst[ 8] = m20;\n dst[ 9] = m21;\n dst[10] = m22;\n dst[11] = m23;\n }\n\n dst[12] = m00 * v0 + m10 * v1 + m20 * v2 + m30;\n dst[13] = m01 * v0 + m11 * v1 + m21 * v2 + m31;\n dst[14] = m02 * v0 + m12 * v1 + m22 * v2 + m32;\n dst[15] = m03 * v0 + m13 * v1 + m23 * v2 + m33;\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the x-axis by the given angle.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The rotation matrix.\n * @memberOf module:twgl/m4\n */\nfunction rotationX(angleInRadians, dst) {\n dst = dst || new MatType(16);\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = 1;\n dst[ 1] = 0;\n dst[ 2] = 0;\n dst[ 3] = 0;\n dst[ 4] = 0;\n dst[ 5] = c;\n dst[ 6] = s;\n dst[ 7] = 0;\n dst[ 8] = 0;\n dst[ 9] = -s;\n dst[10] = c;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the x-axis by the given\n * angle.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The rotated matrix.\n * @memberOf module:twgl/m4\n */\nfunction rotateX(m, angleInRadians, dst) {\n dst = dst || new MatType(16);\n\n const m10 = m[4];\n const m11 = m[5];\n const m12 = m[6];\n const m13 = m[7];\n const m20 = m[8];\n const m21 = m[9];\n const m22 = m[10];\n const m23 = m[11];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[4] = c * m10 + s * m20;\n dst[5] = c * m11 + s * m21;\n dst[6] = c * m12 + s * m22;\n dst[7] = c * m13 + s * m23;\n dst[8] = c * m20 - s * m10;\n dst[9] = c * m21 - s * m11;\n dst[10] = c * m22 - s * m12;\n dst[11] = c * m23 - s * m13;\n\n if (m !== dst) {\n dst[ 0] = m[ 0];\n dst[ 1] = m[ 1];\n dst[ 2] = m[ 2];\n dst[ 3] = m[ 3];\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the y-axis by the given angle.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The rotation matrix.\n * @memberOf module:twgl/m4\n */\nfunction rotationY(angleInRadians, dst) {\n dst = dst || new MatType(16);\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c;\n dst[ 1] = 0;\n dst[ 2] = -s;\n dst[ 3] = 0;\n dst[ 4] = 0;\n dst[ 5] = 1;\n dst[ 6] = 0;\n dst[ 7] = 0;\n dst[ 8] = s;\n dst[ 9] = 0;\n dst[10] = c;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the y-axis by the given\n * angle.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The rotated matrix.\n * @memberOf module:twgl/m4\n */\nfunction rotateY(m, angleInRadians, dst) {\n dst = dst || new MatType(16);\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c * m00 - s * m20;\n dst[ 1] = c * m01 - s * m21;\n dst[ 2] = c * m02 - s * m22;\n dst[ 3] = c * m03 - s * m23;\n dst[ 8] = c * m20 + s * m00;\n dst[ 9] = c * m21 + s * m01;\n dst[10] = c * m22 + s * m02;\n dst[11] = c * m23 + s * m03;\n\n if (m !== dst) {\n dst[ 4] = m[ 4];\n dst[ 5] = m[ 5];\n dst[ 6] = m[ 6];\n dst[ 7] = m[ 7];\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The rotation matrix.\n * @memberOf module:twgl/m4\n */\nfunction rotationZ(angleInRadians, dst) {\n dst = dst || new MatType(16);\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c;\n dst[ 1] = s;\n dst[ 2] = 0;\n dst[ 3] = 0;\n dst[ 4] = -s;\n dst[ 5] = c;\n dst[ 6] = 0;\n dst[ 7] = 0;\n dst[ 8] = 0;\n dst[ 9] = 0;\n dst[10] = 1;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the z-axis by the given\n * angle.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The rotated matrix.\n * @memberOf module:twgl/m4\n */\nfunction rotateZ(m, angleInRadians, dst) {\n dst = dst || new MatType(16);\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c * m00 + s * m10;\n dst[ 1] = c * m01 + s * m11;\n dst[ 2] = c * m02 + s * m12;\n dst[ 3] = c * m03 + s * m13;\n dst[ 4] = c * m10 - s * m00;\n dst[ 5] = c * m11 - s * m01;\n dst[ 6] = c * m12 - s * m02;\n dst[ 7] = c * m13 - s * m03;\n\n if (m !== dst) {\n dst[ 8] = m[ 8];\n dst[ 9] = m[ 9];\n dst[10] = m[10];\n dst[11] = m[11];\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the given axis by the given\n * angle.\n * @param {module:twgl/v3.Vec3} axis The axis\n * about which to rotate.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} A matrix which rotates angle radians\n * around the axis.\n * @memberOf module:twgl/m4\n */\nfunction axisRotation(axis, angleInRadians, dst) {\n dst = dst || new MatType(16);\n\n let x = axis[0];\n let y = axis[1];\n let z = axis[2];\n const n = Math.sqrt(x * x + y * y + z * z);\n x /= n;\n y /= n;\n z /= n;\n const xx = x * x;\n const yy = y * y;\n const zz = z * z;\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n const oneMinusCosine = 1 - c;\n\n dst[ 0] = xx + (1 - xx) * c;\n dst[ 1] = x * y * oneMinusCosine + z * s;\n dst[ 2] = x * z * oneMinusCosine - y * s;\n dst[ 3] = 0;\n dst[ 4] = x * y * oneMinusCosine - z * s;\n dst[ 5] = yy + (1 - yy) * c;\n dst[ 6] = y * z * oneMinusCosine + x * s;\n dst[ 7] = 0;\n dst[ 8] = x * z * oneMinusCosine + y * s;\n dst[ 9] = y * z * oneMinusCosine - x * s;\n dst[10] = zz + (1 - zz) * c;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the given axis by the\n * given angle.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/v3.Vec3} axis The axis\n * about which to rotate.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The rotated matrix.\n * @memberOf module:twgl/m4\n */\nfunction axisRotate(m, axis, angleInRadians, dst) {\n dst = dst || new MatType(16);\n\n let x = axis[0];\n let y = axis[1];\n let z = axis[2];\n const n = Math.sqrt(x * x + y * y + z * z);\n x /= n;\n y /= n;\n z /= n;\n const xx = x * x;\n const yy = y * y;\n const zz = z * z;\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n const oneMinusCosine = 1 - c;\n\n const r00 = xx + (1 - xx) * c;\n const r01 = x * y * oneMinusCosine + z * s;\n const r02 = x * z * oneMinusCosine - y * s;\n const r10 = x * y * oneMinusCosine - z * s;\n const r11 = yy + (1 - yy) * c;\n const r12 = y * z * oneMinusCosine + x * s;\n const r20 = x * z * oneMinusCosine + y * s;\n const r21 = y * z * oneMinusCosine - x * s;\n const r22 = zz + (1 - zz) * c;\n\n const m00 = m[0];\n const m01 = m[1];\n const m02 = m[2];\n const m03 = m[3];\n const m10 = m[4];\n const m11 = m[5];\n const m12 = m[6];\n const m13 = m[7];\n const m20 = m[8];\n const m21 = m[9];\n const m22 = m[10];\n const m23 = m[11];\n\n dst[ 0] = r00 * m00 + r01 * m10 + r02 * m20;\n dst[ 1] = r00 * m01 + r01 * m11 + r02 * m21;\n dst[ 2] = r00 * m02 + r01 * m12 + r02 * m22;\n dst[ 3] = r00 * m03 + r01 * m13 + r02 * m23;\n dst[ 4] = r10 * m00 + r11 * m10 + r12 * m20;\n dst[ 5] = r10 * m01 + r11 * m11 + r12 * m21;\n dst[ 6] = r10 * m02 + r11 * m12 + r12 * m22;\n dst[ 7] = r10 * m03 + r11 * m13 + r12 * m23;\n dst[ 8] = r20 * m00 + r21 * m10 + r22 * m20;\n dst[ 9] = r20 * m01 + r21 * m11 + r22 * m21;\n dst[10] = r20 * m02 + r21 * m12 + r22 * m22;\n dst[11] = r20 * m03 + r21 * m13 + r22 * m23;\n\n if (m !== dst) {\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which scales in each dimension by an amount given by\n * the corresponding entry in the given vector; assumes the vector has three\n * entries.\n * @param {module:twgl/v3.Vec3} v A vector of\n * three entries specifying the factor by which to scale in each dimension.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The scaling matrix.\n * @memberOf module:twgl/m4\n */\nfunction scaling(v, dst) {\n dst = dst || new MatType(16);\n\n dst[ 0] = v[0];\n dst[ 1] = 0;\n dst[ 2] = 0;\n dst[ 3] = 0;\n dst[ 4] = 0;\n dst[ 5] = v[1];\n dst[ 6] = 0;\n dst[ 7] = 0;\n dst[ 8] = 0;\n dst[ 9] = 0;\n dst[10] = v[2];\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Scales the given 4-by-4 matrix in each dimension by an amount\n * given by the corresponding entry in the given vector; assumes the vector has\n * three entries.\n * @param {module:twgl/m4.Mat4} m The matrix to be modified.\n * @param {module:twgl/v3.Vec3} v A vector of three entries specifying the\n * factor by which to scale in each dimension.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The scaled matrix.\n * @memberOf module:twgl/m4\n */\nfunction scale(m, v, dst) {\n dst = dst || new MatType(16);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n\n dst[ 0] = v0 * m[0 * 4 + 0];\n dst[ 1] = v0 * m[0 * 4 + 1];\n dst[ 2] = v0 * m[0 * 4 + 2];\n dst[ 3] = v0 * m[0 * 4 + 3];\n dst[ 4] = v1 * m[1 * 4 + 0];\n dst[ 5] = v1 * m[1 * 4 + 1];\n dst[ 6] = v1 * m[1 * 4 + 2];\n dst[ 7] = v1 * m[1 * 4 + 3];\n dst[ 8] = v2 * m[2 * 4 + 0];\n dst[ 9] = v2 * m[2 * 4 + 1];\n dst[10] = v2 * m[2 * 4 + 2];\n dst[11] = v2 * m[2 * 4 + 3];\n\n if (m !== dst) {\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Takes a 4-by-4 matrix and a vector with 3 entries,\n * interprets the vector as a point, transforms that point by the matrix, and\n * returns the result as a vector with 3 entries.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/v3.Vec3} v The point.\n * @param {module:twgl/v3.Vec3} [dst] optional vec3 to store result. If not passed a new one is created.\n * @return {module:twgl/v3.Vec3} The transformed point.\n * @memberOf module:twgl/m4\n */\nfunction transformPoint(m, v, dst) {\n dst = dst || v3.create();\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const d = v0 * m[0 * 4 + 3] + v1 * m[1 * 4 + 3] + v2 * m[2 * 4 + 3] + m[3 * 4 + 3];\n\n dst[0] = (v0 * m[0 * 4 + 0] + v1 * m[1 * 4 + 0] + v2 * m[2 * 4 + 0] + m[3 * 4 + 0]) / d;\n dst[1] = (v0 * m[0 * 4 + 1] + v1 * m[1 * 4 + 1] + v2 * m[2 * 4 + 1] + m[3 * 4 + 1]) / d;\n dst[2] = (v0 * m[0 * 4 + 2] + v1 * m[1 * 4 + 2] + v2 * m[2 * 4 + 2] + m[3 * 4 + 2]) / d;\n\n return dst;\n}\n\n/**\n * Takes a 4-by-4 matrix and a vector with 3 entries, interprets the vector as a\n * direction, transforms that direction by the matrix, and returns the result;\n * assumes the transformation of 3-dimensional space represented by the matrix\n * is parallel-preserving, i.e. any combination of rotation, scaling and\n * translation, but not a perspective distortion. Returns a vector with 3\n * entries.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/v3.Vec3} v The direction.\n * @param {module:twgl/v3.Vec3} [dst] optional Vec3 to store result. If not passed a new one is created.\n * @return {module:twgl/v3.Vec3} The transformed direction.\n * @memberOf module:twgl/m4\n */\nfunction transformDirection(m, v, dst) {\n dst = dst || v3.create();\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n\n dst[0] = v0 * m[0 * 4 + 0] + v1 * m[1 * 4 + 0] + v2 * m[2 * 4 + 0];\n dst[1] = v0 * m[0 * 4 + 1] + v1 * m[1 * 4 + 1] + v2 * m[2 * 4 + 1];\n dst[2] = v0 * m[0 * 4 + 2] + v1 * m[1 * 4 + 2] + v2 * m[2 * 4 + 2];\n\n return dst;\n}\n\n/**\n * Takes a 4-by-4 matrix m and a vector v with 3 entries, interprets the vector\n * as a normal to a surface, and computes a vector which is normal upon\n * transforming that surface by the matrix. The effect of this function is the\n * same as transforming v (as a direction) by the inverse-transpose of m. This\n * function assumes the transformation of 3-dimensional space represented by the\n * matrix is parallel-preserving, i.e. any combination of rotation, scaling and\n * translation, but not a perspective distortion. Returns a vector with 3\n * entries.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/v3.Vec3} v The normal.\n * @param {module:twgl/v3.Vec3} [dst] The direction. If not passed a new one is created.\n * @return {module:twgl/v3.Vec3} The transformed normal.\n * @memberOf module:twgl/m4\n */\nfunction transformNormal(m, v, dst) {\n dst = dst || v3.create();\n const mi = inverse(m);\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n\n dst[0] = v0 * mi[0 * 4 + 0] + v1 * mi[0 * 4 + 1] + v2 * mi[0 * 4 + 2];\n dst[1] = v0 * mi[1 * 4 + 0] + v1 * mi[1 * 4 + 1] + v2 * mi[1 * 4 + 2];\n dst[2] = v0 * mi[2 * 4 + 0] + v1 * mi[2 * 4 + 1] + v2 * mi[2 * 4 + 2];\n\n return dst;\n}\n\nexport {\n axisRotate,\n axisRotation,\n copy,\n frustum,\n getAxis,\n getTranslation,\n identity,\n inverse,\n lookAt,\n multiply,\n negate,\n ortho,\n perspective,\n rotateX,\n rotateY,\n rotateZ,\n rotationX,\n rotationY,\n rotationZ,\n scale,\n scaling,\n setAxis,\n setDefaultType,\n setTranslation,\n transformDirection,\n transformNormal,\n transformPoint,\n translate,\n translation,\n transpose,\n};\n\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * Various functions to make simple primitives\n *\n * note: Most primitive functions come in 3 styles\n *\n * * `createSomeShapeBufferInfo`\n *\n * These functions are almost always the functions you want to call. They\n * create vertices then make WebGLBuffers and create {@link module:twgl.AttribInfo}s\n * returning a {@link module:twgl.BufferInfo} you can pass to {@link module:twgl.setBuffersAndAttributes}\n * and {@link module:twgl.drawBufferInfo} etc...\n *\n * * `createSomeShapeBuffers`\n *\n * These create WebGLBuffers and put your data in them but nothing else.\n * It's a shortcut to doing it yourself if you don't want to use\n * the higher level functions.\n *\n * * `createSomeShapeVertices`\n *\n * These just create vertices, no buffers. This allows you to manipulate the vertices\n * or add more data before generating a {@link module:twgl.BufferInfo}. Once you're finished\n * manipulating the vertices call {@link module:twgl.createBufferInfoFromArrays}.\n *\n * example:\n *\n * const arrays = twgl.primitives.createPlaneArrays(1);\n * twgl.primitives.reorientVertices(arrays, m4.rotationX(Math.PI * 0.5));\n * const bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);\n *\n * @module twgl/primitives\n */\nimport * as attributes from './attributes.js';\nimport * as helper from './helper.js';\nimport * as typedArrays from './typedarrays.js';\nimport * as m4 from './m4.js';\nimport * as v3 from './v3.js';\n\nconst getArray = attributes.getArray_; // eslint-disable-line\nconst getNumComponents = attributes.getNumComponents_; // eslint-disable-line\n\n/**\n * @typedef {(Int8Array|Uint8Array|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array)} TypedArray\n */\n\n/**\n * Add `push` to a typed array. It just keeps a 'cursor'\n * and allows use to `push` values into the array so we\n * don't have to manually compute offsets\n * @param {TypedArray} typedArray TypedArray to augment\n * @param {number} numComponents number of components.\n * @private\n */\nfunction augmentTypedArray(typedArray, numComponents) {\n let cursor = 0;\n typedArray.push = function() {\n for (let ii = 0; ii < arguments.length; ++ii) {\n const value = arguments[ii];\n if (value instanceof Array || typedArrays.isArrayBuffer(value)) {\n for (let jj = 0; jj < value.length; ++jj) {\n typedArray[cursor++] = value[jj];\n }\n } else {\n typedArray[cursor++] = value;\n }\n }\n };\n typedArray.reset = function(opt_index) {\n cursor = opt_index || 0;\n };\n typedArray.numComponents = numComponents;\n Object.defineProperty(typedArray, 'numElements', {\n get: function() {\n return this.length / this.numComponents | 0;\n },\n });\n return typedArray;\n}\n\n/**\n * creates a typed array with a `push` function attached\n * so that you can easily *push* values.\n *\n * `push` can take multiple arguments. If an argument is an array each element\n * of the array will be added to the typed array.\n *\n * Example:\n *\n * const array = createAugmentedTypedArray(3, 2); // creates a Float32Array with 6 values\n * array.push(1, 2, 3);\n * array.push([4, 5, 6]);\n * // array now contains [1, 2, 3, 4, 5, 6]\n *\n * Also has `numComponents` and `numElements` properties.\n *\n * @param {number} numComponents number of components\n * @param {number} numElements number of elements. The total size of the array will be `numComponents * numElements`.\n * @param {constructor} opt_type A constructor for the type. Default = `Float32Array`.\n * @return {ArrayBufferView} A typed array.\n * @memberOf module:twgl/primitives\n */\nfunction createAugmentedTypedArray(numComponents, numElements, opt_type) {\n const Type = opt_type || Float32Array;\n return augmentTypedArray(new Type(numComponents * numElements), numComponents);\n}\n\nfunction allButIndices(name) {\n return name !== \"indices\";\n}\n\n/**\n * Given indexed vertices creates a new set of vertices un-indexed by expanding the indexed vertices.\n * @param {Object.} vertices The indexed vertices to deindex\n * @return {Object.} The deindexed vertices\n * @memberOf module:twgl/primitives\n */\nfunction deindexVertices(vertices) {\n const indices = vertices.indices;\n const newVertices = {};\n const numElements = indices.length;\n\n function expandToUnindexed(channel) {\n const srcBuffer = vertices[channel];\n const numComponents = srcBuffer.numComponents;\n const dstBuffer = createAugmentedTypedArray(numComponents, numElements, srcBuffer.constructor);\n for (let ii = 0; ii < numElements; ++ii) {\n const ndx = indices[ii];\n const offset = ndx * numComponents;\n for (let jj = 0; jj < numComponents; ++jj) {\n dstBuffer.push(srcBuffer[offset + jj]);\n }\n }\n newVertices[channel] = dstBuffer;\n }\n\n Object.keys(vertices).filter(allButIndices).forEach(expandToUnindexed);\n\n return newVertices;\n}\n\n/**\n * flattens the normals of deindexed vertices in place.\n * @param {Object.} vertices The deindexed vertices who's normals to flatten\n * @return {Object.} The flattened vertices (same as was passed in)\n * @memberOf module:twgl/primitives\n */\nfunction flattenNormals(vertices) {\n if (vertices.indices) {\n throw new Error('can not flatten normals of indexed vertices. deindex them first');\n }\n\n const normals = vertices.normal;\n const numNormals = normals.length;\n for (let ii = 0; ii < numNormals; ii += 9) {\n // pull out the 3 normals for this triangle\n const nax = normals[ii + 0];\n const nay = normals[ii + 1];\n const naz = normals[ii + 2];\n\n const nbx = normals[ii + 3];\n const nby = normals[ii + 4];\n const nbz = normals[ii + 5];\n\n const ncx = normals[ii + 6];\n const ncy = normals[ii + 7];\n const ncz = normals[ii + 8];\n\n // add them\n let nx = nax + nbx + ncx;\n let ny = nay + nby + ncy;\n let nz = naz + nbz + ncz;\n\n // normalize them\n const length = Math.sqrt(nx * nx + ny * ny + nz * nz);\n\n nx /= length;\n ny /= length;\n nz /= length;\n\n // copy them back in\n normals[ii + 0] = nx;\n normals[ii + 1] = ny;\n normals[ii + 2] = nz;\n\n normals[ii + 3] = nx;\n normals[ii + 4] = ny;\n normals[ii + 5] = nz;\n\n normals[ii + 6] = nx;\n normals[ii + 7] = ny;\n normals[ii + 8] = nz;\n }\n\n return vertices;\n}\n\nfunction applyFuncToV3Array(array, matrix, fn) {\n const len = array.length;\n const tmp = new Float32Array(3);\n for (let ii = 0; ii < len; ii += 3) {\n fn(matrix, [array[ii], array[ii + 1], array[ii + 2]], tmp);\n array[ii ] = tmp[0];\n array[ii + 1] = tmp[1];\n array[ii + 2] = tmp[2];\n }\n}\n\nfunction transformNormal(mi, v, dst) {\n dst = dst || v3.create();\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n\n dst[0] = v0 * mi[0 * 4 + 0] + v1 * mi[0 * 4 + 1] + v2 * mi[0 * 4 + 2];\n dst[1] = v0 * mi[1 * 4 + 0] + v1 * mi[1 * 4 + 1] + v2 * mi[1 * 4 + 2];\n dst[2] = v0 * mi[2 * 4 + 0] + v1 * mi[2 * 4 + 1] + v2 * mi[2 * 4 + 2];\n\n return dst;\n}\n\n/**\n * Reorients directions by the given matrix..\n * @param {(number[]|TypedArray)} array The array. Assumes value floats per element.\n * @param {module:twgl/m4.Mat4} matrix A matrix to multiply by.\n * @return {(number[]|TypedArray)} the same array that was passed in\n * @memberOf module:twgl/primitives\n */\nfunction reorientDirections(array, matrix) {\n applyFuncToV3Array(array, matrix, m4.transformDirection);\n return array;\n}\n\n/**\n * Reorients normals by the inverse-transpose of the given\n * matrix..\n * @param {(number[]|TypedArray)} array The array. Assumes value floats per element.\n * @param {module:twgl/m4.Mat4} matrix A matrix to multiply by.\n * @return {(number[]|TypedArray)} the same array that was passed in\n * @memberOf module:twgl/primitives\n */\nfunction reorientNormals(array, matrix) {\n applyFuncToV3Array(array, m4.inverse(matrix), transformNormal);\n return array;\n}\n\n/**\n * Reorients positions by the given matrix. In other words, it\n * multiplies each vertex by the given matrix.\n * @param {(number[]|TypedArray)} array The array. Assumes value floats per element.\n * @param {module:twgl/m4.Mat4} matrix A matrix to multiply by.\n * @return {(number[]|TypedArray)} the same array that was passed in\n * @memberOf module:twgl/primitives\n */\nfunction reorientPositions(array, matrix) {\n applyFuncToV3Array(array, matrix, m4.transformPoint);\n return array;\n}\n\n/**\n * @typedef {(number[]|TypedArray)} NativeArrayOrTypedArray\n */\n\n/**\n * Reorients arrays by the given matrix. Assumes arrays have\n * names that contains 'pos' could be reoriented as positions,\n * 'binorm' or 'tan' as directions, and 'norm' as normals.\n *\n * @param {Object.} arrays The vertices to reorient\n * @param {module:twgl/m4.Mat4} matrix matrix to reorient by.\n * @return {Object.} same arrays that were passed in.\n * @memberOf module:twgl/primitives\n */\nfunction reorientVertices(arrays, matrix) {\n Object.keys(arrays).forEach(function(name) {\n const array = arrays[name];\n if (name.indexOf(\"pos\") >= 0) {\n reorientPositions(array, matrix);\n } else if (name.indexOf(\"tan\") >= 0 || name.indexOf(\"binorm\") >= 0) {\n reorientDirections(array, matrix);\n } else if (name.indexOf(\"norm\") >= 0) {\n reorientNormals(array, matrix);\n }\n });\n return arrays;\n}\n\n/**\n * Creates XY quad BufferInfo\n *\n * The default with no parameters will return a 2x2 quad with values from -1 to +1.\n * If you want a unit quad with that goes from 0 to 1 you'd call it with\n *\n * twgl.primitives.createXYQuadBufferInfo(gl, 1, 0.5, 0.5);\n *\n * If you want a unit quad centered above 0,0 you'd call it with\n *\n * twgl.primitives.createXYQuadBufferInfo(gl, 1, 0, 0.5);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1\n * @param {number} [xOffset] the amount to offset the quad in X\n * @param {number} [yOffset] the amount to offset the quad in Y\n * @return {Object.} the created XY Quad BufferInfo\n * @memberOf module:twgl/primitives\n * @function createXYQuadBuffers\n */\n\n/**\n * Creates XY quad Buffers\n *\n * The default with no parameters will return a 2x2 quad with values from -1 to +1.\n * If you want a unit quad with that goes from 0 to 1 you'd call it with\n *\n * twgl.primitives.createXYQuadBufferInfo(gl, 1, 0.5, 0.5);\n *\n * If you want a unit quad centered above 0,0 you'd call it with\n *\n * twgl.primitives.createXYQuadBufferInfo(gl, 1, 0, 0.5);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1\n * @param {number} [xOffset] the amount to offset the quad in X\n * @param {number} [yOffset] the amount to offset the quad in Y\n * @return {module:twgl.BufferInfo} the created XY Quad buffers\n * @memberOf module:twgl/primitives\n * @function createXYQuadBufferInfo\n */\n\n/**\n * Creates XY quad vertices\n *\n * The default with no parameters will return a 2x2 quad with values from -1 to +1.\n * If you want a unit quad with that goes from 0 to 1 you'd call it with\n *\n * twgl.primitives.createXYQuadVertices(1, 0.5, 0.5);\n *\n * If you want a unit quad centered above 0,0 you'd call it with\n *\n * twgl.primitives.createXYQuadVertices(1, 0, 0.5);\n *\n * @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1\n * @param {number} [xOffset] the amount to offset the quad in X\n * @param {number} [yOffset] the amount to offset the quad in Y\n * @return {Object.} the created XY Quad vertices\n * @memberOf module:twgl/primitives\n */\nfunction createXYQuadVertices(size, xOffset, yOffset) {\n size = size || 2;\n xOffset = xOffset || 0;\n yOffset = yOffset || 0;\n size *= 0.5;\n return {\n position: {\n numComponents: 2,\n data: [\n xOffset + -1 * size, yOffset + -1 * size,\n xOffset + 1 * size, yOffset + -1 * size,\n xOffset + -1 * size, yOffset + 1 * size,\n xOffset + 1 * size, yOffset + 1 * size,\n ],\n },\n normal: [\n 0, 0, 1,\n 0, 0, 1,\n 0, 0, 1,\n 0, 0, 1,\n ],\n texcoord: [\n 0, 0,\n 1, 0,\n 0, 1,\n 1, 1,\n ],\n indices: [ 0, 1, 2, 2, 1, 3 ],\n };\n}\n\n/**\n * Creates XZ plane BufferInfo.\n *\n * The created plane has position, normal, and texcoord data\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} [width] Width of the plane. Default = 1\n * @param {number} [depth] Depth of the plane. Default = 1\n * @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1\n * @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1\n * @param {module:twgl/m4.Mat4} [matrix] A matrix by which to multiply all the vertices.\n * @return {module:twgl.BufferInfo} The created plane BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createPlaneBufferInfo\n */\n\n/**\n * Creates XZ plane buffers.\n *\n * The created plane has position, normal, and texcoord data\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} [width] Width of the plane. Default = 1\n * @param {number} [depth] Depth of the plane. Default = 1\n * @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1\n * @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1\n * @param {module:twgl/m4.Mat4} [matrix] A matrix by which to multiply all the vertices.\n * @return {Object.} The created plane buffers.\n * @memberOf module:twgl/primitives\n * @function createPlaneBuffers\n */\n\n/**\n * Creates XZ plane vertices.\n *\n * The created plane has position, normal, and texcoord data\n *\n * @param {number} [width] Width of the plane. Default = 1\n * @param {number} [depth] Depth of the plane. Default = 1\n * @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1\n * @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1\n * @param {module:twgl/m4.Mat4} [matrix] A matrix by which to multiply all the vertices.\n * @return {Object.} The created plane vertices.\n * @memberOf module:twgl/primitives\n */\nfunction createPlaneVertices(\n width,\n depth,\n subdivisionsWidth,\n subdivisionsDepth,\n matrix) {\n width = width || 1;\n depth = depth || 1;\n subdivisionsWidth = subdivisionsWidth || 1;\n subdivisionsDepth = subdivisionsDepth || 1;\n matrix = matrix || m4.identity();\n\n const numVertices = (subdivisionsWidth + 1) * (subdivisionsDepth + 1);\n const positions = createAugmentedTypedArray(3, numVertices);\n const normals = createAugmentedTypedArray(3, numVertices);\n const texcoords = createAugmentedTypedArray(2, numVertices);\n\n for (let z = 0; z <= subdivisionsDepth; z++) {\n for (let x = 0; x <= subdivisionsWidth; x++) {\n const u = x / subdivisionsWidth;\n const v = z / subdivisionsDepth;\n positions.push(\n width * u - width * 0.5,\n 0,\n depth * v - depth * 0.5);\n normals.push(0, 1, 0);\n texcoords.push(u, v);\n }\n }\n\n const numVertsAcross = subdivisionsWidth + 1;\n const indices = createAugmentedTypedArray(\n 3, subdivisionsWidth * subdivisionsDepth * 2, Uint16Array);\n\n for (let z = 0; z < subdivisionsDepth; z++) { // eslint-disable-line\n for (let x = 0; x < subdivisionsWidth; x++) { // eslint-disable-line\n // Make triangle 1 of quad.\n indices.push(\n (z + 0) * numVertsAcross + x,\n (z + 1) * numVertsAcross + x,\n (z + 0) * numVertsAcross + x + 1);\n\n // Make triangle 2 of quad.\n indices.push(\n (z + 1) * numVertsAcross + x,\n (z + 1) * numVertsAcross + x + 1,\n (z + 0) * numVertsAcross + x + 1);\n }\n }\n\n const arrays = reorientVertices({\n position: positions,\n normal: normals,\n texcoord: texcoords,\n indices: indices,\n }, matrix);\n return arrays;\n}\n\n/**\n * Creates sphere BufferInfo.\n *\n * The created sphere has position, normal, and texcoord data\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius radius of the sphere.\n * @param {number} subdivisionsAxis number of steps around the sphere.\n * @param {number} subdivisionsHeight number of vertically on the sphere.\n * @param {number} [opt_startLatitudeInRadians] where to start the\n * top of the sphere. Default = 0.\n * @param {number} [opt_endLatitudeInRadians] Where to end the\n * bottom of the sphere. Default = Math.PI.\n * @param {number} [opt_startLongitudeInRadians] where to start\n * wrapping the sphere. Default = 0.\n * @param {number} [opt_endLongitudeInRadians] where to end\n * wrapping the sphere. Default = 2 * Math.PI.\n * @return {module:twgl.BufferInfo} The created sphere BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createSphereBufferInfo\n */\n\n/**\n * Creates sphere buffers.\n *\n * The created sphere has position, normal, and texcoord data\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius radius of the sphere.\n * @param {number} subdivisionsAxis number of steps around the sphere.\n * @param {number} subdivisionsHeight number of vertically on the sphere.\n * @param {number} [opt_startLatitudeInRadians] where to start the\n * top of the sphere. Default = 0.\n * @param {number} [opt_endLatitudeInRadians] Where to end the\n * bottom of the sphere. Default = Math.PI.\n * @param {number} [opt_startLongitudeInRadians] where to start\n * wrapping the sphere. Default = 0.\n * @param {number} [opt_endLongitudeInRadians] where to end\n * wrapping the sphere. Default = 2 * Math.PI.\n * @return {Object.} The created sphere buffers.\n * @memberOf module:twgl/primitives\n * @function createSphereBuffers\n */\n\n/**\n * Creates sphere vertices.\n *\n * The created sphere has position, normal, and texcoord data\n *\n * @param {number} radius radius of the sphere.\n * @param {number} subdivisionsAxis number of steps around the sphere.\n * @param {number} subdivisionsHeight number of vertically on the sphere.\n * @param {number} [opt_startLatitudeInRadians] where to start the\n * top of the sphere. Default = 0.\n * @param {number} [opt_endLatitudeInRadians] Where to end the\n * bottom of the sphere. Default = Math.PI.\n * @param {number} [opt_startLongitudeInRadians] where to start\n * wrapping the sphere. Default = 0.\n * @param {number} [opt_endLongitudeInRadians] where to end\n * wrapping the sphere. Default = 2 * Math.PI.\n * @return {Object.} The created sphere vertices.\n * @memberOf module:twgl/primitives\n */\nfunction createSphereVertices(\n radius,\n subdivisionsAxis,\n subdivisionsHeight,\n opt_startLatitudeInRadians,\n opt_endLatitudeInRadians,\n opt_startLongitudeInRadians,\n opt_endLongitudeInRadians) {\n if (subdivisionsAxis <= 0 || subdivisionsHeight <= 0) {\n throw new Error('subdivisionAxis and subdivisionHeight must be > 0');\n }\n\n opt_startLatitudeInRadians = opt_startLatitudeInRadians || 0;\n opt_endLatitudeInRadians = opt_endLatitudeInRadians || Math.PI;\n opt_startLongitudeInRadians = opt_startLongitudeInRadians || 0;\n opt_endLongitudeInRadians = opt_endLongitudeInRadians || (Math.PI * 2);\n\n const latRange = opt_endLatitudeInRadians - opt_startLatitudeInRadians;\n const longRange = opt_endLongitudeInRadians - opt_startLongitudeInRadians;\n\n // We are going to generate our sphere by iterating through its\n // spherical coordinates and generating 2 triangles for each quad on a\n // ring of the sphere.\n const numVertices = (subdivisionsAxis + 1) * (subdivisionsHeight + 1);\n const positions = createAugmentedTypedArray(3, numVertices);\n const normals = createAugmentedTypedArray(3, numVertices);\n const texcoords = createAugmentedTypedArray(2 , numVertices);\n\n // Generate the individual vertices in our vertex buffer.\n for (let y = 0; y <= subdivisionsHeight; y++) {\n for (let x = 0; x <= subdivisionsAxis; x++) {\n // Generate a vertex based on its spherical coordinates\n const u = x / subdivisionsAxis;\n const v = y / subdivisionsHeight;\n const theta = longRange * u + opt_startLongitudeInRadians;\n const phi = latRange * v + opt_startLatitudeInRadians;\n const sinTheta = Math.sin(theta);\n const cosTheta = Math.cos(theta);\n const sinPhi = Math.sin(phi);\n const cosPhi = Math.cos(phi);\n const ux = cosTheta * sinPhi;\n const uy = cosPhi;\n const uz = sinTheta * sinPhi;\n positions.push(radius * ux, radius * uy, radius * uz);\n normals.push(ux, uy, uz);\n texcoords.push(1 - u, v);\n }\n }\n\n const numVertsAround = subdivisionsAxis + 1;\n const indices = createAugmentedTypedArray(3, subdivisionsAxis * subdivisionsHeight * 2, Uint16Array);\n for (let x = 0; x < subdivisionsAxis; x++) { // eslint-disable-line\n for (let y = 0; y < subdivisionsHeight; y++) { // eslint-disable-line\n // Make triangle 1 of quad.\n indices.push(\n (y + 0) * numVertsAround + x,\n (y + 0) * numVertsAround + x + 1,\n (y + 1) * numVertsAround + x);\n\n // Make triangle 2 of quad.\n indices.push(\n (y + 1) * numVertsAround + x,\n (y + 0) * numVertsAround + x + 1,\n (y + 1) * numVertsAround + x + 1);\n }\n }\n\n return {\n position: positions,\n normal: normals,\n texcoord: texcoords,\n indices: indices,\n };\n}\n\n/**\n * Array of the indices of corners of each face of a cube.\n * @type {Array.}\n * @private\n */\nconst CUBE_FACE_INDICES = [\n [3, 7, 5, 1], // right\n [6, 2, 0, 4], // left\n [6, 7, 3, 2], // ??\n [0, 1, 5, 4], // ??\n [7, 6, 4, 5], // front\n [2, 3, 1, 0], // back\n];\n\n/**\n * Creates a BufferInfo for a cube.\n *\n * The cube is created around the origin. (-size / 2, size / 2).\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} [size] width, height and depth of the cube.\n * @return {module:twgl.BufferInfo} The created BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createCubeBufferInfo\n */\n\n/**\n * Creates the buffers and indices for a cube.\n *\n * The cube is created around the origin. (-size / 2, size / 2).\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} [size] width, height and depth of the cube.\n * @return {Object.} The created buffers.\n * @memberOf module:twgl/primitives\n * @function createCubeBuffers\n */\n\n/**\n * Creates the vertices and indices for a cube.\n *\n * The cube is created around the origin. (-size / 2, size / 2).\n *\n * @param {number} [size] width, height and depth of the cube.\n * @return {Object.} The created vertices.\n * @memberOf module:twgl/primitives\n */\nfunction createCubeVertices(size) {\n size = size || 1;\n const k = size / 2;\n\n const cornerVertices = [\n [-k, -k, -k],\n [+k, -k, -k],\n [-k, +k, -k],\n [+k, +k, -k],\n [-k, -k, +k],\n [+k, -k, +k],\n [-k, +k, +k],\n [+k, +k, +k],\n ];\n\n const faceNormals = [\n [+1, +0, +0],\n [-1, +0, +0],\n [+0, +1, +0],\n [+0, -1, +0],\n [+0, +0, +1],\n [+0, +0, -1],\n ];\n\n const uvCoords = [\n [1, 0],\n [0, 0],\n [0, 1],\n [1, 1],\n ];\n\n const numVertices = 6 * 4;\n const positions = createAugmentedTypedArray(3, numVertices);\n const normals = createAugmentedTypedArray(3, numVertices);\n const texcoords = createAugmentedTypedArray(2 , numVertices);\n const indices = createAugmentedTypedArray(3, 6 * 2, Uint16Array);\n\n for (let f = 0; f < 6; ++f) {\n const faceIndices = CUBE_FACE_INDICES[f];\n for (let v = 0; v < 4; ++v) {\n const position = cornerVertices[faceIndices[v]];\n const normal = faceNormals[f];\n const uv = uvCoords[v];\n\n // Each face needs all four vertices because the normals and texture\n // coordinates are not all the same.\n positions.push(position);\n normals.push(normal);\n texcoords.push(uv);\n\n }\n // Two triangles make a square face.\n const offset = 4 * f;\n indices.push(offset + 0, offset + 1, offset + 2);\n indices.push(offset + 0, offset + 2, offset + 3);\n }\n\n return {\n position: positions,\n normal: normals,\n texcoord: texcoords,\n indices: indices,\n };\n}\n\n/**\n * Creates a BufferInfo for a truncated cone, which is like a cylinder\n * except that it has different top and bottom radii. A truncated cone\n * can also be used to create cylinders and regular cones. The\n * truncated cone will be created centered about the origin, with the\n * y axis as its vertical axis.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} bottomRadius Bottom radius of truncated cone.\n * @param {number} topRadius Top radius of truncated cone.\n * @param {number} height Height of truncated cone.\n * @param {number} radialSubdivisions The number of subdivisions around the\n * truncated cone.\n * @param {number} verticalSubdivisions The number of subdivisions down the\n * truncated cone.\n * @param {boolean} [opt_topCap] Create top cap. Default = true.\n * @param {boolean} [opt_bottomCap] Create bottom cap. Default = true.\n * @return {module:twgl.BufferInfo} The created cone BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createTruncatedConeBufferInfo\n */\n\n/**\n * Creates buffers for a truncated cone, which is like a cylinder\n * except that it has different top and bottom radii. A truncated cone\n * can also be used to create cylinders and regular cones. The\n * truncated cone will be created centered about the origin, with the\n * y axis as its vertical axis.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} bottomRadius Bottom radius of truncated cone.\n * @param {number} topRadius Top radius of truncated cone.\n * @param {number} height Height of truncated cone.\n * @param {number} radialSubdivisions The number of subdivisions around the\n * truncated cone.\n * @param {number} verticalSubdivisions The number of subdivisions down the\n * truncated cone.\n * @param {boolean} [opt_topCap] Create top cap. Default = true.\n * @param {boolean} [opt_bottomCap] Create bottom cap. Default = true.\n * @return {Object.} The created cone buffers.\n * @memberOf module:twgl/primitives\n * @function createTruncatedConeBuffers\n */\n\n/**\n * Creates vertices for a truncated cone, which is like a cylinder\n * except that it has different top and bottom radii. A truncated cone\n * can also be used to create cylinders and regular cones. The\n * truncated cone will be created centered about the origin, with the\n * y axis as its vertical axis. .\n *\n * @param {number} bottomRadius Bottom radius of truncated cone.\n * @param {number} topRadius Top radius of truncated cone.\n * @param {number} height Height of truncated cone.\n * @param {number} radialSubdivisions The number of subdivisions around the\n * truncated cone.\n * @param {number} verticalSubdivisions The number of subdivisions down the\n * truncated cone.\n * @param {boolean} [opt_topCap] Create top cap. Default = true.\n * @param {boolean} [opt_bottomCap] Create bottom cap. Default = true.\n * @return {Object.} The created cone vertices.\n * @memberOf module:twgl/primitives\n */\nfunction createTruncatedConeVertices(\n bottomRadius,\n topRadius,\n height,\n radialSubdivisions,\n verticalSubdivisions,\n opt_topCap,\n opt_bottomCap) {\n if (radialSubdivisions < 3) {\n throw new Error('radialSubdivisions must be 3 or greater');\n }\n\n if (verticalSubdivisions < 1) {\n throw new Error('verticalSubdivisions must be 1 or greater');\n }\n\n const topCap = (opt_topCap === undefined) ? true : opt_topCap;\n const bottomCap = (opt_bottomCap === undefined) ? true : opt_bottomCap;\n\n const extra = (topCap ? 2 : 0) + (bottomCap ? 2 : 0);\n\n const numVertices = (radialSubdivisions + 1) * (verticalSubdivisions + 1 + extra);\n const positions = createAugmentedTypedArray(3, numVertices);\n const normals = createAugmentedTypedArray(3, numVertices);\n const texcoords = createAugmentedTypedArray(2, numVertices);\n const indices = createAugmentedTypedArray(3, radialSubdivisions * (verticalSubdivisions + extra) * 2, Uint16Array);\n\n const vertsAroundEdge = radialSubdivisions + 1;\n\n // The slant of the cone is constant across its surface\n const slant = Math.atan2(bottomRadius - topRadius, height);\n const cosSlant = Math.cos(slant);\n const sinSlant = Math.sin(slant);\n\n const start = topCap ? -2 : 0;\n const end = verticalSubdivisions + (bottomCap ? 2 : 0);\n\n for (let yy = start; yy <= end; ++yy) {\n let v = yy / verticalSubdivisions;\n let y = height * v;\n let ringRadius;\n if (yy < 0) {\n y = 0;\n v = 1;\n ringRadius = bottomRadius;\n } else if (yy > verticalSubdivisions) {\n y = height;\n v = 1;\n ringRadius = topRadius;\n } else {\n ringRadius = bottomRadius +\n (topRadius - bottomRadius) * (yy / verticalSubdivisions);\n }\n if (yy === -2 || yy === verticalSubdivisions + 2) {\n ringRadius = 0;\n v = 0;\n }\n y -= height / 2;\n for (let ii = 0; ii < vertsAroundEdge; ++ii) {\n const sin = Math.sin(ii * Math.PI * 2 / radialSubdivisions);\n const cos = Math.cos(ii * Math.PI * 2 / radialSubdivisions);\n positions.push(sin * ringRadius, y, cos * ringRadius);\n if (yy < 0) {\n normals.push(0, -1, 0);\n } else if (yy > verticalSubdivisions) {\n normals.push(0, 1, 0);\n } else if (ringRadius === 0.0) {\n normals.push(0, 0, 0);\n } else {\n normals.push(sin * cosSlant, sinSlant, cos * cosSlant);\n }\n texcoords.push((ii / radialSubdivisions), 1 - v);\n }\n }\n\n for (let yy = 0; yy < verticalSubdivisions + extra; ++yy) { // eslint-disable-line\n for (let ii = 0; ii < radialSubdivisions; ++ii) { // eslint-disable-line\n indices.push(vertsAroundEdge * (yy + 0) + 0 + ii,\n vertsAroundEdge * (yy + 0) + 1 + ii,\n vertsAroundEdge * (yy + 1) + 1 + ii);\n indices.push(vertsAroundEdge * (yy + 0) + 0 + ii,\n vertsAroundEdge * (yy + 1) + 1 + ii,\n vertsAroundEdge * (yy + 1) + 0 + ii);\n }\n }\n\n return {\n position: positions,\n normal: normals,\n texcoord: texcoords,\n indices: indices,\n };\n}\n\n/**\n * Expands RLE data\n * @param {number[]} rleData data in format of run-length, x, y, z, run-length, x, y, z\n * @param {number[]} [padding] value to add each entry with.\n * @return {number[]} the expanded rleData\n * @private\n */\nfunction expandRLEData(rleData, padding) {\n padding = padding || [];\n const data = [];\n for (let ii = 0; ii < rleData.length; ii += 4) {\n const runLength = rleData[ii];\n const element = rleData.slice(ii + 1, ii + 4);\n element.push.apply(element, padding);\n for (let jj = 0; jj < runLength; ++jj) {\n data.push.apply(data, element);\n }\n }\n return data;\n}\n\n/**\n * Creates 3D 'F' BufferInfo.\n * An 'F' is useful because you can easily tell which way it is oriented.\n * The created 'F' has position, normal, texcoord, and color buffers.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @return {module:twgl.BufferInfo} The created BufferInfo.\n * @memberOf module:twgl/primitives\n * @function create3DFBufferInfo\n */\n\n/**\n * Creates 3D 'F' buffers.\n * An 'F' is useful because you can easily tell which way it is oriented.\n * The created 'F' has position, normal, texcoord, and color buffers.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @return {Object.} The created buffers.\n * @memberOf module:twgl/primitives\n * @function create3DFBuffers\n */\n\n/**\n * Creates 3D 'F' vertices.\n * An 'F' is useful because you can easily tell which way it is oriented.\n * The created 'F' has position, normal, texcoord, and color arrays.\n *\n * @return {Object.} The created vertices.\n * @memberOf module:twgl/primitives\n */\nfunction create3DFVertices() {\n\n const positions = [\n // left column front\n 0, 0, 0,\n 0, 150, 0,\n 30, 0, 0,\n 0, 150, 0,\n 30, 150, 0,\n 30, 0, 0,\n\n // top rung front\n 30, 0, 0,\n 30, 30, 0,\n 100, 0, 0,\n 30, 30, 0,\n 100, 30, 0,\n 100, 0, 0,\n\n // middle rung front\n 30, 60, 0,\n 30, 90, 0,\n 67, 60, 0,\n 30, 90, 0,\n 67, 90, 0,\n 67, 60, 0,\n\n // left column back\n 0, 0, 30,\n 30, 0, 30,\n 0, 150, 30,\n 0, 150, 30,\n 30, 0, 30,\n 30, 150, 30,\n\n // top rung back\n 30, 0, 30,\n 100, 0, 30,\n 30, 30, 30,\n 30, 30, 30,\n 100, 0, 30,\n 100, 30, 30,\n\n // middle rung back\n 30, 60, 30,\n 67, 60, 30,\n 30, 90, 30,\n 30, 90, 30,\n 67, 60, 30,\n 67, 90, 30,\n\n // top\n 0, 0, 0,\n 100, 0, 0,\n 100, 0, 30,\n 0, 0, 0,\n 100, 0, 30,\n 0, 0, 30,\n\n // top rung front\n 100, 0, 0,\n 100, 30, 0,\n 100, 30, 30,\n 100, 0, 0,\n 100, 30, 30,\n 100, 0, 30,\n\n // under top rung\n 30, 30, 0,\n 30, 30, 30,\n 100, 30, 30,\n 30, 30, 0,\n 100, 30, 30,\n 100, 30, 0,\n\n // between top rung and middle\n 30, 30, 0,\n 30, 60, 30,\n 30, 30, 30,\n 30, 30, 0,\n 30, 60, 0,\n 30, 60, 30,\n\n // top of middle rung\n 30, 60, 0,\n 67, 60, 30,\n 30, 60, 30,\n 30, 60, 0,\n 67, 60, 0,\n 67, 60, 30,\n\n // front of middle rung\n 67, 60, 0,\n 67, 90, 30,\n 67, 60, 30,\n 67, 60, 0,\n 67, 90, 0,\n 67, 90, 30,\n\n // bottom of middle rung.\n 30, 90, 0,\n 30, 90, 30,\n 67, 90, 30,\n 30, 90, 0,\n 67, 90, 30,\n 67, 90, 0,\n\n // front of bottom\n 30, 90, 0,\n 30, 150, 30,\n 30, 90, 30,\n 30, 90, 0,\n 30, 150, 0,\n 30, 150, 30,\n\n // bottom\n 0, 150, 0,\n 0, 150, 30,\n 30, 150, 30,\n 0, 150, 0,\n 30, 150, 30,\n 30, 150, 0,\n\n // left side\n 0, 0, 0,\n 0, 0, 30,\n 0, 150, 30,\n 0, 0, 0,\n 0, 150, 30,\n 0, 150, 0,\n ];\n\n const texcoords = [\n // left column front\n 0.22, 0.19,\n 0.22, 0.79,\n 0.34, 0.19,\n 0.22, 0.79,\n 0.34, 0.79,\n 0.34, 0.19,\n\n // top rung front\n 0.34, 0.19,\n 0.34, 0.31,\n 0.62, 0.19,\n 0.34, 0.31,\n 0.62, 0.31,\n 0.62, 0.19,\n\n // middle rung front\n 0.34, 0.43,\n 0.34, 0.55,\n 0.49, 0.43,\n 0.34, 0.55,\n 0.49, 0.55,\n 0.49, 0.43,\n\n // left column back\n 0, 0,\n 1, 0,\n 0, 1,\n 0, 1,\n 1, 0,\n 1, 1,\n\n // top rung back\n 0, 0,\n 1, 0,\n 0, 1,\n 0, 1,\n 1, 0,\n 1, 1,\n\n // middle rung back\n 0, 0,\n 1, 0,\n 0, 1,\n 0, 1,\n 1, 0,\n 1, 1,\n\n // top\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 0,\n 1, 1,\n 0, 1,\n\n // top rung front\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 0,\n 1, 1,\n 0, 1,\n\n // under top rung\n 0, 0,\n 0, 1,\n 1, 1,\n 0, 0,\n 1, 1,\n 1, 0,\n\n // between top rung and middle\n 0, 0,\n 1, 1,\n 0, 1,\n 0, 0,\n 1, 0,\n 1, 1,\n\n // top of middle rung\n 0, 0,\n 1, 1,\n 0, 1,\n 0, 0,\n 1, 0,\n 1, 1,\n\n // front of middle rung\n 0, 0,\n 1, 1,\n 0, 1,\n 0, 0,\n 1, 0,\n 1, 1,\n\n // bottom of middle rung.\n 0, 0,\n 0, 1,\n 1, 1,\n 0, 0,\n 1, 1,\n 1, 0,\n\n // front of bottom\n 0, 0,\n 1, 1,\n 0, 1,\n 0, 0,\n 1, 0,\n 1, 1,\n\n // bottom\n 0, 0,\n 0, 1,\n 1, 1,\n 0, 0,\n 1, 1,\n 1, 0,\n\n // left side\n 0, 0,\n 0, 1,\n 1, 1,\n 0, 0,\n 1, 1,\n 1, 0,\n ];\n\n const normals = expandRLEData([\n // left column front\n // top rung front\n // middle rung front\n 18, 0, 0, 1,\n\n // left column back\n // top rung back\n // middle rung back\n 18, 0, 0, -1,\n\n // top\n 6, 0, 1, 0,\n\n // top rung front\n 6, 1, 0, 0,\n\n // under top rung\n 6, 0, -1, 0,\n\n // between top rung and middle\n 6, 1, 0, 0,\n\n // top of middle rung\n 6, 0, 1, 0,\n\n // front of middle rung\n 6, 1, 0, 0,\n\n // bottom of middle rung.\n 6, 0, -1, 0,\n\n // front of bottom\n 6, 1, 0, 0,\n\n // bottom\n 6, 0, -1, 0,\n\n // left side\n 6, -1, 0, 0,\n ]);\n\n const colors = expandRLEData([\n // left column front\n // top rung front\n // middle rung front\n 18, 200, 70, 120,\n\n // left column back\n // top rung back\n // middle rung back\n 18, 80, 70, 200,\n\n // top\n 6, 70, 200, 210,\n\n // top rung front\n 6, 200, 200, 70,\n\n // under top rung\n 6, 210, 100, 70,\n\n // between top rung and middle\n 6, 210, 160, 70,\n\n // top of middle rung\n 6, 70, 180, 210,\n\n // front of middle rung\n 6, 100, 70, 210,\n\n // bottom of middle rung.\n 6, 76, 210, 100,\n\n // front of bottom\n 6, 140, 210, 80,\n\n // bottom\n 6, 90, 130, 110,\n\n // left side\n 6, 160, 160, 220,\n ], [255]);\n\n const numVerts = positions.length / 3;\n\n const arrays = {\n position: createAugmentedTypedArray(3, numVerts),\n texcoord: createAugmentedTypedArray(2, numVerts),\n normal: createAugmentedTypedArray(3, numVerts),\n color: createAugmentedTypedArray(4, numVerts, Uint8Array),\n indices: createAugmentedTypedArray(3, numVerts / 3, Uint16Array),\n };\n\n arrays.position.push(positions);\n arrays.texcoord.push(texcoords);\n arrays.normal.push(normals);\n arrays.color.push(colors);\n\n for (let ii = 0; ii < numVerts; ++ii) {\n arrays.indices.push(ii);\n }\n\n return arrays;\n}\n\n/**\n * Creates crescent BufferInfo.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} verticalRadius The vertical radius of the crescent.\n * @param {number} outerRadius The outer radius of the crescent.\n * @param {number} innerRadius The inner radius of the crescent.\n * @param {number} thickness The thickness of the crescent.\n * @param {number} subdivisionsDown number of steps around the crescent.\n * @param {number} [startOffset] Where to start arc. Default 0.\n * @param {number} [endOffset] Where to end arg. Default 1.\n * @return {module:twgl.BufferInfo} The created BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createCresentBufferInfo\n */\n\n/**\n * Creates crescent buffers.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} verticalRadius The vertical radius of the crescent.\n * @param {number} outerRadius The outer radius of the crescent.\n * @param {number} innerRadius The inner radius of the crescent.\n * @param {number} thickness The thickness of the crescent.\n * @param {number} subdivisionsDown number of steps around the crescent.\n * @param {number} [startOffset] Where to start arc. Default 0.\n * @param {number} [endOffset] Where to end arg. Default 1.\n * @return {Object.} The created buffers.\n * @memberOf module:twgl/primitives\n * @function createCresentBuffers\n */\n\n/**\n * Creates crescent vertices.\n *\n * @param {number} verticalRadius The vertical radius of the crescent.\n * @param {number} outerRadius The outer radius of the crescent.\n * @param {number} innerRadius The inner radius of the crescent.\n * @param {number} thickness The thickness of the crescent.\n * @param {number} subdivisionsDown number of steps around the crescent.\n * @param {number} [startOffset] Where to start arc. Default 0.\n * @param {number} [endOffset] Where to end arg. Default 1.\n * @return {Object.} The created vertices.\n * @memberOf module:twgl/primitives\n * @function createCresentBuffers\n */\n\n/**\n * Creates crescent BufferInfo.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} verticalRadius The vertical radius of the crescent.\n * @param {number} outerRadius The outer radius of the crescent.\n * @param {number} innerRadius The inner radius of the crescent.\n * @param {number} thickness The thickness of the crescent.\n * @param {number} subdivisionsDown number of steps around the crescent.\n * @param {number} [startOffset] Where to start arc. Default 0.\n * @param {number} [endOffset] Where to end arg. Default 1.\n * @return {module:twgl.BufferInfo} The created BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createCrescentBufferInfo\n */\n\n/**\n * Creates crescent buffers.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} verticalRadius The vertical radius of the crescent.\n * @param {number} outerRadius The outer radius of the crescent.\n * @param {number} innerRadius The inner radius of the crescent.\n * @param {number} thickness The thickness of the crescent.\n * @param {number} subdivisionsDown number of steps around the crescent.\n * @param {number} [startOffset] Where to start arc. Default 0.\n * @param {number} [endOffset] Where to end arg. Default 1.\n * @return {Object.} The created buffers.\n * @memberOf module:twgl/primitives\n * @function createCrescentBuffers\n */\n\n/**\n * Creates crescent vertices.\n *\n * @param {number} verticalRadius The vertical radius of the crescent.\n * @param {number} outerRadius The outer radius of the crescent.\n * @param {number} innerRadius The inner radius of the crescent.\n * @param {number} thickness The thickness of the crescent.\n * @param {number} subdivisionsDown number of steps around the crescent.\n * @param {number} [startOffset] Where to start arc. Default 0.\n * @param {number} [endOffset] Where to end arg. Default 1.\n * @return {Object.} The created vertices.\n * @memberOf module:twgl/primitives\n */\n function createCrescentVertices(\n verticalRadius,\n outerRadius,\n innerRadius,\n thickness,\n subdivisionsDown,\n startOffset,\n endOffset) {\n if (subdivisionsDown <= 0) {\n throw new Error('subdivisionDown must be > 0');\n }\n\n startOffset = startOffset || 0;\n endOffset = endOffset || 1;\n\n const subdivisionsThick = 2;\n\n const offsetRange = endOffset - startOffset;\n const numVertices = (subdivisionsDown + 1) * 2 * (2 + subdivisionsThick);\n const positions = createAugmentedTypedArray(3, numVertices);\n const normals = createAugmentedTypedArray(3, numVertices);\n const texcoords = createAugmentedTypedArray(2, numVertices);\n\n function lerp(a, b, s) {\n return a + (b - a) * s;\n }\n\n function createArc(arcRadius, x, normalMult, normalAdd, uMult, uAdd) {\n for (let z = 0; z <= subdivisionsDown; z++) {\n const uBack = x / (subdivisionsThick - 1);\n const v = z / subdivisionsDown;\n const xBack = (uBack - 0.5) * 2;\n const angle = (startOffset + (v * offsetRange)) * Math.PI;\n const s = Math.sin(angle);\n const c = Math.cos(angle);\n const radius = lerp(verticalRadius, arcRadius, s);\n const px = xBack * thickness;\n const py = c * verticalRadius;\n const pz = s * radius;\n positions.push(px, py, pz);\n const n = v3.add(v3.multiply([0, s, c], normalMult), normalAdd);\n normals.push(n);\n texcoords.push(uBack * uMult + uAdd, v);\n }\n }\n\n // Generate the individual vertices in our vertex buffer.\n for (let x = 0; x < subdivisionsThick; x++) {\n const uBack = (x / (subdivisionsThick - 1) - 0.5) * 2;\n createArc(outerRadius, x, [1, 1, 1], [0, 0, 0], 1, 0);\n createArc(outerRadius, x, [0, 0, 0], [uBack, 0, 0], 0, 0);\n createArc(innerRadius, x, [1, 1, 1], [0, 0, 0], 1, 0);\n createArc(innerRadius, x, [0, 0, 0], [uBack, 0, 0], 0, 1);\n }\n\n // Do outer surface.\n const indices = createAugmentedTypedArray(3, (subdivisionsDown * 2) * (2 + subdivisionsThick), Uint16Array);\n\n function createSurface(leftArcOffset, rightArcOffset) {\n for (let z = 0; z < subdivisionsDown; ++z) {\n // Make triangle 1 of quad.\n indices.push(\n leftArcOffset + z + 0,\n leftArcOffset + z + 1,\n rightArcOffset + z + 0);\n\n // Make triangle 2 of quad.\n indices.push(\n leftArcOffset + z + 1,\n rightArcOffset + z + 1,\n rightArcOffset + z + 0);\n }\n }\n\n const numVerticesDown = subdivisionsDown + 1;\n // front\n createSurface(numVerticesDown * 0, numVerticesDown * 4);\n // right\n createSurface(numVerticesDown * 5, numVerticesDown * 7);\n // back\n createSurface(numVerticesDown * 6, numVerticesDown * 2);\n // left\n createSurface(numVerticesDown * 3, numVerticesDown * 1);\n\n return {\n position: positions,\n normal: normals,\n texcoord: texcoords,\n indices: indices,\n };\n}\n\n/**\n * Creates cylinder BufferInfo. The cylinder will be created around the origin\n * along the y-axis.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius Radius of cylinder.\n * @param {number} height Height of cylinder.\n * @param {number} radialSubdivisions The number of subdivisions around the cylinder.\n * @param {number} verticalSubdivisions The number of subdivisions down the cylinder.\n * @param {boolean} [topCap] Create top cap. Default = true.\n * @param {boolean} [bottomCap] Create bottom cap. Default = true.\n * @return {module:twgl.BufferInfo} The created BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createCylinderBufferInfo\n */\n\n /**\n * Creates cylinder buffers. The cylinder will be created around the origin\n * along the y-axis.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius Radius of cylinder.\n * @param {number} height Height of cylinder.\n * @param {number} radialSubdivisions The number of subdivisions around the cylinder.\n * @param {number} verticalSubdivisions The number of subdivisions down the cylinder.\n * @param {boolean} [topCap] Create top cap. Default = true.\n * @param {boolean} [bottomCap] Create bottom cap. Default = true.\n * @return {Object.} The created buffers.\n * @memberOf module:twgl/primitives\n * @function createCylinderBuffers\n */\n\n /**\n * Creates cylinder vertices. The cylinder will be created around the origin\n * along the y-axis.\n *\n * @param {number} radius Radius of cylinder.\n * @param {number} height Height of cylinder.\n * @param {number} radialSubdivisions The number of subdivisions around the cylinder.\n * @param {number} verticalSubdivisions The number of subdivisions down the cylinder.\n * @param {boolean} [topCap] Create top cap. Default = true.\n * @param {boolean} [bottomCap] Create bottom cap. Default = true.\n * @return {Object.} The created vertices.\n * @memberOf module:twgl/primitives\n */\nfunction createCylinderVertices(\n radius,\n height,\n radialSubdivisions,\n verticalSubdivisions,\n topCap,\n bottomCap) {\n return createTruncatedConeVertices(\n radius,\n radius,\n height,\n radialSubdivisions,\n verticalSubdivisions,\n topCap,\n bottomCap);\n}\n\n/**\n * Creates BufferInfo for a torus\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius radius of center of torus circle.\n * @param {number} thickness radius of torus ring.\n * @param {number} radialSubdivisions The number of subdivisions around the torus.\n * @param {number} bodySubdivisions The number of subdivisions around the body torus.\n * @param {boolean} [startAngle] start angle in radians. Default = 0.\n * @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2.\n * @return {module:twgl.BufferInfo} The created BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createTorusBufferInfo\n */\n\n/**\n * Creates buffers for a torus\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius radius of center of torus circle.\n * @param {number} thickness radius of torus ring.\n * @param {number} radialSubdivisions The number of subdivisions around the torus.\n * @param {number} bodySubdivisions The number of subdivisions around the body torus.\n * @param {boolean} [startAngle] start angle in radians. Default = 0.\n * @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2.\n * @return {Object.} The created buffers.\n * @memberOf module:twgl/primitives\n * @function createTorusBuffers\n */\n\n/**\n * Creates vertices for a torus\n *\n * @param {number} radius radius of center of torus circle.\n * @param {number} thickness radius of torus ring.\n * @param {number} radialSubdivisions The number of subdivisions around the torus.\n * @param {number} bodySubdivisions The number of subdivisions around the body torus.\n * @param {boolean} [startAngle] start angle in radians. Default = 0.\n * @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2.\n * @return {Object.} The created vertices.\n * @memberOf module:twgl/primitives\n */\nfunction createTorusVertices(\n radius,\n thickness,\n radialSubdivisions,\n bodySubdivisions,\n startAngle,\n endAngle) {\n if (radialSubdivisions < 3) {\n throw new Error('radialSubdivisions must be 3 or greater');\n }\n\n if (bodySubdivisions < 3) {\n throw new Error('verticalSubdivisions must be 3 or greater');\n }\n\n startAngle = startAngle || 0;\n endAngle = endAngle || Math.PI * 2;\n const range = endAngle - startAngle;\n\n const radialParts = radialSubdivisions + 1;\n const bodyParts = bodySubdivisions + 1;\n const numVertices = radialParts * bodyParts;\n const positions = createAugmentedTypedArray(3, numVertices);\n const normals = createAugmentedTypedArray(3, numVertices);\n const texcoords = createAugmentedTypedArray(2, numVertices);\n const indices = createAugmentedTypedArray(3, (radialSubdivisions) * (bodySubdivisions) * 2, Uint16Array);\n\n for (let slice = 0; slice < bodyParts; ++slice) {\n const v = slice / bodySubdivisions;\n const sliceAngle = v * Math.PI * 2;\n const sliceSin = Math.sin(sliceAngle);\n const ringRadius = radius + sliceSin * thickness;\n const ny = Math.cos(sliceAngle);\n const y = ny * thickness;\n for (let ring = 0; ring < radialParts; ++ring) {\n const u = ring / radialSubdivisions;\n const ringAngle = startAngle + u * range;\n const xSin = Math.sin(ringAngle);\n const zCos = Math.cos(ringAngle);\n const x = xSin * ringRadius;\n const z = zCos * ringRadius;\n const nx = xSin * sliceSin;\n const nz = zCos * sliceSin;\n positions.push(x, y, z);\n normals.push(nx, ny, nz);\n texcoords.push(u, 1 - v);\n }\n }\n\n for (let slice = 0; slice < bodySubdivisions; ++slice) { // eslint-disable-line\n for (let ring = 0; ring < radialSubdivisions; ++ring) { // eslint-disable-line\n const nextRingIndex = 1 + ring;\n const nextSliceIndex = 1 + slice;\n indices.push(radialParts * slice + ring,\n radialParts * nextSliceIndex + ring,\n radialParts * slice + nextRingIndex);\n indices.push(radialParts * nextSliceIndex + ring,\n radialParts * nextSliceIndex + nextRingIndex,\n radialParts * slice + nextRingIndex);\n }\n }\n\n return {\n position: positions,\n normal: normals,\n texcoord: texcoords,\n indices: indices,\n };\n}\n\n\n/**\n * Creates a disc BufferInfo. The disc will be in the xz plane, centered at\n * the origin. When creating, at least 3 divisions, or pie\n * pieces, need to be specified, otherwise the triangles making\n * up the disc will be degenerate. You can also specify the\n * number of radial pieces `stacks`. A value of 1 for\n * stacks will give you a simple disc of pie pieces. If you\n * want to create an annulus you can set `innerRadius` to a\n * value > 0. Finally, `stackPower` allows you to have the widths\n * increase or decrease as you move away from the center. This\n * is particularly useful when using the disc as a ground plane\n * with a fixed camera such that you don't need the resolution\n * of small triangles near the perimeter. For example, a value\n * of 2 will produce stacks whose outside radius increases with\n * the square of the stack index. A value of 1 will give uniform\n * stacks.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius Radius of the ground plane.\n * @param {number} divisions Number of triangles in the ground plane (at least 3).\n * @param {number} [stacks] Number of radial divisions (default=1).\n * @param {number} [innerRadius] Default 0.\n * @param {number} [stackPower] Power to raise stack size to for decreasing width.\n * @return {module:twgl.BufferInfo} The created BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createDiscBufferInfo\n */\n\n/**\n * Creates disc buffers. The disc will be in the xz plane, centered at\n * the origin. When creating, at least 3 divisions, or pie\n * pieces, need to be specified, otherwise the triangles making\n * up the disc will be degenerate. You can also specify the\n * number of radial pieces `stacks`. A value of 1 for\n * stacks will give you a simple disc of pie pieces. If you\n * want to create an annulus you can set `innerRadius` to a\n * value > 0. Finally, `stackPower` allows you to have the widths\n * increase or decrease as you move away from the center. This\n * is particularly useful when using the disc as a ground plane\n * with a fixed camera such that you don't need the resolution\n * of small triangles near the perimeter. For example, a value\n * of 2 will produce stacks whose outside radius increases with\n * the square of the stack index. A value of 1 will give uniform\n * stacks.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius Radius of the ground plane.\n * @param {number} divisions Number of triangles in the ground plane (at least 3).\n * @param {number} [stacks] Number of radial divisions (default=1).\n * @param {number} [innerRadius] Default 0.\n * @param {number} [stackPower] Power to raise stack size to for decreasing width.\n * @return {Object.} The created buffers.\n * @memberOf module:twgl/primitives\n * @function createDiscBuffers\n */\n\n/**\n * Creates disc vertices. The disc will be in the xz plane, centered at\n * the origin. When creating, at least 3 divisions, or pie\n * pieces, need to be specified, otherwise the triangles making\n * up the disc will be degenerate. You can also specify the\n * number of radial pieces `stacks`. A value of 1 for\n * stacks will give you a simple disc of pie pieces. If you\n * want to create an annulus you can set `innerRadius` to a\n * value > 0. Finally, `stackPower` allows you to have the widths\n * increase or decrease as you move away from the center. This\n * is particularly useful when using the disc as a ground plane\n * with a fixed camera such that you don't need the resolution\n * of small triangles near the perimeter. For example, a value\n * of 2 will produce stacks whose outside radius increases with\n * the square of the stack index. A value of 1 will give uniform\n * stacks.\n *\n * @param {number} radius Radius of the ground plane.\n * @param {number} divisions Number of triangles in the ground plane (at least 3).\n * @param {number} [stacks] Number of radial divisions (default=1).\n * @param {number} [innerRadius] Default 0.\n * @param {number} [stackPower] Power to raise stack size to for decreasing width.\n * @return {Object.} The created vertices.\n * @memberOf module:twgl/primitives\n */\nfunction createDiscVertices(\n radius,\n divisions,\n stacks,\n innerRadius,\n stackPower) {\n if (divisions < 3) {\n throw new Error('divisions must be at least 3');\n }\n\n stacks = stacks ? stacks : 1;\n stackPower = stackPower ? stackPower : 1;\n innerRadius = innerRadius ? innerRadius : 0;\n\n // Note: We don't share the center vertex because that would\n // mess up texture coordinates.\n const numVertices = (divisions + 1) * (stacks + 1);\n\n const positions = createAugmentedTypedArray(3, numVertices);\n const normals = createAugmentedTypedArray(3, numVertices);\n const texcoords = createAugmentedTypedArray(2, numVertices);\n const indices = createAugmentedTypedArray(3, stacks * divisions * 2, Uint16Array);\n\n let firstIndex = 0;\n const radiusSpan = radius - innerRadius;\n const pointsPerStack = divisions + 1;\n\n // Build the disk one stack at a time.\n for (let stack = 0; stack <= stacks; ++stack) {\n const stackRadius = innerRadius + radiusSpan * Math.pow(stack / stacks, stackPower);\n\n for (let i = 0; i <= divisions; ++i) {\n const theta = 2.0 * Math.PI * i / divisions;\n const x = stackRadius * Math.cos(theta);\n const z = stackRadius * Math.sin(theta);\n\n positions.push(x, 0, z);\n normals.push(0, 1, 0);\n texcoords.push(1 - (i / divisions), stack / stacks);\n if (stack > 0 && i !== divisions) {\n // a, b, c and d are the indices of the vertices of a quad. unless\n // the current stack is the one closest to the center, in which case\n // the vertices a and b connect to the center vertex.\n const a = firstIndex + (i + 1);\n const b = firstIndex + i;\n const c = firstIndex + i - pointsPerStack;\n const d = firstIndex + (i + 1) - pointsPerStack;\n\n // Make a quad of the vertices a, b, c, d.\n indices.push(a, b, c);\n indices.push(a, c, d);\n }\n }\n\n firstIndex += divisions + 1;\n }\n\n return {\n position: positions,\n normal: normals,\n texcoord: texcoords,\n indices: indices,\n };\n}\n\n/**\n * creates a random integer between 0 and range - 1 inclusive.\n * @param {number} range\n * @return {number} random value between 0 and range - 1 inclusive.\n * @private\n */\nfunction randInt(range) {\n return Math.random() * range | 0;\n}\n\n/**\n * Used to supply random colors\n * @callback RandomColorFunc\n * @param {number} ndx index of triangle/quad if unindexed or index of vertex if indexed\n * @param {number} channel 0 = red, 1 = green, 2 = blue, 3 = alpha\n * @return {number} a number from 0 to 255\n * @memberOf module:twgl/primitives\n */\n\n/**\n * @typedef {Object} RandomVerticesOptions\n * @property {number} [vertsPerColor] Defaults to 3 for non-indexed vertices\n * @property {module:twgl/primitives.RandomColorFunc} [rand] A function to generate random numbers\n * @memberOf module:twgl/primitives\n */\n\n/**\n * Creates an augmentedTypedArray of random vertex colors.\n * If the vertices are indexed (have an indices array) then will\n * just make random colors. Otherwise assumes they are triangles\n * and makes one random color for every 3 vertices.\n * @param {Object.} vertices Vertices as returned from one of the createXXXVertices functions.\n * @param {module:twgl/primitives.RandomVerticesOptions} [options] options.\n * @return {Object.} same vertices as passed in with `color` added.\n * @memberOf module:twgl/primitives\n */\nfunction makeRandomVertexColors(vertices, options) {\n options = options || {};\n const numElements = vertices.position.numElements;\n const vColors = createAugmentedTypedArray(4, numElements, Uint8Array);\n const rand = options.rand || function(ndx, channel) {\n return channel < 3 ? randInt(256) : 255;\n };\n vertices.color = vColors;\n if (vertices.indices) {\n // just make random colors if index\n for (let ii = 0; ii < numElements; ++ii) {\n vColors.push(rand(ii, 0), rand(ii, 1), rand(ii, 2), rand(ii, 3));\n }\n } else {\n // make random colors per triangle\n const numVertsPerColor = options.vertsPerColor || 3;\n const numSets = numElements / numVertsPerColor;\n for (let ii = 0; ii < numSets; ++ii) { // eslint-disable-line\n const color = [rand(ii, 0), rand(ii, 1), rand(ii, 2), rand(ii, 3)];\n for (let jj = 0; jj < numVertsPerColor; ++jj) {\n vColors.push(color);\n }\n }\n }\n return vertices;\n}\n\n/**\n * creates a function that calls fn to create vertices and then\n * creates a buffers for them\n * @private\n */\nfunction createBufferFunc(fn) {\n return function(gl) {\n const arrays = fn.apply(this, Array.prototype.slice.call(arguments, 1));\n return attributes.createBuffersFromArrays(gl, arrays);\n };\n}\n\n/**\n * creates a function that calls fn to create vertices and then\n * creates a bufferInfo object for them\n * @private\n */\nfunction createBufferInfoFunc(fn) {\n return function(gl) {\n const arrays = fn.apply(null, Array.prototype.slice.call(arguments, 1));\n return attributes.createBufferInfoFromArrays(gl, arrays);\n };\n}\n\nconst arraySpecPropertyNames = [\n \"numComponents\",\n \"size\",\n \"type\",\n \"normalize\",\n \"stride\",\n \"offset\",\n \"attrib\",\n \"name\",\n \"attribName\",\n];\n\n/**\n * Copy elements from one array to another\n *\n * @param {Array|TypedArray} src source array\n * @param {Array|TypedArray} dst dest array\n * @param {number} dstNdx index in dest to copy src\n * @param {number} [offset] offset to add to copied values\n * @private\n */\nfunction copyElements(src, dst, dstNdx, offset) {\n offset = offset || 0;\n const length = src.length;\n for (let ii = 0; ii < length; ++ii) {\n dst[dstNdx + ii] = src[ii] + offset;\n }\n}\n\n/**\n * Creates an array of the same time\n *\n * @param {(number[]|ArrayBufferView|module:twgl.FullArraySpec)} srcArray array who's type to copy\n * @param {number} length size of new array\n * @return {(number[]|ArrayBufferView|module:twgl.FullArraySpec)} array with same type as srcArray\n * @private\n */\nfunction createArrayOfSameType(srcArray, length) {\n const arraySrc = getArray(srcArray);\n const newArray = new arraySrc.constructor(length);\n let newArraySpec = newArray;\n // If it appears to have been augmented make new one augmented\n if (arraySrc.numComponents && arraySrc.numElements) {\n augmentTypedArray(newArray, arraySrc.numComponents);\n }\n // If it was a full spec make new one a full spec\n if (srcArray.data) {\n newArraySpec = {\n data: newArray,\n };\n helper.copyNamedProperties(arraySpecPropertyNames, srcArray, newArraySpec);\n }\n return newArraySpec;\n}\n\n/**\n * Concatenates sets of vertices\n *\n * Assumes the vertices match in composition. For example\n * if one set of vertices has positions, normals, and indices\n * all sets of vertices must have positions, normals, and indices\n * and of the same type.\n *\n * Example:\n *\n * const cubeVertices = twgl.primitives.createCubeVertices(2);\n * const sphereVertices = twgl.primitives.createSphereVertices(1, 10, 10);\n * // move the sphere 2 units up\n * twgl.primitives.reorientVertices(\n * sphereVertices, twgl.m4.translation([0, 2, 0]));\n * // merge the sphere with the cube\n * const cubeSphereVertices = twgl.primitives.concatVertices(\n * [cubeVertices, sphereVertices]);\n * // turn them into WebGL buffers and attrib data\n * const bufferInfo = twgl.createBufferInfoFromArrays(gl, cubeSphereVertices);\n *\n * @param {module:twgl.Arrays[]} arrays Array of arrays of vertices\n * @return {module:twgl.Arrays} The concatenated vertices.\n * @memberOf module:twgl/primitives\n */\nfunction concatVertices(arrayOfArrays) {\n const names = {};\n let baseName;\n // get names of all arrays.\n // and numElements for each set of vertices\n for (let ii = 0; ii < arrayOfArrays.length; ++ii) {\n const arrays = arrayOfArrays[ii];\n Object.keys(arrays).forEach(function(name) { // eslint-disable-line\n if (!names[name]) {\n names[name] = [];\n }\n if (!baseName && name !== 'indices') {\n baseName = name;\n }\n const arrayInfo = arrays[name];\n const numComponents = getNumComponents(arrayInfo, name);\n const array = getArray(arrayInfo);\n const numElements = array.length / numComponents;\n names[name].push(numElements);\n });\n }\n\n // compute length of combined array\n // and return one for reference\n function getLengthOfCombinedArrays(name) {\n let length = 0;\n let arraySpec;\n for (let ii = 0; ii < arrayOfArrays.length; ++ii) {\n const arrays = arrayOfArrays[ii];\n const arrayInfo = arrays[name];\n const array = getArray(arrayInfo);\n length += array.length;\n if (!arraySpec || arrayInfo.data) {\n arraySpec = arrayInfo;\n }\n }\n return {\n length: length,\n spec: arraySpec,\n };\n }\n\n function copyArraysToNewArray(name, base, newArray) {\n let baseIndex = 0;\n let offset = 0;\n for (let ii = 0; ii < arrayOfArrays.length; ++ii) {\n const arrays = arrayOfArrays[ii];\n const arrayInfo = arrays[name];\n const array = getArray(arrayInfo);\n if (name === 'indices') {\n copyElements(array, newArray, offset, baseIndex);\n baseIndex += base[ii];\n } else {\n copyElements(array, newArray, offset);\n }\n offset += array.length;\n }\n }\n\n const base = names[baseName];\n\n const newArrays = {};\n Object.keys(names).forEach(function(name) {\n const info = getLengthOfCombinedArrays(name);\n const newArraySpec = createArrayOfSameType(info.spec, info.length);\n copyArraysToNewArray(name, base, getArray(newArraySpec));\n newArrays[name] = newArraySpec;\n });\n return newArrays;\n}\n\n/**\n * Creates a duplicate set of vertices\n *\n * This is useful for calling reorientVertices when you\n * also want to keep the original available\n *\n * @param {module:twgl.Arrays} arrays of vertices\n * @return {module:twgl.Arrays} The duplicated vertices.\n * @memberOf module:twgl/primitives\n */\nfunction duplicateVertices(arrays) {\n const newArrays = {};\n Object.keys(arrays).forEach(function(name) {\n const arraySpec = arrays[name];\n const srcArray = getArray(arraySpec);\n const newArraySpec = createArrayOfSameType(arraySpec, srcArray.length);\n copyElements(srcArray, getArray(newArraySpec), 0);\n newArrays[name] = newArraySpec;\n });\n return newArrays;\n}\n\nconst create3DFBufferInfo = createBufferInfoFunc(create3DFVertices);\nconst create3DFBuffers = createBufferFunc(create3DFVertices);\nconst createCubeBufferInfo = createBufferInfoFunc(createCubeVertices);\nconst createCubeBuffers = createBufferFunc(createCubeVertices);\nconst createPlaneBufferInfo = createBufferInfoFunc(createPlaneVertices);\nconst createPlaneBuffers = createBufferFunc(createPlaneVertices);\nconst createSphereBufferInfo = createBufferInfoFunc(createSphereVertices);\nconst createSphereBuffers = createBufferFunc(createSphereVertices);\nconst createTruncatedConeBufferInfo = createBufferInfoFunc(createTruncatedConeVertices);\nconst createTruncatedConeBuffers = createBufferFunc(createTruncatedConeVertices);\nconst createXYQuadBufferInfo = createBufferInfoFunc(createXYQuadVertices);\nconst createXYQuadBuffers = createBufferFunc(createXYQuadVertices);\nconst createCrescentBufferInfo = createBufferInfoFunc(createCrescentVertices);\nconst createCrescentBuffers = createBufferFunc(createCrescentVertices);\nconst createCylinderBufferInfo = createBufferInfoFunc(createCylinderVertices);\nconst createCylinderBuffers = createBufferFunc(createCylinderVertices);\nconst createTorusBufferInfo = createBufferInfoFunc(createTorusVertices);\nconst createTorusBuffers = createBufferFunc(createTorusVertices);\nconst createDiscBufferInfo = createBufferInfoFunc(createDiscVertices);\nconst createDiscBuffers = createBufferFunc(createDiscVertices);\n\n// these were mis-spelled until 4.12\nconst createCresentBufferInfo = createCrescentBufferInfo;\nconst createCresentBuffers = createCrescentBuffers;\nconst createCresentVertices = createCrescentVertices;\n\nexport {\n create3DFBufferInfo,\n create3DFBuffers,\n create3DFVertices,\n createAugmentedTypedArray,\n createCubeBufferInfo,\n createCubeBuffers,\n createCubeVertices,\n createPlaneBufferInfo,\n createPlaneBuffers,\n createPlaneVertices,\n createSphereBufferInfo,\n createSphereBuffers,\n createSphereVertices,\n createTruncatedConeBufferInfo,\n createTruncatedConeBuffers,\n createTruncatedConeVertices,\n createXYQuadBufferInfo,\n createXYQuadBuffers,\n createXYQuadVertices,\n createCresentBufferInfo,\n createCresentBuffers,\n createCresentVertices,\n createCrescentBufferInfo,\n createCrescentBuffers,\n createCrescentVertices,\n createCylinderBufferInfo,\n createCylinderBuffers,\n createCylinderVertices,\n createTorusBufferInfo,\n createTorusBuffers,\n createTorusVertices,\n createDiscBufferInfo,\n createDiscBuffers,\n createDiscVertices,\n deindexVertices,\n flattenNormals,\n makeRandomVertexColors,\n reorientDirections,\n reorientNormals,\n reorientPositions,\n reorientVertices,\n concatVertices,\n duplicateVertices,\n};\n\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nimport * as utils from './utils.js';\nimport * as helper from './helper.js';\n\n/**\n * Low level shader program related functions\n *\n * You should generally not need to use these functions. They are provided\n * for those cases where you're doing something out of the ordinary\n * and you need lower level access.\n *\n * For backward compatibility they are available at both `twgl.programs` and `twgl`\n * itself\n *\n * See {@link module:twgl} for core functions\n *\n * @module twgl/programs\n */\n\nconst error = helper.error;\nconst warn = helper.warn;\nfunction getElementById(id) {\n return (typeof document !== 'undefined' && document.getElementById)\n ? document.getElementById(id)\n : null;\n}\n\nconst TEXTURE0 = 0x84c0;\nconst DYNAMIC_DRAW = 0x88e8;\n\nconst ARRAY_BUFFER = 0x8892;\nconst ELEMENT_ARRAY_BUFFER = 0x8893;\nconst UNIFORM_BUFFER = 0x8a11;\nconst TRANSFORM_FEEDBACK_BUFFER = 0x8c8e;\n\nconst TRANSFORM_FEEDBACK = 0x8e22;\n\nconst COMPILE_STATUS = 0x8b81;\nconst LINK_STATUS = 0x8b82;\nconst FRAGMENT_SHADER = 0x8b30;\nconst VERTEX_SHADER = 0x8b31;\nconst SEPARATE_ATTRIBS = 0x8c8d;\n\nconst ACTIVE_UNIFORMS = 0x8b86;\nconst ACTIVE_ATTRIBUTES = 0x8b89;\nconst TRANSFORM_FEEDBACK_VARYINGS = 0x8c83;\nconst ACTIVE_UNIFORM_BLOCKS = 0x8a36;\nconst UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = 0x8a44;\nconst UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = 0x8a46;\nconst UNIFORM_BLOCK_DATA_SIZE = 0x8a40;\nconst UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = 0x8a43;\n\nconst FLOAT = 0x1406;\nconst FLOAT_VEC2 = 0x8B50;\nconst FLOAT_VEC3 = 0x8B51;\nconst FLOAT_VEC4 = 0x8B52;\nconst INT = 0x1404;\nconst INT_VEC2 = 0x8B53;\nconst INT_VEC3 = 0x8B54;\nconst INT_VEC4 = 0x8B55;\nconst BOOL = 0x8B56;\nconst BOOL_VEC2 = 0x8B57;\nconst BOOL_VEC3 = 0x8B58;\nconst BOOL_VEC4 = 0x8B59;\nconst FLOAT_MAT2 = 0x8B5A;\nconst FLOAT_MAT3 = 0x8B5B;\nconst FLOAT_MAT4 = 0x8B5C;\nconst SAMPLER_2D = 0x8B5E;\nconst SAMPLER_CUBE = 0x8B60;\nconst SAMPLER_3D = 0x8B5F;\nconst SAMPLER_2D_SHADOW = 0x8B62;\nconst FLOAT_MAT2x3 = 0x8B65;\nconst FLOAT_MAT2x4 = 0x8B66;\nconst FLOAT_MAT3x2 = 0x8B67;\nconst FLOAT_MAT3x4 = 0x8B68;\nconst FLOAT_MAT4x2 = 0x8B69;\nconst FLOAT_MAT4x3 = 0x8B6A;\nconst SAMPLER_2D_ARRAY = 0x8DC1;\nconst SAMPLER_2D_ARRAY_SHADOW = 0x8DC4;\nconst SAMPLER_CUBE_SHADOW = 0x8DC5;\nconst UNSIGNED_INT = 0x1405;\nconst UNSIGNED_INT_VEC2 = 0x8DC6;\nconst UNSIGNED_INT_VEC3 = 0x8DC7;\nconst UNSIGNED_INT_VEC4 = 0x8DC8;\nconst INT_SAMPLER_2D = 0x8DCA;\nconst INT_SAMPLER_3D = 0x8DCB;\nconst INT_SAMPLER_CUBE = 0x8DCC;\nconst INT_SAMPLER_2D_ARRAY = 0x8DCF;\nconst UNSIGNED_INT_SAMPLER_2D = 0x8DD2;\nconst UNSIGNED_INT_SAMPLER_3D = 0x8DD3;\nconst UNSIGNED_INT_SAMPLER_CUBE = 0x8DD4;\nconst UNSIGNED_INT_SAMPLER_2D_ARRAY = 0x8DD7;\n\nconst TEXTURE_2D = 0x0DE1;\nconst TEXTURE_CUBE_MAP = 0x8513;\nconst TEXTURE_3D = 0x806F;\nconst TEXTURE_2D_ARRAY = 0x8C1A;\n\nconst typeMap = {};\n\n/**\n * Returns the corresponding bind point for a given sampler type\n */\nfunction getBindPointForSamplerType(gl, type) {\n return typeMap[type].bindPoint;\n}\n\n// This kind of sucks! If you could compose functions as in `var fn = gl[name];`\n// this code could be a lot smaller but that is sadly really slow (T_T)\n\nfunction floatSetter(gl, location) {\n return function(v) {\n gl.uniform1f(location, v);\n };\n}\n\nfunction floatArraySetter(gl, location) {\n return function(v) {\n gl.uniform1fv(location, v);\n };\n}\n\nfunction floatVec2Setter(gl, location) {\n return function(v) {\n gl.uniform2fv(location, v);\n };\n}\n\nfunction floatVec3Setter(gl, location) {\n return function(v) {\n gl.uniform3fv(location, v);\n };\n}\n\nfunction floatVec4Setter(gl, location) {\n return function(v) {\n gl.uniform4fv(location, v);\n };\n}\n\nfunction intSetter(gl, location) {\n return function(v) {\n gl.uniform1i(location, v);\n };\n}\n\nfunction intArraySetter(gl, location) {\n return function(v) {\n gl.uniform1iv(location, v);\n };\n}\n\nfunction intVec2Setter(gl, location) {\n return function(v) {\n gl.uniform2iv(location, v);\n };\n}\n\nfunction intVec3Setter(gl, location) {\n return function(v) {\n gl.uniform3iv(location, v);\n };\n}\n\nfunction intVec4Setter(gl, location) {\n return function(v) {\n gl.uniform4iv(location, v);\n };\n}\n\nfunction uintSetter(gl, location) {\n return function(v) {\n gl.uniform1ui(location, v);\n };\n}\n\nfunction uintArraySetter(gl, location) {\n return function(v) {\n gl.uniform1uiv(location, v);\n };\n}\n\nfunction uintVec2Setter(gl, location) {\n return function(v) {\n gl.uniform2uiv(location, v);\n };\n}\n\nfunction uintVec3Setter(gl, location) {\n return function(v) {\n gl.uniform3uiv(location, v);\n };\n}\n\nfunction uintVec4Setter(gl, location) {\n return function(v) {\n gl.uniform4uiv(location, v);\n };\n}\n\nfunction floatMat2Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix2fv(location, false, v);\n };\n}\n\nfunction floatMat3Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix3fv(location, false, v);\n };\n}\n\nfunction floatMat4Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix4fv(location, false, v);\n };\n}\n\nfunction floatMat23Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix2x3fv(location, false, v);\n };\n}\n\nfunction floatMat32Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix3x2fv(location, false, v);\n };\n}\n\nfunction floatMat24Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix2x4fv(location, false, v);\n };\n}\n\nfunction floatMat42Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix4x2fv(location, false, v);\n };\n}\n\nfunction floatMat34Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix3x4fv(location, false, v);\n };\n}\n\nfunction floatMat43Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix4x3fv(location, false, v);\n };\n}\n\nfunction samplerSetter(gl, type, unit, location) {\n const bindPoint = getBindPointForSamplerType(gl, type);\n return utils.isWebGL2(gl) ? function(textureOrPair) {\n let texture;\n let sampler;\n if (helper.isTexture(gl, textureOrPair)) {\n texture = textureOrPair;\n sampler = null;\n } else {\n texture = textureOrPair.texture;\n sampler = textureOrPair.sampler;\n }\n gl.uniform1i(location, unit);\n gl.activeTexture(TEXTURE0 + unit);\n gl.bindTexture(bindPoint, texture);\n gl.bindSampler(unit, sampler);\n } : function(texture) {\n gl.uniform1i(location, unit);\n gl.activeTexture(TEXTURE0 + unit);\n gl.bindTexture(bindPoint, texture);\n };\n}\n\nfunction samplerArraySetter(gl, type, unit, location, size) {\n const bindPoint = getBindPointForSamplerType(gl, type);\n const units = new Int32Array(size);\n for (let ii = 0; ii < size; ++ii) {\n units[ii] = unit + ii;\n }\n\n return utils.isWebGL2(gl) ? function(textures) {\n gl.uniform1iv(location, units);\n textures.forEach(function(textureOrPair, index) {\n gl.activeTexture(TEXTURE0 + units[index]);\n let texture;\n let sampler;\n if (helper.isTexture(gl, textureOrPair)) {\n texture = textureOrPair;\n sampler = null;\n } else {\n texture = textureOrPair.texture;\n sampler = textureOrPair.sampler;\n }\n gl.bindSampler(unit, sampler);\n gl.bindTexture(bindPoint, texture);\n });\n } : function(textures) {\n gl.uniform1iv(location, units);\n textures.forEach(function(texture, index) {\n gl.activeTexture(TEXTURE0 + units[index]);\n gl.bindTexture(bindPoint, texture);\n });\n };\n}\n\ntypeMap[FLOAT] = { Type: Float32Array, size: 4, setter: floatSetter, arraySetter: floatArraySetter, };\ntypeMap[FLOAT_VEC2] = { Type: Float32Array, size: 8, setter: floatVec2Setter, };\ntypeMap[FLOAT_VEC3] = { Type: Float32Array, size: 12, setter: floatVec3Setter, };\ntypeMap[FLOAT_VEC4] = { Type: Float32Array, size: 16, setter: floatVec4Setter, };\ntypeMap[INT] = { Type: Int32Array, size: 4, setter: intSetter, arraySetter: intArraySetter, };\ntypeMap[INT_VEC2] = { Type: Int32Array, size: 8, setter: intVec2Setter, };\ntypeMap[INT_VEC3] = { Type: Int32Array, size: 12, setter: intVec3Setter, };\ntypeMap[INT_VEC4] = { Type: Int32Array, size: 16, setter: intVec4Setter, };\ntypeMap[UNSIGNED_INT] = { Type: Uint32Array, size: 4, setter: uintSetter, arraySetter: uintArraySetter, };\ntypeMap[UNSIGNED_INT_VEC2] = { Type: Uint32Array, size: 8, setter: uintVec2Setter, };\ntypeMap[UNSIGNED_INT_VEC3] = { Type: Uint32Array, size: 12, setter: uintVec3Setter, };\ntypeMap[UNSIGNED_INT_VEC4] = { Type: Uint32Array, size: 16, setter: uintVec4Setter, };\ntypeMap[BOOL] = { Type: Uint32Array, size: 4, setter: intSetter, arraySetter: intArraySetter, };\ntypeMap[BOOL_VEC2] = { Type: Uint32Array, size: 8, setter: intVec2Setter, };\ntypeMap[BOOL_VEC3] = { Type: Uint32Array, size: 12, setter: intVec3Setter, };\ntypeMap[BOOL_VEC4] = { Type: Uint32Array, size: 16, setter: intVec4Setter, };\ntypeMap[FLOAT_MAT2] = { Type: Float32Array, size: 16, setter: floatMat2Setter, };\ntypeMap[FLOAT_MAT3] = { Type: Float32Array, size: 36, setter: floatMat3Setter, };\ntypeMap[FLOAT_MAT4] = { Type: Float32Array, size: 64, setter: floatMat4Setter, };\ntypeMap[FLOAT_MAT2x3] = { Type: Float32Array, size: 24, setter: floatMat23Setter, };\ntypeMap[FLOAT_MAT2x4] = { Type: Float32Array, size: 32, setter: floatMat24Setter, };\ntypeMap[FLOAT_MAT3x2] = { Type: Float32Array, size: 24, setter: floatMat32Setter, };\ntypeMap[FLOAT_MAT3x4] = { Type: Float32Array, size: 48, setter: floatMat34Setter, };\ntypeMap[FLOAT_MAT4x2] = { Type: Float32Array, size: 32, setter: floatMat42Setter, };\ntypeMap[FLOAT_MAT4x3] = { Type: Float32Array, size: 48, setter: floatMat43Setter, };\ntypeMap[SAMPLER_2D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D, };\ntypeMap[SAMPLER_CUBE] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_CUBE_MAP, };\ntypeMap[SAMPLER_3D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_3D, };\ntypeMap[SAMPLER_2D_SHADOW] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D, };\ntypeMap[SAMPLER_2D_ARRAY] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D_ARRAY, };\ntypeMap[SAMPLER_2D_ARRAY_SHADOW] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D_ARRAY, };\ntypeMap[SAMPLER_CUBE_SHADOW] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_CUBE_MAP, };\ntypeMap[INT_SAMPLER_2D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D, };\ntypeMap[INT_SAMPLER_3D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_3D, };\ntypeMap[INT_SAMPLER_CUBE] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_CUBE_MAP, };\ntypeMap[INT_SAMPLER_2D_ARRAY] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D_ARRAY, };\ntypeMap[UNSIGNED_INT_SAMPLER_2D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D, };\ntypeMap[UNSIGNED_INT_SAMPLER_3D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_3D, };\ntypeMap[UNSIGNED_INT_SAMPLER_CUBE] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_CUBE_MAP, };\ntypeMap[UNSIGNED_INT_SAMPLER_2D_ARRAY] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D_ARRAY, };\n\nfunction floatAttribSetter(gl, index) {\n return function(b) {\n if (b.value) {\n gl.disableVertexAttribArray(index);\n switch (b.value.length) {\n case 4:\n gl.vertexAttrib4fv(index, b.value);\n break;\n case 3:\n gl.vertexAttrib3fv(index, b.value);\n break;\n case 2:\n gl.vertexAttrib2fv(index, b.value);\n break;\n case 1:\n gl.vertexAttrib1fv(index, b.value);\n break;\n default:\n throw new Error('the length of a float constant value must be between 1 and 4!');\n }\n } else {\n gl.bindBuffer(ARRAY_BUFFER, b.buffer);\n gl.enableVertexAttribArray(index);\n gl.vertexAttribPointer(\n index, b.numComponents || b.size, b.type || FLOAT, b.normalize || false, b.stride || 0, b.offset || 0);\n if (b.divisor !== undefined) {\n gl.vertexAttribDivisor(index, b.divisor);\n }\n }\n };\n}\n\nfunction intAttribSetter(gl, index) {\n return function(b) {\n if (b.value) {\n gl.disableVertexAttribArray(index);\n if (b.value.length === 4) {\n gl.vertexAttrib4iv(index, b.value);\n } else {\n throw new Error('The length of an integer constant value must be 4!');\n }\n } else {\n gl.bindBuffer(ARRAY_BUFFER, b.buffer);\n gl.enableVertexAttribArray(index);\n gl.vertexAttribIPointer(\n index, b.numComponents || b.size, b.type || INT, b.stride || 0, b.offset || 0);\n if (b.divisor !== undefined) {\n gl.vertexAttribDivisor(index, b.divisor);\n }\n }\n };\n}\n\nfunction uintAttribSetter(gl, index) {\n return function(b) {\n if (b.value) {\n gl.disableVertexAttribArray(index);\n if (b.value.length === 4) {\n gl.vertexAttrib4uiv(index, b.value);\n } else {\n throw new Error('The length of an unsigned integer constant value must be 4!');\n }\n } else {\n gl.bindBuffer(ARRAY_BUFFER, b.buffer);\n gl.enableVertexAttribArray(index);\n gl.vertexAttribIPointer(\n index, b.numComponents || b.size, b.type || UNSIGNED_INT, b.stride || 0, b.offset || 0);\n if (b.divisor !== undefined) {\n gl.vertexAttribDivisor(index, b.divisor);\n }\n }\n };\n}\n\nfunction matAttribSetter(gl, index, typeInfo) {\n const defaultSize = typeInfo.size;\n const count = typeInfo.count;\n\n return function(b) {\n gl.bindBuffer(ARRAY_BUFFER, b.buffer);\n const numComponents = b.size || b.numComponents || defaultSize;\n const size = numComponents / count;\n const type = b.type || FLOAT;\n const typeInfo = typeMap[type];\n const stride = typeInfo.size * numComponents;\n const normalize = b.normalize || false;\n const offset = b.offset || 0;\n const rowOffset = stride / count;\n for (let i = 0; i < count; ++i) {\n gl.enableVertexAttribArray(index + i);\n gl.vertexAttribPointer(\n index + i, size, type, normalize, stride, offset + rowOffset * i);\n if (b.divisor !== undefined) {\n gl.vertexAttribDivisor(index + i, b.divisor);\n }\n }\n };\n}\n\n\n\nconst attrTypeMap = {};\nattrTypeMap[FLOAT] = { size: 4, setter: floatAttribSetter, };\nattrTypeMap[FLOAT_VEC2] = { size: 8, setter: floatAttribSetter, };\nattrTypeMap[FLOAT_VEC3] = { size: 12, setter: floatAttribSetter, };\nattrTypeMap[FLOAT_VEC4] = { size: 16, setter: floatAttribSetter, };\nattrTypeMap[INT] = { size: 4, setter: intAttribSetter, };\nattrTypeMap[INT_VEC2] = { size: 8, setter: intAttribSetter, };\nattrTypeMap[INT_VEC3] = { size: 12, setter: intAttribSetter, };\nattrTypeMap[INT_VEC4] = { size: 16, setter: intAttribSetter, };\nattrTypeMap[UNSIGNED_INT] = { size: 4, setter: uintAttribSetter, };\nattrTypeMap[UNSIGNED_INT_VEC2] = { size: 8, setter: uintAttribSetter, };\nattrTypeMap[UNSIGNED_INT_VEC3] = { size: 12, setter: uintAttribSetter, };\nattrTypeMap[UNSIGNED_INT_VEC4] = { size: 16, setter: uintAttribSetter, };\nattrTypeMap[BOOL] = { size: 4, setter: intAttribSetter, };\nattrTypeMap[BOOL_VEC2] = { size: 8, setter: intAttribSetter, };\nattrTypeMap[BOOL_VEC3] = { size: 12, setter: intAttribSetter, };\nattrTypeMap[BOOL_VEC4] = { size: 16, setter: intAttribSetter, };\nattrTypeMap[FLOAT_MAT2] = { size: 4, setter: matAttribSetter, count: 2, };\nattrTypeMap[FLOAT_MAT3] = { size: 9, setter: matAttribSetter, count: 3, };\nattrTypeMap[FLOAT_MAT4] = { size: 16, setter: matAttribSetter, count: 4, };\n\n// make sure we don't see a global gl\nconst gl = undefined; /* eslint-disable-line */ /* lgtm [js/unused-local-variable] */\n\n/**\n * Error Callback\n * @callback ErrorCallback\n * @param {string} msg error message.\n * @param {number} [lineOffset] amount to add to line number\n * @memberOf module:twgl\n */\n\nfunction addLineNumbers(src, lineOffset) {\n lineOffset = lineOffset || 0;\n ++lineOffset;\n\n return src.split(\"\\n\").map(function(line, ndx) {\n return (ndx + lineOffset) + \": \" + line;\n }).join(\"\\n\");\n}\n\nconst spaceRE = /^[ \\t]*\\n/;\n\n/**\n * Loads a shader.\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {string} shaderSource The shader source.\n * @param {number} shaderType The type of shader.\n * @param {module:twgl.ErrorCallback} opt_errorCallback callback for errors.\n * @return {WebGLShader} The created shader.\n * @private\n */\nfunction loadShader(gl, shaderSource, shaderType, opt_errorCallback) {\n const errFn = opt_errorCallback || error;\n // Create the shader object\n const shader = gl.createShader(shaderType);\n\n // Remove the first end of line because WebGL 2.0 requires\n // #version 300 es\n // as the first line. No whitespace allowed before that line\n // so\n //\n // \n //\n // Has one line before it which is invalid according to GLSL ES 3.00\n //\n let lineOffset = 0;\n if (spaceRE.test(shaderSource)) {\n lineOffset = 1;\n shaderSource = shaderSource.replace(spaceRE, '');\n }\n\n // Load the shader source\n gl.shaderSource(shader, shaderSource);\n\n // Compile the shader\n gl.compileShader(shader);\n\n // Check the compile status\n const compiled = gl.getShaderParameter(shader, COMPILE_STATUS);\n if (!compiled) {\n // Something went wrong during compilation; get the error\n const lastError = gl.getShaderInfoLog(shader);\n errFn(addLineNumbers(shaderSource, lineOffset) + \"\\n*** Error compiling shader: \" + lastError);\n gl.deleteShader(shader);\n return null;\n }\n\n return shader;\n}\n\n/**\n * @typedef {Object} ProgramOptions\n * @property {function(string)} [errorCallback] callback for errors\n * @property {Object.} [attribLocations] a attribute name to location map\n * @property {(module:twgl.BufferInfo|Object.|string[])} [transformFeedbackVaryings] If passed\n * a BufferInfo will use the attribs names inside. If passed an object of AttribInfos will use the names from that object. Otherwise\n * you can pass an array of names.\n * @property {number} [transformFeedbackMode] the mode to pass `gl.transformFeedbackVaryings`. Defaults to `SEPARATE_ATTRIBS`.\n * @memberOf module:twgl\n */\n\n/**\n * Gets the program options based on all these optional arguments\n * @param {module:twgl.ProgramOptions|string[]} [opt_attribs] Options for the program or an array of attribs names. Locations will be assigned by index if not passed in\n * @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n * on error. If you want something else pass an callback. It's passed an error message.\n * @return {module:twgl.ProgramOptions} an instance of ProgramOptions based on the arguments passed in\n * @private\n */\nfunction getProgramOptions(opt_attribs, opt_locations, opt_errorCallback) {\n let transformFeedbackVaryings;\n let transformFeedbackMode;\n if (typeof opt_locations === 'function') {\n opt_errorCallback = opt_locations;\n opt_locations = undefined;\n }\n if (typeof opt_attribs === 'function') {\n opt_errorCallback = opt_attribs;\n opt_attribs = undefined;\n } else if (opt_attribs && !Array.isArray(opt_attribs)) {\n // If we have an errorCallback we can just return this object\n // Otherwise we need to construct one with default errorCallback\n if (opt_attribs.errorCallback) {\n return opt_attribs;\n }\n const opt = opt_attribs;\n opt_errorCallback = opt.errorCallback;\n opt_attribs = opt.attribLocations;\n transformFeedbackVaryings = opt.transformFeedbackVaryings;\n transformFeedbackMode = opt.transformFeedbackMode;\n }\n\n const options = {\n errorCallback: opt_errorCallback || error,\n transformFeedbackVaryings: transformFeedbackVaryings,\n transformFeedbackMode: transformFeedbackMode,\n };\n\n if (opt_attribs) {\n let attribLocations = {};\n if (Array.isArray(opt_attribs)) {\n opt_attribs.forEach(function(attrib, ndx) {\n attribLocations[attrib] = opt_locations ? opt_locations[ndx] : ndx;\n });\n } else {\n attribLocations = opt_attribs;\n }\n options.attribLocations = attribLocations;\n }\n\n return options;\n}\n\nconst defaultShaderType = [\n \"VERTEX_SHADER\",\n \"FRAGMENT_SHADER\",\n];\n\nfunction getShaderTypeFromScriptType(gl, scriptType) {\n if (scriptType.indexOf(\"frag\") >= 0) {\n return FRAGMENT_SHADER;\n } else if (scriptType.indexOf(\"vert\") >= 0) {\n return VERTEX_SHADER;\n }\n return undefined;\n}\n\nfunction deleteShaders(gl, shaders) {\n shaders.forEach(function(shader) {\n gl.deleteShader(shader);\n });\n}\n\n/**\n * Creates a program, attaches (and/or compiles) shaders, binds attrib locations, links the\n * program and calls useProgram.\n *\n * NOTE: There are 4 signatures for this function\n *\n * twgl.createProgram(gl, [vs, fs], options);\n * twgl.createProgram(gl, [vs, fs], opt_errFunc);\n * twgl.createProgram(gl, [vs, fs], opt_attribs, opt_errFunc);\n * twgl.createProgram(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {WebGLShader[]|string[]} shaders The shaders to attach, or element ids for their source, or strings that contain their source\n * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in\n * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n * on error. If you want something else pass an callback. It's passed an error message.\n * @return {WebGLProgram?} the created program or null if error.\n * @memberOf module:twgl/programs\n */\nfunction createProgram(\n gl, shaders, opt_attribs, opt_locations, opt_errorCallback) {\n const progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback);\n const realShaders = [];\n const newShaders = [];\n for (let ndx = 0; ndx < shaders.length; ++ndx) {\n let shader = shaders[ndx];\n if (typeof (shader) === 'string') {\n const elem = getElementById(shader);\n const src = elem ? elem.text : shader;\n let type = gl[defaultShaderType[ndx]];\n if (elem && elem.type) {\n type = getShaderTypeFromScriptType(gl, elem.type) || type;\n }\n shader = loadShader(gl, src, type, progOptions.errorCallback);\n newShaders.push(shader);\n }\n if (helper.isShader(gl, shader)) {\n realShaders.push(shader);\n }\n }\n\n if (realShaders.length !== shaders.length) {\n progOptions.errorCallback(\"not enough shaders for program\");\n deleteShaders(gl, newShaders);\n return null;\n }\n\n const program = gl.createProgram();\n realShaders.forEach(function(shader) {\n gl.attachShader(program, shader);\n });\n if (progOptions.attribLocations) {\n Object.keys(progOptions.attribLocations).forEach(function(attrib) {\n gl.bindAttribLocation(program, progOptions.attribLocations[attrib], attrib);\n });\n }\n let varyings = progOptions.transformFeedbackVaryings;\n if (varyings) {\n if (varyings.attribs) {\n varyings = varyings.attribs;\n }\n if (!Array.isArray(varyings)) {\n varyings = Object.keys(varyings);\n }\n gl.transformFeedbackVaryings(program, varyings, progOptions.transformFeedbackMode || SEPARATE_ATTRIBS);\n }\n gl.linkProgram(program);\n\n // Check the link status\n const linked = gl.getProgramParameter(program, LINK_STATUS);\n if (!linked) {\n // something went wrong with the link\n const lastError = gl.getProgramInfoLog(program);\n progOptions.errorCallback(\"Error in program linking:\" + lastError);\n\n gl.deleteProgram(program);\n deleteShaders(gl, newShaders);\n return null;\n }\n return program;\n}\n\n/**\n * Loads a shader from a script tag.\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {string} scriptId The id of the script tag.\n * @param {number} [opt_shaderType] The type of shader. If not passed in it will\n * be derived from the type of the script tag.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors.\n * @return {WebGLShader?} The created shader or null if error.\n * @private\n */\nfunction createShaderFromScript(\n gl, scriptId, opt_shaderType, opt_errorCallback) {\n let shaderSource = \"\";\n const shaderScript = getElementById(scriptId);\n if (!shaderScript) {\n throw new Error(`unknown script element: ${scriptId}`);\n }\n shaderSource = shaderScript.text;\n\n const shaderType = opt_shaderType || getShaderTypeFromScriptType(gl, shaderScript.type);\n if (!shaderType) {\n throw new Error('unknown shader type');\n }\n\n return loadShader(gl, shaderSource, shaderType, opt_errorCallback);\n}\n\n/**\n * Creates a program from 2 script tags.\n *\n * NOTE: There are 4 signatures for this function\n *\n * twgl.createProgramFromScripts(gl, [vs, fs], opt_options);\n * twgl.createProgramFromScripts(gl, [vs, fs], opt_errFunc);\n * twgl.createProgramFromScripts(gl, [vs, fs], opt_attribs, opt_errFunc);\n * twgl.createProgramFromScripts(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext\n * to use.\n * @param {string[]} shaderScriptIds Array of ids of the script\n * tags for the shaders. The first is assumed to be the\n * vertex shader, the second the fragment shader.\n * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in\n * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n * on error. If you want something else pass an callback. It's passed an error message.\n * @return {WebGLProgram?} the created program or null if error.\n * @memberOf module:twgl/programs\n */\nfunction createProgramFromScripts(\n gl, shaderScriptIds, opt_attribs, opt_locations, opt_errorCallback) {\n const progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback);\n const shaders = [];\n for (let ii = 0; ii < shaderScriptIds.length; ++ii) {\n const shader = createShaderFromScript(\n gl, shaderScriptIds[ii], gl[defaultShaderType[ii]], progOptions.errorCallback);\n if (!shader) {\n return null;\n }\n shaders.push(shader);\n }\n return createProgram(gl, shaders, progOptions);\n}\n\n/**\n * Creates a program from 2 sources.\n *\n * NOTE: There are 4 signatures for this function\n *\n * twgl.createProgramFromSource(gl, [vs, fs], opt_options);\n * twgl.createProgramFromSource(gl, [vs, fs], opt_errFunc);\n * twgl.createProgramFromSource(gl, [vs, fs], opt_attribs, opt_errFunc);\n * twgl.createProgramFromSource(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext\n * to use.\n * @param {string[]} shaderSources Array of sources for the\n * shaders. The first is assumed to be the vertex shader,\n * the second the fragment shader.\n * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in\n * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n * on error. If you want something else pass an callback. It's passed an error message.\n * @return {WebGLProgram?} the created program or null if error.\n * @memberOf module:twgl/programs\n */\nfunction createProgramFromSources(\n gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) {\n const progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback);\n const shaders = [];\n for (let ii = 0; ii < shaderSources.length; ++ii) {\n const shader = loadShader(\n gl, shaderSources[ii], gl[defaultShaderType[ii]], progOptions.errorCallback);\n if (!shader) {\n return null;\n }\n shaders.push(shader);\n }\n return createProgram(gl, shaders, progOptions);\n}\n\n/**\n * Returns true if attribute/uniform is a reserved/built in\n *\n * It makes no sense to me why GL returns these because it's\n * illegal to call `gl.getUniformLocation` and `gl.getAttribLocation`\n * with names that start with `gl_` (and `webgl_` in WebGL)\n *\n * I can only assume they are there because they might count\n * when computing the number of uniforms/attributes used when you want to\n * know if you are near the limit. That doesn't really make sense\n * to me but the fact that these get returned are in the spec.\n *\n * @param {WebGLActiveInfo} info As returned from `gl.getActiveUniform` or\n * `gl.getActiveAttrib`.\n * @return {bool} true if it's reserved\n * @private\n */\nfunction isBuiltIn(info) {\n const name = info.name;\n return name.startsWith(\"gl_\") || name.startsWith(\"webgl_\");\n}\n\n/**\n * Creates setter functions for all uniforms of a shader\n * program.\n *\n * @see {@link module:twgl.setUniforms}\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {WebGLProgram} program the program to create setters for.\n * @returns {Object.} an object with a setter by name for each uniform\n * @memberOf module:twgl/programs\n */\nfunction createUniformSetters(gl, program) {\n let textureUnit = 0;\n\n /**\n * Creates a setter for a uniform of the given program with it's\n * location embedded in the setter.\n * @param {WebGLProgram} program\n * @param {WebGLUniformInfo} uniformInfo\n * @returns {function} the created setter.\n */\n function createUniformSetter(program, uniformInfo) {\n const location = gl.getUniformLocation(program, uniformInfo.name);\n const isArray = (uniformInfo.size > 1 && uniformInfo.name.substr(-3) === \"[0]\");\n const type = uniformInfo.type;\n const typeInfo = typeMap[type];\n if (!typeInfo) {\n throw new Error(`unknown type: 0x${type.toString(16)}`); // we should never get here.\n }\n let setter;\n if (typeInfo.bindPoint) {\n // it's a sampler\n const unit = textureUnit;\n textureUnit += uniformInfo.size;\n if (isArray) {\n setter = typeInfo.arraySetter(gl, type, unit, location, uniformInfo.size);\n } else {\n setter = typeInfo.setter(gl, type, unit, location, uniformInfo.size);\n }\n } else {\n if (typeInfo.arraySetter && isArray) {\n setter = typeInfo.arraySetter(gl, location);\n } else {\n setter = typeInfo.setter(gl, location);\n }\n }\n setter.location = location;\n return setter;\n }\n\n const uniformSetters = { };\n const numUniforms = gl.getProgramParameter(program, ACTIVE_UNIFORMS);\n\n for (let ii = 0; ii < numUniforms; ++ii) {\n const uniformInfo = gl.getActiveUniform(program, ii);\n if (isBuiltIn(uniformInfo)) {\n continue;\n }\n let name = uniformInfo.name;\n // remove the array suffix.\n if (name.substr(-3) === \"[0]\") {\n name = name.substr(0, name.length - 3);\n }\n const setter = createUniformSetter(program, uniformInfo);\n uniformSetters[name] = setter;\n }\n return uniformSetters;\n}\n\n/**\n * @typedef {Object} TransformFeedbackInfo\n * @property {number} index index of transform feedback\n * @property {number} type GL type\n * @property {number} size 1 - 4\n * @memberOf module:twgl\n */\n\n/**\n * Create TransformFeedbackInfo for passing to bindTransformFeedbackInfo.\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {WebGLProgram} program an existing WebGLProgram.\n * @return {Object}\n * @memberOf module:twgl\n */\nfunction createTransformFeedbackInfo(gl, program) {\n const info = {};\n const numVaryings = gl.getProgramParameter(program, TRANSFORM_FEEDBACK_VARYINGS);\n for (let ii = 0; ii < numVaryings; ++ii) {\n const varying = gl.getTransformFeedbackVarying(program, ii);\n info[varying.name] = {\n index: ii,\n type: varying.type,\n size: varying.size,\n };\n }\n return info;\n}\n\n/**\n * Binds buffers for transform feedback.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {(module:twgl.ProgramInfo|Object)} transformFeedbackInfo A ProgramInfo or TransformFeedbackInfo.\n * @param {(module:twgl.BufferInfo|Object)} [bufferInfo] A BufferInfo or set of AttribInfos.\n * @memberOf module:twgl\n */\nfunction bindTransformFeedbackInfo(gl, transformFeedbackInfo, bufferInfo) {\n if (transformFeedbackInfo.transformFeedbackInfo) {\n transformFeedbackInfo = transformFeedbackInfo.transformFeedbackInfo;\n }\n if (bufferInfo.attribs) {\n bufferInfo = bufferInfo.attribs;\n }\n for (const name in bufferInfo) {\n const varying = transformFeedbackInfo[name];\n if (varying) {\n const buf = bufferInfo[name];\n if (buf.offset) {\n gl.bindBufferRange(TRANSFORM_FEEDBACK_BUFFER, varying.index, buf.buffer, buf.offset, buf.size);\n } else {\n gl.bindBufferBase(TRANSFORM_FEEDBACK_BUFFER, varying.index, buf.buffer);\n }\n }\n }\n}\n\n/**\n * Creates a transform feedback and sets the buffers\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {module:twgl.ProgramInfo} programInfo A ProgramInfo as returned from {@link module:twgl.createProgramInfo}\n * @param {(module:twgl.BufferInfo|Object)} [bufferInfo] A BufferInfo or set of AttribInfos.\n * @return {WebGLTransformFeedback} the created transform feedback\n * @memberOf module:twgl\n */\nfunction createTransformFeedback(gl, programInfo, bufferInfo) {\n const tf = gl.createTransformFeedback();\n gl.bindTransformFeedback(TRANSFORM_FEEDBACK, tf);\n gl.useProgram(programInfo.program);\n bindTransformFeedbackInfo(gl, programInfo, bufferInfo);\n gl.bindTransformFeedback(TRANSFORM_FEEDBACK, null);\n return tf;\n}\n\n/**\n * @typedef {Object} UniformData\n * @property {number} type The WebGL type enum for this uniform\n * @property {number} size The number of elements for this uniform\n * @property {number} blockNdx The block index this uniform appears in\n * @property {number} offset The byte offset in the block for this uniform's value\n * @memberOf module:twgl\n */\n\n/**\n * The specification for one UniformBlockObject\n *\n * @typedef {Object} BlockSpec\n * @property {number} index The index of the block.\n * @property {number} size The size in bytes needed for the block\n * @property {number[]} uniformIndices The indices of the uniforms used by the block. These indices\n * correspond to entries in a UniformData array in the {@link module:twgl.UniformBlockSpec}.\n * @property {bool} usedByVertexShader Self explanatory\n * @property {bool} usedByFragmentShader Self explanatory\n * @property {bool} used Self explanatory\n * @memberOf module:twgl\n */\n\n/**\n * A `UniformBlockSpec` represents the data needed to create and bind\n * UniformBlockObjects for a given program\n *\n * @typedef {Object} UniformBlockSpec\n * @property {Object. blockSpecs The BlockSpec for each block by block name\n * @property {UniformData[]} uniformData An array of data for each uniform by uniform index.\n * @memberOf module:twgl\n */\n\n/**\n * Creates a UniformBlockSpec for the given program.\n *\n * A UniformBlockSpec represents the data needed to create and bind\n * UniformBlockObjects\n *\n * @param {WebGL2RenderingContext} gl A WebGL2 Rendering Context\n * @param {WebGLProgram} program A WebGLProgram for a successfully linked program\n * @return {module:twgl.UniformBlockSpec} The created UniformBlockSpec\n * @memberOf module:twgl/programs\n */\nfunction createUniformBlockSpecFromProgram(gl, program) {\n const numUniforms = gl.getProgramParameter(program, ACTIVE_UNIFORMS);\n const uniformData = [];\n const uniformIndices = [];\n\n for (let ii = 0; ii < numUniforms; ++ii) {\n uniformIndices.push(ii);\n uniformData.push({});\n const uniformInfo = gl.getActiveUniform(program, ii);\n if (isBuiltIn(uniformInfo)) {\n break;\n }\n // REMOVE [0]?\n uniformData[ii].name = uniformInfo.name;\n }\n\n [\n [ \"UNIFORM_TYPE\", \"type\" ],\n [ \"UNIFORM_SIZE\", \"size\" ], // num elements\n [ \"UNIFORM_BLOCK_INDEX\", \"blockNdx\" ],\n [ \"UNIFORM_OFFSET\", \"offset\", ],\n ].forEach(function(pair) {\n const pname = pair[0];\n const key = pair[1];\n gl.getActiveUniforms(program, uniformIndices, gl[pname]).forEach(function(value, ndx) {\n uniformData[ndx][key] = value;\n });\n });\n\n const blockSpecs = {};\n\n const numUniformBlocks = gl.getProgramParameter(program, ACTIVE_UNIFORM_BLOCKS);\n for (let ii = 0; ii < numUniformBlocks; ++ii) {\n const name = gl.getActiveUniformBlockName(program, ii);\n const blockSpec = {\n index: ii,\n usedByVertexShader: gl.getActiveUniformBlockParameter(program, ii, UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER),\n usedByFragmentShader: gl.getActiveUniformBlockParameter(program, ii, UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER),\n size: gl.getActiveUniformBlockParameter(program, ii, UNIFORM_BLOCK_DATA_SIZE),\n uniformIndices: gl.getActiveUniformBlockParameter(program, ii, UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES),\n };\n blockSpec.used = blockSpec.usedByVertexShader || blockSpec.usedByFragmentShader;\n blockSpecs[name] = blockSpec;\n }\n\n return {\n blockSpecs: blockSpecs,\n uniformData: uniformData,\n };\n}\n\nconst arraySuffixRE = /\\[\\d+\\]\\.$/; // better way to check?\n\n/**\n * Represents a UniformBlockObject including an ArrayBuffer with all the uniform values\n * and a corresponding WebGLBuffer to hold those values on the GPU\n *\n * @typedef {Object} UniformBlockInfo\n * @property {string} name The name of the block\n * @property {ArrayBuffer} array The array buffer that contains the uniform values\n * @property {Float32Array} asFloat A float view on the array buffer. This is useful\n * inspecting the contents of the buffer in the debugger.\n * @property {WebGLBuffer} buffer A WebGL buffer that will hold a copy of the uniform values for rendering.\n * @property {number} [offset] offset into buffer\n * @property {Object.} uniforms A uniform name to ArrayBufferView map.\n * each Uniform has a correctly typed `ArrayBufferView` into array at the correct offset\n * and length of that uniform. So for example a float uniform would have a 1 float `Float32Array`\n * view. A single mat4 would have a 16 element `Float32Array` view. An ivec2 would have an\n * `Int32Array` view, etc.\n * @memberOf module:twgl\n */\n\n/**\n * Creates a `UniformBlockInfo` for the specified block\n *\n * Note: **If the blockName matches no existing blocks a warning is printed to the console and a dummy\n * `UniformBlockInfo` is returned**. This is because when debugging GLSL\n * it is common to comment out large portions of a shader or for example set\n * the final output to a constant. When that happens blocks get optimized out.\n * If this function did not create dummy blocks your code would crash when debugging.\n *\n * @param {WebGL2RenderingContext} gl A WebGL2RenderingContext\n * @param {WebGLProgram} program A WebGLProgram\n * @param {module:twgl.UniformBlockSpec} uniformBlockSpec. A UniformBlockSpec as returned\n * from {@link module:twgl.createUniformBlockSpecFromProgram}.\n * @param {string} blockName The name of the block.\n * @return {module:twgl.UniformBlockInfo} The created UniformBlockInfo\n * @memberOf module:twgl/programs\n */\nfunction createUniformBlockInfoFromProgram(gl, program, uniformBlockSpec, blockName) {\n const blockSpecs = uniformBlockSpec.blockSpecs;\n const uniformData = uniformBlockSpec.uniformData;\n const blockSpec = blockSpecs[blockName];\n if (!blockSpec) {\n warn(\"no uniform block object named:\", blockName);\n return {\n name: blockName,\n uniforms: {},\n };\n }\n const array = new ArrayBuffer(blockSpec.size);\n const buffer = gl.createBuffer();\n const uniformBufferIndex = blockSpec.index;\n gl.bindBuffer(UNIFORM_BUFFER, buffer);\n gl.uniformBlockBinding(program, blockSpec.index, uniformBufferIndex);\n\n let prefix = blockName + \".\";\n if (arraySuffixRE.test(prefix)) {\n prefix = prefix.replace(arraySuffixRE, \".\");\n }\n const uniforms = {};\n blockSpec.uniformIndices.forEach(function(uniformNdx) {\n const data = uniformData[uniformNdx];\n const typeInfo = typeMap[data.type];\n const Type = typeInfo.Type;\n const length = data.size * typeInfo.size;\n let name = data.name;\n if (name.substr(0, prefix.length) === prefix) {\n name = name.substr(prefix.length);\n }\n uniforms[name] = new Type(array, data.offset, length / Type.BYTES_PER_ELEMENT);\n });\n return {\n name: blockName,\n array: array,\n asFloat: new Float32Array(array), // for debugging\n buffer: buffer,\n uniforms: uniforms,\n };\n}\n\n/**\n * Creates a `UniformBlockInfo` for the specified block\n *\n * Note: **If the blockName matches no existing blocks a warning is printed to the console and a dummy\n * `UniformBlockInfo` is returned**. This is because when debugging GLSL\n * it is common to comment out large portions of a shader or for example set\n * the final output to a constant. When that happens blocks get optimized out.\n * If this function did not create dummy blocks your code would crash when debugging.\n *\n * @param {WebGL2RenderingContext} gl A WebGL2RenderingContext\n * @param {module:twgl.ProgramInfo} programInfo a `ProgramInfo`\n * as returned from {@link module:twgl.createProgramInfo}\n * @param {string} blockName The name of the block.\n * @return {module:twgl.UniformBlockInfo} The created UniformBlockInfo\n * @memberOf module:twgl/programs\n */\nfunction createUniformBlockInfo(gl, programInfo, blockName) {\n return createUniformBlockInfoFromProgram(gl, programInfo.program, programInfo.uniformBlockSpec, blockName);\n}\n\n/**\n * Binds a uniform block to the matching uniform block point.\n * Matches by blocks by name so blocks must have the same name not just the same\n * structure.\n *\n * If you have changed any values and you upload the values into the corresponding WebGLBuffer\n * call {@link module:twgl.setUniformBlock} instead.\n *\n * @param {WebGL2RenderingContext} gl A WebGL 2 rendering context.\n * @param {(module:twgl.ProgramInfo|module:twgl.UniformBlockSpec)} programInfo a `ProgramInfo`\n * as returned from {@link module:twgl.createProgramInfo} or or `UniformBlockSpec` as\n * returned from {@link module:twgl.createUniformBlockSpecFromProgram}.\n * @param {module:twgl.UniformBlockInfo} uniformBlockInfo a `UniformBlockInfo` as returned from\n * {@link module:twgl.createUniformBlockInfo}.\n * @return {bool} true if buffer was bound. If the programInfo has no block with the same block name\n * no buffer is bound.\n * @memberOf module:twgl/programs\n */\nfunction bindUniformBlock(gl, programInfo, uniformBlockInfo) {\n const uniformBlockSpec = programInfo.uniformBlockSpec || programInfo;\n const blockSpec = uniformBlockSpec.blockSpecs[uniformBlockInfo.name];\n if (blockSpec) {\n const bufferBindIndex = blockSpec.index;\n gl.bindBufferRange(UNIFORM_BUFFER, bufferBindIndex, uniformBlockInfo.buffer, uniformBlockInfo.offset || 0, uniformBlockInfo.array.byteLength);\n return true;\n }\n return false;\n}\n\n/**\n * Uploads the current uniform values to the corresponding WebGLBuffer\n * and binds that buffer to the program's corresponding bind point for the uniform block object.\n *\n * If you haven't changed any values and you only need to bind the uniform block object\n * call {@link module:twgl.bindUniformBlock} instead.\n *\n * @param {WebGL2RenderingContext} gl A WebGL 2 rendering context.\n * @param {(module:twgl.ProgramInfo|module:twgl.UniformBlockSpec)} programInfo a `ProgramInfo`\n * as returned from {@link module:twgl.createProgramInfo} or or `UniformBlockSpec` as\n * returned from {@link module:twgl.createUniformBlockSpecFromProgram}.\n * @param {module:twgl.UniformBlockInfo} uniformBlockInfo a `UniformBlockInfo` as returned from\n * {@link module:twgl.createUniformBlockInfo}.\n * @memberOf module:twgl/programs\n */\nfunction setUniformBlock(gl, programInfo, uniformBlockInfo) {\n if (bindUniformBlock(gl, programInfo, uniformBlockInfo)) {\n gl.bufferData(UNIFORM_BUFFER, uniformBlockInfo.array, DYNAMIC_DRAW);\n }\n}\n\n/**\n * Sets values of a uniform block object\n *\n * @param {module:twgl.UniformBlockInfo} uniformBlockInfo A UniformBlockInfo as returned by {@link module:twgl.createUniformBlockInfo}.\n * @param {Object.} values A uniform name to value map where the value is correct for the given\n * type of uniform. So for example given a block like\n *\n * uniform SomeBlock {\n * float someFloat;\n * vec2 someVec2;\n * vec3 someVec3Array[2];\n * int someInt;\n * }\n *\n * You can set the values of the uniform block with\n *\n * twgl.setBlockUniforms(someBlockInfo, {\n * someFloat: 12.3,\n * someVec2: [1, 2],\n * someVec3Array: [1, 2, 3, 4, 5, 6],\n * someInt: 5,\n * }\n *\n * Arrays can be JavaScript arrays or typed arrays\n *\n * Any name that doesn't match will be ignored\n * @memberOf module:twgl/programs\n */\nfunction setBlockUniforms(uniformBlockInfo, values) {\n const uniforms = uniformBlockInfo.uniforms;\n for (const name in values) {\n const array = uniforms[name];\n if (array) {\n const value = values[name];\n if (value.length) {\n array.set(value);\n } else {\n array[0] = value;\n }\n }\n }\n}\n\n/**\n * Set uniforms and binds related textures.\n *\n * example:\n *\n * const programInfo = createProgramInfo(\n * gl, [\"some-vs\", \"some-fs\"]);\n *\n * const tex1 = gl.createTexture();\n * const tex2 = gl.createTexture();\n *\n * ... assume we setup the textures with data ...\n *\n * const uniforms = {\n * u_someSampler: tex1,\n * u_someOtherSampler: tex2,\n * u_someColor: [1,0,0,1],\n * u_somePosition: [0,1,1],\n * u_someMatrix: [\n * 1,0,0,0,\n * 0,1,0,0,\n * 0,0,1,0,\n * 0,0,0,0,\n * ],\n * };\n *\n * gl.useProgram(program);\n *\n * This will automatically bind the textures AND set the\n * uniforms.\n *\n * twgl.setUniforms(programInfo, uniforms);\n *\n * For the example above it is equivalent to\n *\n * var texUnit = 0;\n * gl.activeTexture(gl.TEXTURE0 + texUnit);\n * gl.bindTexture(gl.TEXTURE_2D, tex1);\n * gl.uniform1i(u_someSamplerLocation, texUnit++);\n * gl.activeTexture(gl.TEXTURE0 + texUnit);\n * gl.bindTexture(gl.TEXTURE_2D, tex2);\n * gl.uniform1i(u_someSamplerLocation, texUnit++);\n * gl.uniform4fv(u_someColorLocation, [1, 0, 0, 1]);\n * gl.uniform3fv(u_somePositionLocation, [0, 1, 1]);\n * gl.uniformMatrix4fv(u_someMatrix, false, [\n * 1,0,0,0,\n * 0,1,0,0,\n * 0,0,1,0,\n * 0,0,0,0,\n * ]);\n *\n * Note it is perfectly reasonable to call `setUniforms` multiple times. For example\n *\n * const uniforms = {\n * u_someSampler: tex1,\n * u_someOtherSampler: tex2,\n * };\n *\n * const moreUniforms {\n * u_someColor: [1,0,0,1],\n * u_somePosition: [0,1,1],\n * u_someMatrix: [\n * 1,0,0,0,\n * 0,1,0,0,\n * 0,0,1,0,\n * 0,0,0,0,\n * ],\n * };\n *\n * twgl.setUniforms(programInfo, uniforms);\n * twgl.setUniforms(programInfo, moreUniforms);\n *\n * You can also add WebGLSamplers to uniform samplers as in\n *\n * const uniforms = {\n * u_someSampler: {\n * texture: someWebGLTexture,\n * sampler: someWebGLSampler,\n * },\n * };\n *\n * In which case both the sampler and texture will be bound to the\n * same unit.\n *\n * @param {(module:twgl.ProgramInfo|Object.)} setters a `ProgramInfo` as returned from `createProgramInfo` or the setters returned from\n * `createUniformSetters`.\n * @param {Object.} values an object with values for the\n * uniforms.\n * You can pass multiple objects by putting them in an array or by calling with more arguments.For example\n *\n * const sharedUniforms = {\n * u_fogNear: 10,\n * u_projection: ...\n * ...\n * };\n *\n * const localUniforms = {\n * u_world: ...\n * u_diffuseColor: ...\n * };\n *\n * twgl.setUniforms(programInfo, sharedUniforms, localUniforms);\n *\n * // is the same as\n *\n * twgl.setUniforms(programInfo, [sharedUniforms, localUniforms]);\n *\n * // is the same as\n *\n * twgl.setUniforms(programInfo, sharedUniforms);\n * twgl.setUniforms(programInfo, localUniforms};\n *\n * @memberOf module:twgl/programs\n */\nfunction setUniforms(setters, values) { // eslint-disable-line\n const actualSetters = setters.uniformSetters || setters;\n const numArgs = arguments.length;\n for (let aNdx = 1; aNdx < numArgs; ++aNdx) {\n const values = arguments[aNdx];\n if (Array.isArray(values)) {\n const numValues = values.length;\n for (let ii = 0; ii < numValues; ++ii) {\n setUniforms(actualSetters, values[ii]);\n }\n } else {\n for (const name in values) {\n const setter = actualSetters[name];\n if (setter) {\n setter(values[name]);\n }\n }\n }\n }\n}\n\n/**\n * Alias for `setUniforms`\n * @function\n * @param {(module:twgl.ProgramInfo|Object.)} setters a `ProgramInfo` as returned from `createProgramInfo` or the setters returned from\n * `createUniformSetters`.\n * @param {Object.} values an object with values for the\n * @memberOf module:twgl/programs\n */\nconst setUniformsAndBindTextures = setUniforms;\n\n/**\n * Creates setter functions for all attributes of a shader\n * program. You can pass this to {@link module:twgl.setBuffersAndAttributes} to set all your buffers and attributes.\n *\n * @see {@link module:twgl.setAttributes} for example\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {WebGLProgram} program the program to create setters for.\n * @return {Object.} an object with a setter for each attribute by name.\n * @memberOf module:twgl/programs\n */\nfunction createAttributeSetters(gl, program) {\n const attribSetters = {\n };\n\n const numAttribs = gl.getProgramParameter(program, ACTIVE_ATTRIBUTES);\n for (let ii = 0; ii < numAttribs; ++ii) {\n const attribInfo = gl.getActiveAttrib(program, ii);\n if (isBuiltIn(attribInfo)) {\n continue;\n }\n const index = gl.getAttribLocation(program, attribInfo.name);\n const typeInfo = attrTypeMap[attribInfo.type];\n const setter = typeInfo.setter(gl, index, typeInfo);\n setter.location = index;\n attribSetters[attribInfo.name] = setter;\n }\n\n return attribSetters;\n}\n\n/**\n * Sets attributes and binds buffers (deprecated... use {@link module:twgl.setBuffersAndAttributes})\n *\n * Example:\n *\n * const program = createProgramFromScripts(\n * gl, [\"some-vs\", \"some-fs\");\n *\n * const attribSetters = createAttributeSetters(program);\n *\n * const positionBuffer = gl.createBuffer();\n * const texcoordBuffer = gl.createBuffer();\n *\n * const attribs = {\n * a_position: {buffer: positionBuffer, numComponents: 3},\n * a_texcoord: {buffer: texcoordBuffer, numComponents: 2},\n * };\n *\n * gl.useProgram(program);\n *\n * This will automatically bind the buffers AND set the\n * attributes.\n *\n * setAttributes(attribSetters, attribs);\n *\n * Properties of attribs. For each attrib you can add\n * properties:\n *\n * * type: the type of data in the buffer. Default = gl.FLOAT\n * * normalize: whether or not to normalize the data. Default = false\n * * stride: the stride. Default = 0\n * * offset: offset into the buffer. Default = 0\n * * divisor: the divisor for instances. Default = undefined\n *\n * For example if you had 3 value float positions, 2 value\n * float texcoord and 4 value uint8 colors you'd setup your\n * attribs like this\n *\n * const attribs = {\n * a_position: {buffer: positionBuffer, numComponents: 3},\n * a_texcoord: {buffer: texcoordBuffer, numComponents: 2},\n * a_color: {\n * buffer: colorBuffer,\n * numComponents: 4,\n * type: gl.UNSIGNED_BYTE,\n * normalize: true,\n * },\n * };\n *\n * @param {Object.} setters Attribute setters as returned from createAttributeSetters\n * @param {Object.} buffers AttribInfos mapped by attribute name.\n * @memberOf module:twgl/programs\n * @deprecated use {@link module:twgl.setBuffersAndAttributes}\n */\nfunction setAttributes(setters, buffers) {\n for (const name in buffers) {\n const setter = setters[name];\n if (setter) {\n setter(buffers[name]);\n }\n }\n}\n\n/**\n * Sets attributes and buffers including the `ELEMENT_ARRAY_BUFFER` if appropriate\n *\n * Example:\n *\n * const programInfo = createProgramInfo(\n * gl, [\"some-vs\", \"some-fs\");\n *\n * const arrays = {\n * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },\n * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },\n * };\n *\n * const bufferInfo = createBufferInfoFromArrays(gl, arrays);\n *\n * gl.useProgram(programInfo.program);\n *\n * This will automatically bind the buffers AND set the\n * attributes.\n *\n * setBuffersAndAttributes(gl, programInfo, bufferInfo);\n *\n * For the example above it is equivalent to\n *\n * gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);\n * gl.enableVertexAttribArray(a_positionLocation);\n * gl.vertexAttribPointer(a_positionLocation, 3, gl.FLOAT, false, 0, 0);\n * gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);\n * gl.enableVertexAttribArray(a_texcoordLocation);\n * gl.vertexAttribPointer(a_texcoordLocation, 4, gl.FLOAT, false, 0, 0);\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext.\n * @param {(module:twgl.ProgramInfo|Object.)} setters A `ProgramInfo` as returned from {@link module:twgl.createProgramInfo} or Attribute setters as returned from {@link module:twgl.createAttributeSetters}\n * @param {(module:twgl.BufferInfo|module:twgl.VertexArrayInfo)} buffers a `BufferInfo` as returned from {@link module:twgl.createBufferInfoFromArrays}.\n * or a `VertexArrayInfo` as returned from {@link module:twgl.createVertexArrayInfo}\n * @memberOf module:twgl/programs\n */\nfunction setBuffersAndAttributes(gl, programInfo, buffers) {\n if (buffers.vertexArrayObject) {\n gl.bindVertexArray(buffers.vertexArrayObject);\n } else {\n setAttributes(programInfo.attribSetters || programInfo, buffers.attribs);\n if (buffers.indices) {\n gl.bindBuffer(ELEMENT_ARRAY_BUFFER, buffers.indices);\n }\n }\n}\n\n/**\n * @typedef {Object} ProgramInfo\n * @property {WebGLProgram} program A shader program\n * @property {Object} uniformSetters object of setters as returned from createUniformSetters,\n * @property {Object} attribSetters object of setters as returned from createAttribSetters,\n * @property {module:twgl.UniformBlockSpec} [uniformBlockSpace] a uniform block spec for making UniformBlockInfos with createUniformBlockInfo etc..\n * @property {Object} [transformFeedbackInfo] info for transform feedbacks\n * @memberOf module:twgl\n */\n\n/**\n * Creates a ProgramInfo from an existing program.\n *\n * A ProgramInfo contains\n *\n * programInfo = {\n * program: WebGLProgram,\n * uniformSetters: object of setters as returned from createUniformSetters,\n * attribSetters: object of setters as returned from createAttribSetters,\n * }\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext\n * to use.\n * @param {WebGLProgram} program an existing WebGLProgram.\n * @return {module:twgl.ProgramInfo} The created ProgramInfo.\n * @memberOf module:twgl/programs\n */\nfunction createProgramInfoFromProgram(gl, program) {\n const uniformSetters = createUniformSetters(gl, program);\n const attribSetters = createAttributeSetters(gl, program);\n const programInfo = {\n program: program,\n uniformSetters: uniformSetters,\n attribSetters: attribSetters,\n };\n\n if (utils.isWebGL2(gl)) {\n programInfo.uniformBlockSpec = createUniformBlockSpecFromProgram(gl, program);\n programInfo.transformFeedbackInfo = createTransformFeedbackInfo(gl, program);\n }\n\n return programInfo;\n}\n\n/**\n * Creates a ProgramInfo from 2 sources.\n *\n * A ProgramInfo contains\n *\n * programInfo = {\n * program: WebGLProgram,\n * uniformSetters: object of setters as returned from createUniformSetters,\n * attribSetters: object of setters as returned from createAttribSetters,\n * }\n *\n * NOTE: There are 4 signatures for this function\n *\n * twgl.createProgramInfo(gl, [vs, fs], options);\n * twgl.createProgramInfo(gl, [vs, fs], opt_errFunc);\n * twgl.createProgramInfo(gl, [vs, fs], opt_attribs, opt_errFunc);\n * twgl.createProgramInfo(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext\n * to use.\n * @param {string[]} shaderSources Array of sources for the\n * shaders or ids. The first is assumed to be the vertex shader,\n * the second the fragment shader.\n * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in\n * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n * on error. If you want something else pass an callback. It's passed an error message.\n * @return {module:twgl.ProgramInfo?} The created ProgramInfo or null if it failed to link or compile\n * @memberOf module:twgl/programs\n */\nfunction createProgramInfo(\n gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) {\n const progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback);\n let good = true;\n shaderSources = shaderSources.map(function(source) {\n // Lets assume if there is no \\n it's an id\n if (source.indexOf(\"\\n\") < 0) {\n const script = getElementById(source);\n if (!script) {\n progOptions.errorCallback(\"no element with id: \" + source);\n good = false;\n } else {\n source = script.text;\n }\n }\n return source;\n });\n if (!good) {\n return null;\n }\n const program = createProgramFromSources(gl, shaderSources, progOptions);\n if (!program) {\n return null;\n }\n return createProgramInfoFromProgram(gl, program);\n}\n\nexport {\n createAttributeSetters,\n\n createProgram,\n createProgramFromScripts,\n createProgramFromSources,\n createProgramInfo,\n createProgramInfoFromProgram,\n createUniformSetters,\n createUniformBlockSpecFromProgram,\n createUniformBlockInfoFromProgram,\n createUniformBlockInfo,\n\n createTransformFeedback,\n createTransformFeedbackInfo,\n bindTransformFeedbackInfo,\n\n setAttributes,\n setBuffersAndAttributes,\n setUniforms,\n setUniformsAndBindTextures,\n setUniformBlock,\n setBlockUniforms,\n bindUniformBlock,\n};\n\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nimport * as utils from './utils.js';\nimport * as typedArrays from './typedarrays.js';\nimport * as helper from './helper.js';\n\n/**\n * Low level texture related functions\n *\n * You should generally not need to use these functions. They are provided\n * for those cases where you're doing something out of the ordinary\n * and you need lower level access.\n *\n * For backward compatibility they are available at both `twgl.textures` and `twgl`\n * itself\n *\n * See {@link module:twgl} for core functions\n *\n * @module twgl/textures\n */\n\n// make sure we don't see a global gl\nconst gl = undefined; /* eslint-disable-line */ /* lgtm [js/unused-local-variable] */\nconst defaults = {\n textureColor: new Uint8Array([128, 192, 255, 255]),\n textureOptions: {},\n crossOrigin: undefined,\n};\nconst isArrayBuffer = typedArrays.isArrayBuffer;\n\n// Should we make this on demand?\nlet s_ctx;\nfunction getShared2DContext() {\n s_ctx = s_ctx ||\n ((typeof document !== 'undefined' && document.createElement)\n ? document.createElement(\"canvas\").getContext(\"2d\")\n : null);\n return s_ctx;\n}\n\n// NOTE: Chrome supports 2D canvas in a Worker (behind flag as of v64 but\n// not only does Firefox NOT support it but Firefox freezes immediately\n// if you try to create one instead of just returning null and continuing.\n// : (global.OffscreenCanvas && (new global.OffscreenCanvas(1, 1)).getContext(\"2d\")); // OffscreenCanvas may not support 2d\n\n// NOTE: We can maybe remove some of the need for the 2d canvas. In WebGL2\n// we can use the various unpack settings. Otherwise we could try using\n// the ability of an ImageBitmap to be cut. Unfortunately cutting an ImageBitmap\n// is async and the current TWGL code expects a non-Async result though that\n// might not be a problem. ImageBitmap though is not available in Edge or Safari\n// as of 2018-01-02\n\n/* PixelFormat */\nconst ALPHA = 0x1906;\nconst RGB = 0x1907;\nconst RGBA = 0x1908;\nconst LUMINANCE = 0x1909;\nconst LUMINANCE_ALPHA = 0x190A;\nconst DEPTH_COMPONENT = 0x1902;\nconst DEPTH_STENCIL = 0x84F9;\n\n/* TextureWrapMode */\n// const REPEAT = 0x2901;\n// const MIRRORED_REPEAT = 0x8370;\nconst CLAMP_TO_EDGE = 0x812f;\n\n/* TextureMagFilter */\nconst NEAREST = 0x2600;\nconst LINEAR = 0x2601;\n\n/* TextureMinFilter */\n// const NEAREST_MIPMAP_NEAREST = 0x2700;\n// const LINEAR_MIPMAP_NEAREST = 0x2701;\n// const NEAREST_MIPMAP_LINEAR = 0x2702;\n// const LINEAR_MIPMAP_LINEAR = 0x2703;\n\n/* Texture Target */\nconst TEXTURE_2D = 0x0de1;\nconst TEXTURE_CUBE_MAP = 0x8513;\nconst TEXTURE_3D = 0x806f;\nconst TEXTURE_2D_ARRAY = 0x8c1a;\n\n/* Cubemap Targets */\nconst TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515;\nconst TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516;\nconst TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517;\nconst TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518;\nconst TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519;\nconst TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851a;\n\n/* Texture Parameters */\nconst TEXTURE_MIN_FILTER = 0x2801;\nconst TEXTURE_MAG_FILTER = 0x2800;\nconst TEXTURE_WRAP_S = 0x2802;\nconst TEXTURE_WRAP_T = 0x2803;\nconst TEXTURE_WRAP_R = 0x8072;\nconst TEXTURE_MIN_LOD = 0x813a;\nconst TEXTURE_MAX_LOD = 0x813b;\nconst TEXTURE_BASE_LEVEL = 0x813c;\nconst TEXTURE_MAX_LEVEL = 0x813d;\n\n\n/* Pixel store */\nconst UNPACK_ALIGNMENT = 0x0cf5;\nconst UNPACK_ROW_LENGTH = 0x0cf2;\nconst UNPACK_IMAGE_HEIGHT = 0x806e;\nconst UNPACK_SKIP_PIXELS = 0x0cf4;\nconst UNPACK_SKIP_ROWS = 0x0cf3;\nconst UNPACK_SKIP_IMAGES = 0x806d;\nconst UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243;\nconst UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241;\nconst UNPACK_FLIP_Y_WEBGL = 0x9240;\n\nconst R8 = 0x8229;\nconst R8_SNORM = 0x8F94;\nconst R16F = 0x822D;\nconst R32F = 0x822E;\nconst R8UI = 0x8232;\nconst R8I = 0x8231;\nconst RG16UI = 0x823A;\nconst RG16I = 0x8239;\nconst RG32UI = 0x823C;\nconst RG32I = 0x823B;\nconst RG8 = 0x822B;\nconst RG8_SNORM = 0x8F95;\nconst RG16F = 0x822F;\nconst RG32F = 0x8230;\nconst RG8UI = 0x8238;\nconst RG8I = 0x8237;\nconst R16UI = 0x8234;\nconst R16I = 0x8233;\nconst R32UI = 0x8236;\nconst R32I = 0x8235;\nconst RGB8 = 0x8051;\nconst SRGB8 = 0x8C41;\nconst RGB565 = 0x8D62;\nconst RGB8_SNORM = 0x8F96;\nconst R11F_G11F_B10F = 0x8C3A;\nconst RGB9_E5 = 0x8C3D;\nconst RGB16F = 0x881B;\nconst RGB32F = 0x8815;\nconst RGB8UI = 0x8D7D;\nconst RGB8I = 0x8D8F;\nconst RGB16UI = 0x8D77;\nconst RGB16I = 0x8D89;\nconst RGB32UI = 0x8D71;\nconst RGB32I = 0x8D83;\nconst RGBA8 = 0x8058;\nconst SRGB8_ALPHA8 = 0x8C43;\nconst RGBA8_SNORM = 0x8F97;\nconst RGB5_A1 = 0x8057;\nconst RGBA4 = 0x8056;\nconst RGB10_A2 = 0x8059;\nconst RGBA16F = 0x881A;\nconst RGBA32F = 0x8814;\nconst RGBA8UI = 0x8D7C;\nconst RGBA8I = 0x8D8E;\nconst RGB10_A2UI = 0x906F;\nconst RGBA16UI = 0x8D76;\nconst RGBA16I = 0x8D88;\nconst RGBA32I = 0x8D82;\nconst RGBA32UI = 0x8D70;\n\nconst DEPTH_COMPONENT16 = 0x81A5;\nconst DEPTH_COMPONENT24 = 0x81A6;\nconst DEPTH_COMPONENT32F = 0x8CAC;\nconst DEPTH32F_STENCIL8 = 0x8CAD;\nconst DEPTH24_STENCIL8 = 0x88F0;\n\n/* DataType */\nconst BYTE = 0x1400;\nconst UNSIGNED_BYTE = 0x1401;\nconst SHORT = 0x1402;\nconst UNSIGNED_SHORT = 0x1403;\nconst INT = 0x1404;\nconst UNSIGNED_INT = 0x1405;\nconst FLOAT = 0x1406;\nconst UNSIGNED_SHORT_4_4_4_4 = 0x8033;\nconst UNSIGNED_SHORT_5_5_5_1 = 0x8034;\nconst UNSIGNED_SHORT_5_6_5 = 0x8363;\nconst HALF_FLOAT = 0x140B;\nconst HALF_FLOAT_OES = 0x8D61; // Thanks Khronos for making this different >:(\nconst UNSIGNED_INT_2_10_10_10_REV = 0x8368;\nconst UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B;\nconst UNSIGNED_INT_5_9_9_9_REV = 0x8C3E;\nconst FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD;\nconst UNSIGNED_INT_24_8 = 0x84FA;\n\nconst RG = 0x8227;\nconst RG_INTEGER = 0x8228;\nconst RED = 0x1903;\nconst RED_INTEGER = 0x8D94;\nconst RGB_INTEGER = 0x8D98;\nconst RGBA_INTEGER = 0x8D99;\n\nconst formatInfo = {};\n{\n // NOTE: this is named `numColorComponents` vs `numComponents` so we can let Uglify mangle\n // the name.\n const f = formatInfo;\n f[ALPHA] = { numColorComponents: 1, };\n f[LUMINANCE] = { numColorComponents: 1, };\n f[LUMINANCE_ALPHA] = { numColorComponents: 2, };\n f[RGB] = { numColorComponents: 3, };\n f[RGBA] = { numColorComponents: 4, };\n f[RED] = { numColorComponents: 1, };\n f[RED_INTEGER] = { numColorComponents: 1, };\n f[RG] = { numColorComponents: 2, };\n f[RG_INTEGER] = { numColorComponents: 2, };\n f[RGB] = { numColorComponents: 3, };\n f[RGB_INTEGER] = { numColorComponents: 3, };\n f[RGBA] = { numColorComponents: 4, };\n f[RGBA_INTEGER] = { numColorComponents: 4, };\n f[DEPTH_COMPONENT] = { numColorComponents: 1, };\n f[DEPTH_STENCIL] = { numColorComponents: 2, };\n}\n\n/**\n * @typedef {Object} TextureFormatDetails\n * @property {number} textureFormat format to pass texImage2D and similar functions.\n * @property {boolean} colorRenderable true if you can render to this format of texture.\n * @property {boolean} textureFilterable true if you can filter the texture, false if you can ony use `NEAREST`.\n * @property {number[]} type Array of possible types you can pass to texImage2D and similar function\n * @property {Object.} bytesPerElementMap A map of types to bytes per element\n * @private\n */\n\nlet s_textureInternalFormatInfo;\nfunction getTextureInternalFormatInfo(internalFormat) {\n if (!s_textureInternalFormatInfo) {\n // NOTE: these properties need unique names so we can let Uglify mangle the name.\n const t = {};\n // unsized formats\n t[ALPHA] = { textureFormat: ALPHA, colorRenderable: true, textureFilterable: true, bytesPerElement: [1, 2, 2, 4], type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT], };\n t[LUMINANCE] = { textureFormat: LUMINANCE, colorRenderable: true, textureFilterable: true, bytesPerElement: [1, 2, 2, 4], type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT], };\n t[LUMINANCE_ALPHA] = { textureFormat: LUMINANCE_ALPHA, colorRenderable: true, textureFilterable: true, bytesPerElement: [2, 4, 4, 8], type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT], };\n t[RGB] = { textureFormat: RGB, colorRenderable: true, textureFilterable: true, bytesPerElement: [3, 6, 6, 12, 2], type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT, UNSIGNED_SHORT_5_6_5], };\n t[RGBA] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4, 8, 8, 16, 2, 2], type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT, UNSIGNED_SHORT_4_4_4_4, UNSIGNED_SHORT_5_5_5_1], };\n\n // sized formats\n t[R8] = { textureFormat: RED, colorRenderable: true, textureFilterable: true, bytesPerElement: [1], type: [UNSIGNED_BYTE], };\n t[R8_SNORM] = { textureFormat: RED, colorRenderable: false, textureFilterable: true, bytesPerElement: [1], type: [BYTE], };\n t[R16F] = { textureFormat: RED, colorRenderable: false, textureFilterable: true, bytesPerElement: [4, 2], type: [FLOAT, HALF_FLOAT], };\n t[R32F] = { textureFormat: RED, colorRenderable: false, textureFilterable: false, bytesPerElement: [4], type: [FLOAT], };\n t[R8UI] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [1], type: [UNSIGNED_BYTE], };\n t[R8I] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [1], type: [BYTE], };\n t[R16UI] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [UNSIGNED_SHORT], };\n t[R16I] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [SHORT], };\n t[R32UI] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_INT], };\n t[R32I] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [INT], };\n t[RG8] = { textureFormat: RG, colorRenderable: true, textureFilterable: true, bytesPerElement: [2], type: [UNSIGNED_BYTE], };\n t[RG8_SNORM] = { textureFormat: RG, colorRenderable: false, textureFilterable: true, bytesPerElement: [2], type: [BYTE], };\n t[RG16F] = { textureFormat: RG, colorRenderable: false, textureFilterable: true, bytesPerElement: [8, 4], type: [FLOAT, HALF_FLOAT], };\n t[RG32F] = { textureFormat: RG, colorRenderable: false, textureFilterable: false, bytesPerElement: [8], type: [FLOAT], };\n t[RG8UI] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [UNSIGNED_BYTE], };\n t[RG8I] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [BYTE], };\n t[RG16UI] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_SHORT], };\n t[RG16I] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [SHORT], };\n t[RG32UI] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [UNSIGNED_INT], };\n t[RG32I] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [INT], };\n t[RGB8] = { textureFormat: RGB, colorRenderable: true, textureFilterable: true, bytesPerElement: [3], type: [UNSIGNED_BYTE], };\n t[SRGB8] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [3], type: [UNSIGNED_BYTE], };\n t[RGB565] = { textureFormat: RGB, colorRenderable: true, textureFilterable: true, bytesPerElement: [3, 2], type: [UNSIGNED_BYTE, UNSIGNED_SHORT_5_6_5], };\n t[RGB8_SNORM] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [3], type: [BYTE], };\n t[R11F_G11F_B10F] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [12, 6, 4], type: [FLOAT, HALF_FLOAT, UNSIGNED_INT_10F_11F_11F_REV], };\n t[RGB9_E5] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [12, 6, 4], type: [FLOAT, HALF_FLOAT, UNSIGNED_INT_5_9_9_9_REV], };\n t[RGB16F] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [12, 6], type: [FLOAT, HALF_FLOAT], };\n t[RGB32F] = { textureFormat: RGB, colorRenderable: false, textureFilterable: false, bytesPerElement: [12], type: [FLOAT], };\n t[RGB8UI] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [3], type: [UNSIGNED_BYTE], };\n t[RGB8I] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [3], type: [BYTE], };\n t[RGB16UI] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [6], type: [UNSIGNED_SHORT], };\n t[RGB16I] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [6], type: [SHORT], };\n t[RGB32UI] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [12], type: [UNSIGNED_INT], };\n t[RGB32I] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [12], type: [INT], };\n t[RGBA8] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4], type: [UNSIGNED_BYTE], };\n t[SRGB8_ALPHA8] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4], type: [UNSIGNED_BYTE], };\n t[RGBA8_SNORM] = { textureFormat: RGBA, colorRenderable: false, textureFilterable: true, bytesPerElement: [4], type: [BYTE], };\n t[RGB5_A1] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4, 2, 4], type: [UNSIGNED_BYTE, UNSIGNED_SHORT_5_5_5_1, UNSIGNED_INT_2_10_10_10_REV], };\n t[RGBA4] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4, 2], type: [UNSIGNED_BYTE, UNSIGNED_SHORT_4_4_4_4], };\n t[RGB10_A2] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4], type: [UNSIGNED_INT_2_10_10_10_REV], };\n t[RGBA16F] = { textureFormat: RGBA, colorRenderable: false, textureFilterable: true, bytesPerElement: [16, 8], type: [FLOAT, HALF_FLOAT], };\n t[RGBA32F] = { textureFormat: RGBA, colorRenderable: false, textureFilterable: false, bytesPerElement: [16], type: [FLOAT], };\n t[RGBA8UI] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_BYTE], };\n t[RGBA8I] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [BYTE], };\n t[RGB10_A2UI] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_INT_2_10_10_10_REV], };\n t[RGBA16UI] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [UNSIGNED_SHORT], };\n t[RGBA16I] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [SHORT], };\n t[RGBA32I] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [16], type: [INT], };\n t[RGBA32UI] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [16], type: [UNSIGNED_INT], };\n // Sized Internal\n t[DEPTH_COMPONENT16] = { textureFormat: DEPTH_COMPONENT, colorRenderable: true, textureFilterable: false, bytesPerElement: [2, 4], type: [UNSIGNED_SHORT, UNSIGNED_INT], };\n t[DEPTH_COMPONENT24] = { textureFormat: DEPTH_COMPONENT, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_INT], };\n t[DEPTH_COMPONENT32F] = { textureFormat: DEPTH_COMPONENT, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [FLOAT], };\n t[DEPTH24_STENCIL8] = { textureFormat: DEPTH_STENCIL, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_INT_24_8], };\n t[DEPTH32F_STENCIL8] = { textureFormat: DEPTH_STENCIL, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [FLOAT_32_UNSIGNED_INT_24_8_REV], };\n\n Object.keys(t).forEach(function(internalFormat) {\n const info = t[internalFormat];\n info.bytesPerElementMap = {};\n info.bytesPerElement.forEach(function(bytesPerElement, ndx) {\n const type = info.type[ndx];\n info.bytesPerElementMap[type] = bytesPerElement;\n });\n });\n s_textureInternalFormatInfo = t;\n }\n return s_textureInternalFormatInfo[internalFormat];\n}\n\n/**\n * Gets the number of bytes per element for a given internalFormat / type\n * @param {number} internalFormat The internalFormat parameter from texImage2D etc..\n * @param {number} type The type parameter for texImage2D etc..\n * @return {number} the number of bytes per element for the given internalFormat, type combo\n * @memberOf module:twgl/textures\n */\nfunction getBytesPerElementForInternalFormat(internalFormat, type) {\n const info = getTextureInternalFormatInfo(internalFormat);\n if (!info) {\n throw \"unknown internal format\";\n }\n const bytesPerElement = info.bytesPerElementMap[type];\n if (bytesPerElement === undefined) {\n throw \"unknown internal format\";\n }\n return bytesPerElement;\n}\n\n/**\n * Info related to a specific texture internalFormat as returned\n * from {@link module:twgl/textures.getFormatAndTypeForInternalFormat}.\n *\n * @typedef {Object} TextureFormatInfo\n * @property {number} format Format to pass to texImage2D and related functions\n * @property {number} type Type to pass to texImage2D and related functions\n * @memberOf module:twgl/textures\n */\n\n/**\n * Gets the format and type for a given internalFormat\n *\n * @param {number} internalFormat The internal format\n * @return {module:twgl/textures.TextureFormatInfo} the corresponding format and type,\n * @memberOf module:twgl/textures\n */\nfunction getFormatAndTypeForInternalFormat(internalFormat) {\n const info = getTextureInternalFormatInfo(internalFormat);\n if (!info) {\n throw \"unknown internal format\";\n }\n return {\n format: info.textureFormat,\n type: info.type[0],\n };\n}\n\n/**\n * Returns true if value is power of 2\n * @param {number} value number to check.\n * @return true if value is power of 2\n * @private\n */\nfunction isPowerOf2(value) {\n return (value & (value - 1)) === 0;\n}\n\n/**\n * Gets whether or not we can generate mips for the given\n * internal format.\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {number} width The width parameter from texImage2D etc..\n * @param {number} height The height parameter from texImage2D etc..\n * @param {number} internalFormat The internalFormat parameter from texImage2D etc..\n * @return {boolean} true if we can generate mips\n * @memberOf module:twgl/textures\n */\nfunction canGenerateMipmap(gl, width, height, internalFormat) {\n if (!utils.isWebGL2(gl)) {\n return isPowerOf2(width) && isPowerOf2(height);\n }\n const info = getTextureInternalFormatInfo(internalFormat);\n if (!info) {\n throw \"unknown internal format\";\n }\n return info.colorRenderable && info.textureFilterable;\n}\n\n/**\n * Gets whether or not we can generate mips for the given format\n * @param {number} internalFormat The internalFormat parameter from texImage2D etc..\n * @return {boolean} true if we can generate mips\n * @memberOf module:twgl/textures\n */\nfunction canFilter(internalFormat) {\n const info = getTextureInternalFormatInfo(internalFormat);\n if (!info) {\n throw \"unknown internal format\";\n }\n return info.textureFilterable;\n}\n\n/**\n * Gets the number of components for a given image format.\n * @param {number} format the format.\n * @return {number} the number of components for the format.\n * @memberOf module:twgl/textures\n */\nfunction getNumComponentsForFormat(format) {\n const info = formatInfo[format];\n if (!info) {\n throw \"unknown format: \" + format;\n }\n return info.numColorComponents;\n}\n\n/**\n * Gets the texture type for a given array type.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @return {number} the gl texture type\n * @private\n */\nfunction getTextureTypeForArrayType(gl, src, defaultType) {\n if (isArrayBuffer(src)) {\n return typedArrays.getGLTypeForTypedArray(src);\n }\n return defaultType || UNSIGNED_BYTE;\n}\n\nfunction guessDimensions(gl, target, width, height, numElements) {\n if (numElements % 1 !== 0) {\n throw \"can't guess dimensions\";\n }\n if (!width && !height) {\n const size = Math.sqrt(numElements / (target === TEXTURE_CUBE_MAP ? 6 : 1));\n if (size % 1 === 0) {\n width = size;\n height = size;\n } else {\n width = numElements;\n height = 1;\n }\n } else if (!height) {\n height = numElements / width;\n if (height % 1) {\n throw \"can't guess dimensions\";\n }\n } else if (!width) {\n width = numElements / height;\n if (width % 1) {\n throw \"can't guess dimensions\";\n }\n }\n return {\n width: width,\n height: height,\n };\n}\n\n/**\n * Sets the default texture color.\n *\n * The default texture color is used when loading textures from\n * urls. Because the URL will be loaded async we'd like to be\n * able to use the texture immediately. By putting a 1x1 pixel\n * color in the texture we can start using the texture before\n * the URL has loaded.\n *\n * @param {number[]} color Array of 4 values in the range 0 to 1\n * @deprecated see {@link module:twgl.setDefaults}\n * @memberOf module:twgl/textures\n */\nfunction setDefaultTextureColor(color) {\n defaults.textureColor = new Uint8Array([color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255]);\n}\n\nfunction setDefaults(newDefaults) {\n helper.copyExistingProperties(newDefaults, defaults);\n if (newDefaults.textureColor) {\n setDefaultTextureColor(newDefaults.textureColor);\n }\n}\n\n/**\n * A function to generate the source for a texture.\n * @callback TextureFunc\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @param {module:twgl.TextureOptions} options the texture options\n * @return {*} Returns any of the things documented for `src` for {@link module:twgl.TextureOptions}.\n * @memberOf module:twgl\n */\n\n/**\n * Texture options passed to most texture functions. Each function will use whatever options\n * are appropriate for its needs. This lets you pass the same options to all functions.\n *\n * Note: A `TexImageSource` is defined in the WebGL spec as a `HTMLImageElement`, `HTMLVideoElement`,\n * `HTMLCanvasElement`, `ImageBitmap`, or `ImageData`.\n *\n * @typedef {Object} TextureOptions\n * @property {number} [target] the type of texture `gl.TEXTURE_2D` or `gl.TEXTURE_CUBE_MAP`. Defaults to `gl.TEXTURE_2D`.\n * @property {number} [level] the mip level to affect. Defaults to 0. Note, if set auto will be considered false unless explicitly set to true.\n * @property {number} [width] the width of the texture. Only used if src is an array or typed array or null.\n * @property {number} [height] the height of a texture. Only used if src is an array or typed array or null.\n * @property {number} [depth] the depth of a texture. Only used if src is an array or type array or null and target is `TEXTURE_3D` .\n * @property {number} [min] the min filter setting (eg. `gl.LINEAR`). Defaults to `gl.NEAREST_MIPMAP_LINEAR`\n * or if texture is not a power of 2 on both dimensions then defaults to `gl.LINEAR`.\n * @property {number} [mag] the mag filter setting (eg. `gl.LINEAR`). Defaults to `gl.LINEAR`\n * @property {number} [minMag] both the min and mag filter settings.\n * @property {number} [internalFormat] internal format for texture. Defaults to `gl.RGBA`\n * @property {number} [format] format for texture. Defaults to `gl.RGBA`.\n * @property {number} [type] type for texture. Defaults to `gl.UNSIGNED_BYTE` unless `src` is ArrayBufferView. If `src`\n * is ArrayBufferView defaults to type that matches ArrayBufferView type.\n * @property {number} [wrap] Texture wrapping for both S and T (and R if TEXTURE_3D or WebGLSampler). Defaults to `gl.REPEAT` for 2D unless src is WebGL1 and src not npot and `gl.CLAMP_TO_EDGE` for cube\n * @property {number} [wrapS] Texture wrapping for S. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`.\n * @property {number} [wrapT] Texture wrapping for T. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`.\n * @property {number} [wrapR] Texture wrapping for R. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`.\n * @property {number} [minLod] TEXTURE_MIN_LOD setting\n * @property {number} [maxLod] TEXTURE_MAX_LOD setting\n * @property {number} [baseLevel] TEXTURE_BASE_LEVEL setting\n * @property {number} [maxLevel] TEXTURE_MAX_LEVEL setting\n * @property {number} [unpackAlignment] The `gl.UNPACK_ALIGNMENT` used when uploading an array. Defaults to 1.\n * @property {number[]|ArrayBufferView} [color] Color to initialize this texture with if loading an image asynchronously.\n * The default use a blue 1x1 pixel texture. You can set another default by calling `twgl.setDefaults`\n * or you can set an individual texture's initial color by setting this property. Example: `[1, .5, .5, 1]` = pink\n * @property {number} [premultiplyAlpha] Whether or not to premultiply alpha. Defaults to whatever the current setting is.\n * This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override\n * the current setting for specific textures.\n * @property {number} [flipY] Whether or not to flip the texture vertically on upload. Defaults to whatever the current setting is.\n * This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override\n * the current setting for specific textures.\n * @property {number} [colorspaceConversion] Whether or not to let the browser do colorspace conversion of the texture on upload. Defaults to whatever the current setting is.\n * This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override\n * the current setting for specific textures.\n * @property {boolean} [auto] If `undefined` or `true`, in WebGL1, texture filtering is set automatically for non-power of 2 images and\n * mips are generated for power of 2 images. In WebGL2 mips are generated if they can be. Note: if `level` is set above\n * then then `auto` is assumed to be `false` unless explicity set to `true`.\n * @property {number[]} [cubeFaceOrder] The order that cube faces are pulled out of an img or set of images. The default is\n *\n * [gl.TEXTURE_CUBE_MAP_POSITIVE_X,\n * gl.TEXTURE_CUBE_MAP_NEGATIVE_X,\n * gl.TEXTURE_CUBE_MAP_POSITIVE_Y,\n * gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,\n * gl.TEXTURE_CUBE_MAP_POSITIVE_Z,\n * gl.TEXTURE_CUBE_MAP_NEGATIVE_Z]\n *\n * @property {(number[]|ArrayBufferView|TexImageSource|TexImageSource[]|string|string[]|module:twgl.TextureFunc)} [src] source for texture\n *\n * If `string` then it's assumed to be a URL to an image. The image will be downloaded async. A usable\n * 1x1 pixel texture will be returned immediately. The texture will be updated once the image has downloaded.\n * If `target` is `gl.TEXTURE_CUBE_MAP` will attempt to divide image into 6 square pieces. 1x6, 6x1, 3x2, 2x3.\n * The pieces will be uploaded in `cubeFaceOrder`\n *\n * If `string[]` or `TexImageSource[]` and target is `gl.TEXTURE_CUBE_MAP` then it must have 6 entries, one for each face of a cube map.\n *\n * If `string[]` or `TexImageSource[]` and target is `gl.TEXTURE_2D_ARRAY` then each entry is a slice of the a 2d array texture\n * and will be scaled to the specified width and height OR to the size of the first image that loads.\n *\n * If `TexImageSource` then it wil be used immediately to create the contents of the texture. Examples `HTMLImageElement`,\n * `HTMLCanvasElement`, `HTMLVideoElement`.\n *\n * If `number[]` or `ArrayBufferView` it's assumed to be data for a texture. If `width` or `height` is\n * not specified it is guessed as follows. First the number of elements is computed by `src.length / numComponents`\n * where `numComponents` is derived from `format`. If `target` is `gl.TEXTURE_CUBE_MAP` then `numElements` is divided\n * by 6. Then\n *\n * * If neither `width` nor `height` are specified and `sqrt(numElements)` is an integer then width and height\n * are set to `sqrt(numElements)`. Otherwise `width = numElements` and `height = 1`.\n *\n * * If only one of `width` or `height` is specified then the other equals `numElements / specifiedDimension`.\n *\n * If `number[]` will be converted to `type`.\n *\n * If `src` is a function it will be called with a `WebGLRenderingContext` and these options.\n * Whatever it returns is subject to these rules. So it can return a string url, an `HTMLElement`\n * an array etc...\n *\n * If `src` is undefined then an empty texture will be created of size `width` by `height`.\n *\n * @property {string} [crossOrigin] What to set the crossOrigin property of images when they are downloaded.\n * default: undefined. Also see {@link module:twgl.setDefaults}.\n *\n * @memberOf module:twgl\n */\n\n// NOTE: While querying GL is considered slow it's not remotely as slow\n// as uploading a texture. On top of that you're unlikely to call this in\n// a perf critical loop. Even if upload a texture every frame that's unlikely\n// to be more than 1 or 2 textures a frame. In other words, the benefits of\n// making the API easy to use outweigh any supposed perf benefits\n//\n// Also note I get that having one global of these is bad practice.\n// As long as it's used correctly it means no garbage which probably\n// doesn't matter when dealing with textures but old habits die hard.\nconst lastPackState = {};\n\n/**\n * Saves any packing state that will be set based on the options.\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @private\n */\nfunction savePackState(gl, options) {\n if (options.colorspaceConversion !== undefined) {\n lastPackState.colorspaceConversion = gl.getParameter(UNPACK_COLORSPACE_CONVERSION_WEBGL);\n gl.pixelStorei(UNPACK_COLORSPACE_CONVERSION_WEBGL, options.colorspaceConversion);\n }\n if (options.premultiplyAlpha !== undefined) {\n lastPackState.premultiplyAlpha = gl.getParameter(UNPACK_PREMULTIPLY_ALPHA_WEBGL);\n gl.pixelStorei(UNPACK_PREMULTIPLY_ALPHA_WEBGL, options.premultiplyAlpha);\n }\n if (options.flipY !== undefined) {\n lastPackState.flipY = gl.getParameter(UNPACK_FLIP_Y_WEBGL);\n gl.pixelStorei(UNPACK_FLIP_Y_WEBGL, options.flipY);\n }\n}\n\n/**\n * Restores any packing state that was set based on the options.\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @private\n */\nfunction restorePackState(gl, options) {\n if (options.colorspaceConversion !== undefined) {\n gl.pixelStorei(UNPACK_COLORSPACE_CONVERSION_WEBGL, lastPackState.colorspaceConversion);\n }\n if (options.premultiplyAlpha !== undefined) {\n gl.pixelStorei(UNPACK_PREMULTIPLY_ALPHA_WEBGL, lastPackState.premultiplyAlpha);\n }\n if (options.flipY !== undefined) {\n gl.pixelStorei(UNPACK_FLIP_Y_WEBGL, lastPackState.flipY);\n }\n}\n\n/**\n * Saves state related to data size\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @private\n */\nfunction saveSkipState(gl) {\n lastPackState.unpackAlignment = gl.getParameter(UNPACK_ALIGNMENT);\n if (utils.isWebGL2(gl)) {\n lastPackState.unpackRowLength = gl.getParameter(UNPACK_ROW_LENGTH);\n lastPackState.unpackImageHeight = gl.getParameter(UNPACK_IMAGE_HEIGHT);\n lastPackState.unpackSkipPixels = gl.getParameter(UNPACK_SKIP_PIXELS);\n lastPackState.unpackSkipRows = gl.getParameter(UNPACK_SKIP_ROWS);\n lastPackState.unpackSkipImages = gl.getParameter(UNPACK_SKIP_IMAGES);\n }\n}\n\n/**\n * Restores state related to data size\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @private\n */\nfunction restoreSkipState(gl) {\n gl.pixelStorei(UNPACK_ALIGNMENT, lastPackState.unpackAlignment);\n if (utils.isWebGL2(gl)) {\n gl.pixelStorei(UNPACK_ROW_LENGTH, lastPackState.unpackRowLength);\n gl.pixelStorei(UNPACK_IMAGE_HEIGHT, lastPackState.unpackImageHeight);\n gl.pixelStorei(UNPACK_SKIP_PIXELS, lastPackState.unpackSkipPixels);\n gl.pixelStorei(UNPACK_SKIP_ROWS, lastPackState.unpackSkipRows);\n gl.pixelStorei(UNPACK_SKIP_IMAGES, lastPackState.unpackSkipImages);\n }\n}\n\n\n/**\n * Sets the parameters of a texture or sampler\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {number|WebGLSampler} target texture target or sampler\n * @param {function()} parameteriFn texParameteri or samplerParameteri fn\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * This is often the same options you passed in when you created the texture.\n * @private\n */\nfunction setTextureSamplerParameters(gl, target, parameteriFn, options) {\n if (options.minMag) {\n parameteriFn.call(gl, target, TEXTURE_MIN_FILTER, options.minMag);\n parameteriFn.call(gl, target, TEXTURE_MAG_FILTER, options.minMag);\n }\n if (options.min) {\n parameteriFn.call(gl, target, TEXTURE_MIN_FILTER, options.min);\n }\n if (options.mag) {\n parameteriFn.call(gl, target, TEXTURE_MAG_FILTER, options.mag);\n }\n if (options.wrap) {\n parameteriFn.call(gl, target, TEXTURE_WRAP_S, options.wrap);\n parameteriFn.call(gl, target, TEXTURE_WRAP_T, options.wrap);\n if (target === TEXTURE_3D || helper.isSampler(gl, target)) {\n parameteriFn.call(gl, target, TEXTURE_WRAP_R, options.wrap);\n }\n }\n if (options.wrapR) {\n parameteriFn.call(gl, target, TEXTURE_WRAP_R, options.wrapR);\n }\n if (options.wrapS) {\n parameteriFn.call(gl, target, TEXTURE_WRAP_S, options.wrapS);\n }\n if (options.wrapT) {\n parameteriFn.call(gl, target, TEXTURE_WRAP_T, options.wrapT);\n }\n if (options.minLod) {\n parameteriFn.call(gl, target, TEXTURE_MIN_LOD, options.minLod);\n }\n if (options.maxLod) {\n parameteriFn.call(gl, target, TEXTURE_MAX_LOD, options.maxLod);\n }\n if (options.baseLevel) {\n parameteriFn.call(gl, target, TEXTURE_BASE_LEVEL, options.baseLevel);\n }\n if (options.maxLevel) {\n parameteriFn.call(gl, target, TEXTURE_MAX_LEVEL, options.maxLevel);\n }\n}\n\n/**\n * Sets the texture parameters of a texture.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * This is often the same options you passed in when you created the texture.\n * @memberOf module:twgl/textures\n */\nfunction setTextureParameters(gl, tex, options) {\n const target = options.target || TEXTURE_2D;\n gl.bindTexture(target, tex);\n setTextureSamplerParameters(gl, target, gl.texParameteri, options);\n}\n\n/**\n * Sets the sampler parameters of a sampler.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLSampler} sampler the WebGLSampler to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @memberOf module:twgl/textures\n */\nfunction setSamplerParameters(gl, sampler, options) {\n setTextureSamplerParameters(gl, sampler, gl.samplerParameteri, options);\n}\n\n/**\n * Creates a new sampler object and sets parameters.\n *\n * Example:\n *\n * const sampler = twgl.createSampler(gl, {\n * minMag: gl.NEAREST, // sets both TEXTURE_MIN_FILTER and TEXTURE_MAG_FILTER\n * wrap: gl.CLAMP_TO_NEAREST, // sets both TEXTURE_WRAP_S and TEXTURE_WRAP_T and TEXTURE_WRAP_R\n * });\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {Object.} options A object of TextureOptions one per sampler.\n * @return {Object.} the created samplers by name\n * @private\n */\nfunction createSampler(gl, options) {\n const sampler = gl.createSampler();\n setSamplerParameters(gl, sampler, options);\n return sampler;\n}\n\n/**\n * Creates a multiple sampler objects and sets parameters on each.\n *\n * Example:\n *\n * const samplers = twgl.createSamplers(gl, {\n * nearest: {\n * minMag: gl.NEAREST,\n * },\n * nearestClampS: {\n * minMag: gl.NEAREST,\n * wrapS: gl.CLAMP_TO_NEAREST,\n * },\n * linear: {\n * minMag: gl.LINEAR,\n * },\n * nearestClamp: {\n * minMag: gl.NEAREST,\n * wrap: gl.CLAMP_TO_EDGE,\n * },\n * linearClamp: {\n * minMag: gl.LINEAR,\n * wrap: gl.CLAMP_TO_EDGE,\n * },\n * linearClampT: {\n * minMag: gl.LINEAR,\n * wrapT: gl.CLAMP_TO_EDGE,\n * },\n * });\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set on the sampler\n * @private\n */\nfunction createSamplers(gl, samplerOptions) {\n const samplers = {};\n Object.keys(samplerOptions).forEach(function(name) {\n samplers[name] = createSampler(gl, samplerOptions[name]);\n });\n return samplers;\n}\n\n/**\n * Makes a 1x1 pixel\n * If no color is passed in uses the default color which can be set by calling `setDefaultTextureColor`.\n * @param {(number[]|ArrayBufferView)} [color] The color using 0-1 values\n * @return {Uint8Array} Unit8Array with color.\n * @private\n */\nfunction make1Pixel(color) {\n color = color || defaults.textureColor;\n if (isArrayBuffer(color)) {\n return color;\n }\n return new Uint8Array([color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255]);\n}\n\n/**\n * Sets filtering or generates mips for texture based on width or height\n * If width or height is not passed in uses `options.width` and//or `options.height`\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n * This is often the same options you passed in when you created the texture.\n * @param {number} [width] width of texture\n * @param {number} [height] height of texture\n * @param {number} [internalFormat] The internalFormat parameter from texImage2D etc..\n * @memberOf module:twgl/textures\n */\nfunction setTextureFilteringForSize(gl, tex, options, width, height, internalFormat) {\n options = options || defaults.textureOptions;\n internalFormat = internalFormat || RGBA;\n const target = options.target || TEXTURE_2D;\n width = width || options.width;\n height = height || options.height;\n gl.bindTexture(target, tex);\n if (canGenerateMipmap(gl, width, height, internalFormat)) {\n gl.generateMipmap(target);\n } else {\n const filtering = canFilter(internalFormat) ? LINEAR : NEAREST;\n gl.texParameteri(target, TEXTURE_MIN_FILTER, filtering);\n gl.texParameteri(target, TEXTURE_MAG_FILTER, filtering);\n gl.texParameteri(target, TEXTURE_WRAP_S, CLAMP_TO_EDGE);\n gl.texParameteri(target, TEXTURE_WRAP_T, CLAMP_TO_EDGE);\n }\n}\n\nfunction shouldAutomaticallySetTextureFilteringForSize(options) {\n return options.auto === true || (options.auto === undefined && options.level === undefined);\n}\n\n/**\n * Gets an array of cubemap face enums\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * This is often the same options you passed in when you created the texture.\n * @return {number[]} cubemap face enums\n * @private\n */\nfunction getCubeFaceOrder(gl, options) {\n options = options || {};\n return options.cubeFaceOrder || [\n TEXTURE_CUBE_MAP_POSITIVE_X,\n TEXTURE_CUBE_MAP_NEGATIVE_X,\n TEXTURE_CUBE_MAP_POSITIVE_Y,\n TEXTURE_CUBE_MAP_NEGATIVE_Y,\n TEXTURE_CUBE_MAP_POSITIVE_Z,\n TEXTURE_CUBE_MAP_NEGATIVE_Z,\n ];\n}\n\n/**\n * @typedef {Object} FaceInfo\n * @property {number} face gl enum for texImage2D\n * @property {number} ndx face index (0 - 5) into source data\n * @ignore\n */\n\n/**\n * Gets an array of FaceInfos\n * There's a bug in some NVidia drivers that will crash the driver if\n * `gl.TEXTURE_CUBE_MAP_POSITIVE_X` is not uploaded first. So, we take\n * the user's desired order from his faces to WebGL and make sure we\n * do the faces in WebGL order\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @return {FaceInfo[]} cubemap face infos. Arguably the `face` property of each element is redundant but\n * it's needed internally to sort the array of `ndx` properties by `face`.\n * @private\n */\nfunction getCubeFacesWithNdx(gl, options) {\n const faces = getCubeFaceOrder(gl, options);\n // work around bug in NVidia drivers. We have to upload the first face first else the driver crashes :(\n const facesWithNdx = faces.map(function(face, ndx) {\n return { face: face, ndx: ndx };\n });\n facesWithNdx.sort(function(a, b) {\n return a.face - b.face;\n });\n return facesWithNdx;\n}\n\n/**\n * Set a texture from the contents of an element. Will also set\n * texture filtering or generate mips based on the dimensions of the element\n * unless `options.auto === false`. If `target === gl.TEXTURE_CUBE_MAP` will\n * attempt to slice image into 1x6, 2x3, 3x2, or 6x1 images, one for each face.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {HTMLElement} element a canvas, img, or video element.\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n * This is often the same options you passed in when you created the texture.\n * @memberOf module:twgl/textures\n * @kind function\n */\nfunction setTextureFromElement(gl, tex, element, options) {\n options = options || defaults.textureOptions;\n const target = options.target || TEXTURE_2D;\n const level = options.level || 0;\n let width = element.width;\n let height = element.height;\n const internalFormat = options.internalFormat || options.format || RGBA;\n const formatType = getFormatAndTypeForInternalFormat(internalFormat);\n const format = options.format || formatType.format;\n const type = options.type || formatType.type;\n savePackState(gl, options);\n gl.bindTexture(target, tex);\n if (target === TEXTURE_CUBE_MAP) {\n // guess the parts\n const imgWidth = element.width;\n const imgHeight = element.height;\n let size;\n let slices;\n if (imgWidth / 6 === imgHeight) {\n // It's 6x1\n size = imgHeight;\n slices = [0, 0, 1, 0, 2, 0, 3, 0, 4, 0, 5, 0];\n } else if (imgHeight / 6 === imgWidth) {\n // It's 1x6\n size = imgWidth;\n slices = [0, 0, 0, 1, 0, 2, 0, 3, 0, 4, 0, 5];\n } else if (imgWidth / 3 === imgHeight / 2) {\n // It's 3x2\n size = imgWidth / 3;\n slices = [0, 0, 1, 0, 2, 0, 0, 1, 1, 1, 2, 1];\n } else if (imgWidth / 2 === imgHeight / 3) {\n // It's 2x3\n size = imgWidth / 2;\n slices = [0, 0, 1, 0, 0, 1, 1, 1, 0, 2, 1, 2];\n } else {\n throw \"can't figure out cube map from element: \" + (element.src ? element.src : element.nodeName);\n }\n const ctx = getShared2DContext();\n if (ctx) {\n ctx.canvas.width = size;\n ctx.canvas.height = size;\n width = size;\n height = size;\n getCubeFacesWithNdx(gl, options).forEach(function(f) {\n const xOffset = slices[f.ndx * 2 + 0] * size;\n const yOffset = slices[f.ndx * 2 + 1] * size;\n ctx.drawImage(element, xOffset, yOffset, size, size, 0, 0, size, size);\n gl.texImage2D(f.face, level, internalFormat, format, type, ctx.canvas);\n });\n // Free up the canvas memory\n ctx.canvas.width = 1;\n ctx.canvas.height = 1;\n } else if (typeof createImageBitmap !== 'undefined') {\n // NOTE: It seems like we should prefer ImageBitmap because unlike canvas it's\n // note lossy? (alpha is not premultiplied? although I'm not sure what\n width = size;\n height = size;\n getCubeFacesWithNdx(gl, options).forEach(function(f) {\n const xOffset = slices[f.ndx * 2 + 0] * size;\n const yOffset = slices[f.ndx * 2 + 1] * size;\n // We can't easily use a default texture color here as it would have to match\n // the type across all faces where as with a 2D one there's only one face\n // so we're replacing everything all at once. It also has to be the correct size.\n // On the other hand we need all faces to be the same size so as one face loads\n // the rest match else the texture will be un-renderable.\n gl.texImage2D(f.face, level, internalFormat, size, size, 0, format, type, null);\n createImageBitmap(element, xOffset, yOffset, size, size, {\n premultiplyAlpha: 'none',\n colorSpaceConversion: 'none',\n })\n .then(function(imageBitmap) {\n savePackState(gl, options);\n gl.bindTexture(target, tex);\n gl.texImage2D(f.face, level, internalFormat, format, type, imageBitmap);\n restorePackState(gl, options);\n if (shouldAutomaticallySetTextureFilteringForSize(options)) {\n setTextureFilteringForSize(gl, tex, options, width, height, internalFormat);\n }\n });\n });\n }\n } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {\n const smallest = Math.min(element.width, element.height);\n const largest = Math.max(element.width, element.height);\n const depth = largest / smallest;\n if (depth % 1 !== 0) {\n throw \"can not compute 3D dimensions of element\";\n }\n const xMult = element.width === largest ? 1 : 0;\n const yMult = element.height === largest ? 1 : 0;\n saveSkipState(gl);\n gl.pixelStorei(UNPACK_ALIGNMENT, 1);\n gl.pixelStorei(UNPACK_ROW_LENGTH, element.width);\n gl.pixelStorei(UNPACK_IMAGE_HEIGHT, 0);\n gl.pixelStorei(UNPACK_SKIP_IMAGES, 0);\n gl.texImage3D(target, level, internalFormat, smallest, smallest, smallest, 0, format, type, null);\n for (let d = 0; d < depth; ++d) {\n const srcX = d * smallest * xMult;\n const srcY = d * smallest * yMult;\n gl.pixelStorei(UNPACK_SKIP_PIXELS, srcX);\n gl.pixelStorei(UNPACK_SKIP_ROWS, srcY);\n gl.texSubImage3D(target, level, 0, 0, d, smallest, smallest, 1, format, type, element);\n }\n restoreSkipState(gl);\n } else {\n gl.texImage2D(target, level, internalFormat, format, type, element);\n }\n restorePackState(gl, options);\n if (shouldAutomaticallySetTextureFilteringForSize(options)) {\n setTextureFilteringForSize(gl, tex, options, width, height, internalFormat);\n }\n setTextureParameters(gl, tex, options);\n}\n\nfunction noop() {\n}\n\n/**\n * Checks whether the url's origin is the same so that we can set the `crossOrigin`\n * @param {string} url url to image\n * @returns {boolean} true if the window's origin is the same as image's url\n * @private\n */\nfunction urlIsSameOrigin(url) {\n if (typeof document !== 'undefined') {\n // for IE really\n const a = document.createElement('a');\n a.href = url;\n return a.hostname === location.hostname &&\n a.port === location.port &&\n a.protocol === location.protocol;\n } else {\n const localOrigin = (new URL(location.href)).origin;\n const urlOrigin = (new URL(url, location.href)).origin;\n return urlOrigin === localOrigin;\n }\n}\n\nfunction setToAnonymousIfUndefinedAndURLIsNotSameOrigin(url, crossOrigin) {\n return crossOrigin === undefined && !urlIsSameOrigin(url)\n ? 'anonymous'\n : crossOrigin;\n}\n\n/**\n * Loads an image\n * @param {string} url url to image\n * @param {string} crossOrigin\n * @param {function(err, img)} [callback] a callback that's passed an error and the image. The error will be non-null\n * if there was an error\n * @return {HTMLImageElement} the image being loaded.\n * @private\n */\nfunction loadImage(url, crossOrigin, callback) {\n callback = callback || noop;\n let img;\n crossOrigin = crossOrigin !== undefined ? crossOrigin : defaults.crossOrigin;\n crossOrigin = setToAnonymousIfUndefinedAndURLIsNotSameOrigin(url, crossOrigin);\n if (typeof Image !== 'undefined') {\n img = new Image();\n if (crossOrigin !== undefined) {\n img.crossOrigin = crossOrigin;\n }\n\n const clearEventHandlers = function clearEventHandlers() {\n img.removeEventListener('error', onError); // eslint-disable-line\n img.removeEventListener('load', onLoad); // eslint-disable-line\n img = null;\n };\n\n const onError = function onError() {\n const msg = \"couldn't load image: \" + url;\n helper.error(msg);\n callback(msg, img);\n clearEventHandlers();\n };\n\n const onLoad = function onLoad() {\n callback(null, img);\n clearEventHandlers();\n };\n\n img.addEventListener('error', onError);\n img.addEventListener('load', onLoad);\n img.src = url;\n return img;\n } else if (typeof ImageBitmap !== 'undefined') {\n let err;\n let bm;\n const cb = function cb() {\n callback(err, bm);\n };\n\n const options = {};\n if (crossOrigin) {\n options.mode = 'cors'; // TODO: not sure how to translate image.crossOrigin\n }\n fetch(url, options).then(function(response) {\n if (!response.ok) {\n throw response;\n }\n return response.blob();\n }).then(function(blob) {\n return createImageBitmap(blob, {\n premultiplyAlpha: 'none',\n colorSpaceConversion: 'none',\n });\n }).then(function(bitmap) {\n // not sure if this works. We don't want\n // to catch the user's error. So, call\n // the callback in a timeout so we're\n // not in this scope inside the promise.\n bm = bitmap;\n setTimeout(cb);\n }).catch(function(e) {\n err = e;\n setTimeout(cb);\n });\n img = null;\n }\n return img;\n}\n\n/**\n * check if object is a TexImageSource\n *\n * @param {Object} obj Object to test\n * @return {boolean} true if object is a TexImageSource\n * @private\n */\nfunction isTexImageSource(obj) {\n return (typeof ImageBitmap !== 'undefined' && obj instanceof ImageBitmap) ||\n (typeof ImageData !== 'undefined' && obj instanceof ImageData) ||\n (typeof HTMLElement !== 'undefined' && obj instanceof HTMLElement);\n}\n\n/**\n * if obj is an TexImageSource then just\n * uses it otherwise if obj is a string\n * then load it first.\n *\n * @param {string|TexImageSource} obj\n * @param {string} crossOrigin\n * @param {function(err, img)} [callback] a callback that's passed an error and the image. The error will be non-null\n * if there was an error\n * @private\n */\nfunction loadAndUseImage(obj, crossOrigin, callback) {\n if (isTexImageSource(obj)) {\n setTimeout(function() {\n callback(null, obj);\n });\n return obj;\n }\n\n return loadImage(obj, crossOrigin, callback);\n}\n\n/**\n * Sets a texture to a 1x1 pixel color. If `options.color === false` is nothing happens. If it's not set\n * the default texture color is used which can be set by calling `setDefaultTextureColor`.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n * This is often the same options you passed in when you created the texture.\n * @memberOf module:twgl/textures\n */\nfunction setTextureTo1PixelColor(gl, tex, options) {\n options = options || defaults.textureOptions;\n const target = options.target || TEXTURE_2D;\n gl.bindTexture(target, tex);\n if (options.color === false) {\n return;\n }\n // Assume it's a URL\n // Put 1x1 pixels in texture. That makes it renderable immediately regardless of filtering.\n const color = make1Pixel(options.color);\n if (target === TEXTURE_CUBE_MAP) {\n for (let ii = 0; ii < 6; ++ii) {\n gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, RGBA, 1, 1, 0, RGBA, UNSIGNED_BYTE, color);\n }\n } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {\n gl.texImage3D(target, 0, RGBA, 1, 1, 1, 0, RGBA, UNSIGNED_BYTE, color);\n } else {\n gl.texImage2D(target, 0, RGBA, 1, 1, 0, RGBA, UNSIGNED_BYTE, color);\n }\n}\n\n/**\n * The src image(s) used to create a texture.\n *\n * When you call {@link module:twgl.createTexture} or {@link module:twgl.createTextures}\n * you can pass in urls for images to load into the textures. If it's a single url\n * then this will be a single HTMLImageElement. If it's an array of urls used for a cubemap\n * this will be a corresponding array of images for the cubemap.\n *\n * @typedef {HTMLImageElement|HTMLImageElement[]} TextureSrc\n * @memberOf module:twgl\n */\n\n/**\n * A callback for when an image finished downloading and been uploaded into a texture\n * @callback TextureReadyCallback\n * @param {*} err If truthy there was an error.\n * @param {WebGLTexture} texture the texture.\n * @param {module:twgl.TextureSrc} source image(s) used to as the src for the texture\n * @memberOf module:twgl\n */\n\n/**\n * A callback for when all images have finished downloading and been uploaded into their respective textures\n * @callback TexturesReadyCallback\n * @param {*} err If truthy there was an error.\n * @param {Object.} textures the created textures by name. Same as returned by {@link module:twgl.createTextures}.\n * @param {Object.} sources the image(s) used for the texture by name.\n * @memberOf module:twgl\n */\n\n/**\n * A callback for when an image finished downloading and been uploaded into a texture\n * @callback CubemapReadyCallback\n * @param {*} err If truthy there was an error.\n * @param {WebGLTexture} tex the texture.\n * @param {HTMLImageElement[]} imgs the images for each face.\n * @memberOf module:twgl\n */\n\n/**\n * A callback for when an image finished downloading and been uploaded into a texture\n * @callback ThreeDReadyCallback\n * @param {*} err If truthy there was an error.\n * @param {WebGLTexture} tex the texture.\n * @param {HTMLImageElement[]} imgs the images for each slice.\n * @memberOf module:twgl\n */\n\n/**\n * Loads a texture from an image from a Url as specified in `options.src`\n * If `options.color !== false` will set the texture to a 1x1 pixel color so that the texture is\n * immediately useable. It will be updated with the contents of the image once the image has finished\n * downloading. Filtering options will be set as appropriate for image unless `options.auto === false`.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n * @param {module:twgl.TextureReadyCallback} [callback] A function to be called when the image has finished loading. err will\n * be non null if there was an error.\n * @return {HTMLImageElement} the image being downloaded.\n * @memberOf module:twgl/textures\n */\nfunction loadTextureFromUrl(gl, tex, options, callback) {\n callback = callback || noop;\n options = options || defaults.textureOptions;\n setTextureTo1PixelColor(gl, tex, options);\n // Because it's async we need to copy the options.\n options = Object.assign({}, options);\n const img = loadAndUseImage(options.src, options.crossOrigin, function(err, img) {\n if (err) {\n callback(err, tex, img);\n } else {\n setTextureFromElement(gl, tex, img, options);\n callback(null, tex, img);\n }\n });\n return img;\n}\n\n/**\n * Loads a cubemap from 6 urls or TexImageSources as specified in `options.src`. Will set the cubemap to a 1x1 pixel color\n * so that it is usable immediately unless `option.color === false`.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @param {module:twgl.CubemapReadyCallback} [callback] A function to be called when all the images have finished loading. err will\n * be non null if there was an error.\n * @memberOf module:twgl/textures\n */\nfunction loadCubemapFromUrls(gl, tex, options, callback) {\n callback = callback || noop;\n const urls = options.src;\n if (urls.length !== 6) {\n throw \"there must be 6 urls for a cubemap\";\n }\n const level = options.level || 0;\n const internalFormat = options.internalFormat || options.format || RGBA;\n const formatType = getFormatAndTypeForInternalFormat(internalFormat);\n const format = options.format || formatType.format;\n const type = options.type || UNSIGNED_BYTE;\n const target = options.target || TEXTURE_2D;\n if (target !== TEXTURE_CUBE_MAP) {\n throw \"target must be TEXTURE_CUBE_MAP\";\n }\n setTextureTo1PixelColor(gl, tex, options);\n // Because it's async we need to copy the options.\n options = Object.assign({}, options);\n let numToLoad = 6;\n const errors = [];\n const faces = getCubeFaceOrder(gl, options);\n let imgs; // eslint-disable-line\n\n function uploadImg(faceTarget) {\n return function(err, img) {\n --numToLoad;\n if (err) {\n errors.push(err);\n } else {\n if (img.width !== img.height) {\n errors.push(\"cubemap face img is not a square: \" + img.src);\n } else {\n savePackState(gl, options);\n gl.bindTexture(target, tex);\n\n // So assuming this is the first image we now have one face that's img sized\n // and 5 faces that are 1x1 pixel so size the other faces\n if (numToLoad === 5) {\n // use the default order\n getCubeFaceOrder(gl).forEach(function(otherTarget) {\n // Should we re-use the same face or a color?\n gl.texImage2D(otherTarget, level, internalFormat, format, type, img);\n });\n } else {\n gl.texImage2D(faceTarget, level, internalFormat, format, type, img);\n }\n\n restorePackState(gl, options);\n if (shouldAutomaticallySetTextureFilteringForSize(options)) {\n gl.generateMipmap(target);\n }\n }\n }\n\n if (numToLoad === 0) {\n callback(errors.length ? errors : undefined, tex, imgs);\n }\n };\n }\n\n imgs = urls.map(function(url, ndx) {\n return loadAndUseImage(url, options.crossOrigin, uploadImg(faces[ndx]));\n });\n}\n\n/**\n * Loads a 2d array or 3d texture from urls OR TexImageSources as specified in `options.src`.\n * Will set the texture to a 1x1 pixel color\n * so that it is usable immediately unless `option.color === false`.\n *\n * If the width and height is not specified the width and height of the first\n * image loaded will be used. Note that since images are loaded async\n * which image downloads first is unknown.\n *\n * If an image is not the same size as the width and height it will be scaled\n * to that width and height.\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @param {module:twgl.ThreeDReadyCallback} [callback] A function to be called when all the images have finished loading. err will\n * be non null if there was an error.\n * @memberOf module:twgl/textures\n */\nfunction loadSlicesFromUrls(gl, tex, options, callback) {\n callback = callback || noop;\n const urls = options.src;\n const internalFormat = options.internalFormat || options.format || RGBA;\n const formatType = getFormatAndTypeForInternalFormat(internalFormat);\n const format = options.format || formatType.format;\n const type = options.type || UNSIGNED_BYTE;\n const target = options.target || TEXTURE_2D_ARRAY;\n if (target !== TEXTURE_3D && target !== TEXTURE_2D_ARRAY) {\n throw \"target must be TEXTURE_3D or TEXTURE_2D_ARRAY\";\n }\n setTextureTo1PixelColor(gl, tex, options);\n // Because it's async we need to copy the options.\n options = Object.assign({}, options);\n let numToLoad = urls.length;\n const errors = [];\n let imgs; // eslint-disable-line\n const level = options.level || 0;\n let width = options.width;\n let height = options.height;\n const depth = urls.length;\n let firstImage = true;\n\n function uploadImg(slice) {\n return function(err, img) {\n --numToLoad;\n if (err) {\n errors.push(err);\n } else {\n savePackState(gl, options);\n gl.bindTexture(target, tex);\n\n if (firstImage) {\n firstImage = false;\n width = options.width || img.width;\n height = options.height || img.height;\n gl.texImage3D(target, level, internalFormat, width, height, depth, 0, format, type, null);\n\n // put it in every slice otherwise some slices will be 0,0,0,0\n for (let s = 0; s < depth; ++s) {\n gl.texSubImage3D(target, level, 0, 0, s, width, height, 1, format, type, img);\n }\n } else {\n let src = img;\n let ctx;\n if (img.width !== width || img.height !== height) {\n // Size the image to fix\n ctx = getShared2DContext();\n src = ctx.canvas;\n ctx.canvas.width = width;\n ctx.canvas.height = height;\n ctx.drawImage(img, 0, 0, width, height);\n }\n\n gl.texSubImage3D(target, level, 0, 0, slice, width, height, 1, format, type, src);\n\n // free the canvas memory\n if (ctx && src === ctx.canvas) {\n ctx.canvas.width = 0;\n ctx.canvas.height = 0;\n }\n }\n\n restorePackState(gl, options);\n if (shouldAutomaticallySetTextureFilteringForSize(options)) {\n gl.generateMipmap(target);\n }\n }\n\n if (numToLoad === 0) {\n callback(errors.length ? errors : undefined, tex, imgs);\n }\n };\n }\n\n imgs = urls.map(function(url, ndx) {\n return loadAndUseImage(url, options.crossOrigin, uploadImg(ndx));\n });\n}\n\n/**\n * Sets a texture from an array or typed array. If the width or height is not provided will attempt to\n * guess the size. See {@link module:twgl.TextureOptions}.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {(number[]|ArrayBufferView)} src An array or typed arry with texture data.\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n * This is often the same options you passed in when you created the texture.\n * @memberOf module:twgl/textures\n */\nfunction setTextureFromArray(gl, tex, src, options) {\n options = options || defaults.textureOptions;\n const target = options.target || TEXTURE_2D;\n gl.bindTexture(target, tex);\n let width = options.width;\n let height = options.height;\n let depth = options.depth;\n const level = options.level || 0;\n const internalFormat = options.internalFormat || options.format || RGBA;\n const formatType = getFormatAndTypeForInternalFormat(internalFormat);\n const format = options.format || formatType.format;\n const type = options.type || getTextureTypeForArrayType(gl, src, formatType.type);\n if (!isArrayBuffer(src)) {\n const Type = typedArrays.getTypedArrayTypeForGLType(type);\n src = new Type(src);\n } else if (src instanceof Uint8ClampedArray) {\n src = new Uint8Array(src.buffer);\n }\n\n const bytesPerElement = getBytesPerElementForInternalFormat(internalFormat, type);\n const numElements = src.byteLength / bytesPerElement; // TODO: check UNPACK_ALIGNMENT?\n if (numElements % 1) {\n throw \"length wrong size for format: \" + utils.glEnumToString(gl, format);\n }\n let dimensions;\n if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {\n if (!width && !height && !depth) {\n const size = Math.cbrt(numElements);\n if (size % 1 !== 0) {\n throw \"can't guess cube size of array of numElements: \" + numElements;\n }\n width = size;\n height = size;\n depth = size;\n } else if (width && (!height || !depth)) {\n dimensions = guessDimensions(gl, target, height, depth, numElements / width);\n height = dimensions.width;\n depth = dimensions.height;\n } else if (height && (!width || !depth)) {\n dimensions = guessDimensions(gl, target, width, depth, numElements / height);\n width = dimensions.width;\n depth = dimensions.height;\n } else {\n dimensions = guessDimensions(gl, target, width, height, numElements / depth);\n width = dimensions.width;\n height = dimensions.height;\n }\n } else {\n dimensions = guessDimensions(gl, target, width, height, numElements);\n width = dimensions.width;\n height = dimensions.height;\n }\n saveSkipState(gl);\n gl.pixelStorei(UNPACK_ALIGNMENT, options.unpackAlignment || 1);\n savePackState(gl, options);\n if (target === TEXTURE_CUBE_MAP) {\n const elementsPerElement = bytesPerElement / src.BYTES_PER_ELEMENT;\n const faceSize = numElements / 6 * elementsPerElement;\n\n getCubeFacesWithNdx(gl, options).forEach(f => {\n const offset = faceSize * f.ndx;\n const data = src.subarray(offset, offset + faceSize);\n gl.texImage2D(f.face, level, internalFormat, width, height, 0, format, type, data);\n });\n } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {\n gl.texImage3D(target, level, internalFormat, width, height, depth, 0, format, type, src);\n } else {\n gl.texImage2D(target, level, internalFormat, width, height, 0, format, type, src);\n }\n restorePackState(gl, options);\n restoreSkipState(gl);\n return {\n width: width,\n height: height,\n depth: depth,\n type: type,\n };\n}\n\n/**\n * Sets a texture with no contents of a certain size. In other words calls `gl.texImage2D` with `null`.\n * You must set `options.width` and `options.height`.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @memberOf module:twgl/textures\n */\nfunction setEmptyTexture(gl, tex, options) {\n const target = options.target || TEXTURE_2D;\n gl.bindTexture(target, tex);\n const level = options.level || 0;\n const internalFormat = options.internalFormat || options.format || RGBA;\n const formatType = getFormatAndTypeForInternalFormat(internalFormat);\n const format = options.format || formatType.format;\n const type = options.type || formatType.type;\n savePackState(gl, options);\n if (target === TEXTURE_CUBE_MAP) {\n for (let ii = 0; ii < 6; ++ii) {\n gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, level, internalFormat, options.width, options.height, 0, format, type, null);\n }\n } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {\n gl.texImage3D(target, level, internalFormat, options.width, options.height, options.depth, 0, format, type, null);\n } else {\n gl.texImage2D(target, level, internalFormat, options.width, options.height, 0, format, type, null);\n }\n restorePackState(gl, options);\n}\n\n/**\n * Creates a texture based on the options passed in.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n * @param {module:twgl.TextureReadyCallback} [callback] A callback called when an image has been downloaded and uploaded to the texture.\n * @return {WebGLTexture} the created texture.\n * @memberOf module:twgl/textures\n */\nfunction createTexture(gl, options, callback) {\n callback = callback || noop;\n options = options || defaults.textureOptions;\n const tex = gl.createTexture();\n const target = options.target || TEXTURE_2D;\n let width = options.width || 1;\n let height = options.height || 1;\n const internalFormat = options.internalFormat || RGBA;\n gl.bindTexture(target, tex);\n if (target === TEXTURE_CUBE_MAP) {\n // this should have been the default for cubemaps :(\n gl.texParameteri(target, TEXTURE_WRAP_S, CLAMP_TO_EDGE);\n gl.texParameteri(target, TEXTURE_WRAP_T, CLAMP_TO_EDGE);\n }\n let src = options.src;\n if (src) {\n if (typeof src === \"function\") {\n src = src(gl, options);\n }\n if (typeof (src) === \"string\") {\n loadTextureFromUrl(gl, tex, options, callback);\n } else if (isArrayBuffer(src) ||\n (Array.isArray(src) && (\n typeof src[0] === 'number' ||\n Array.isArray(src[0]) ||\n isArrayBuffer(src[0]))\n )\n ) {\n const dimensions = setTextureFromArray(gl, tex, src, options);\n width = dimensions.width;\n height = dimensions.height;\n } else if (Array.isArray(src) && (typeof (src[0]) === 'string' || isTexImageSource(src[0]))) {\n if (target === TEXTURE_CUBE_MAP) {\n loadCubemapFromUrls(gl, tex, options, callback);\n } else {\n loadSlicesFromUrls(gl, tex, options, callback);\n }\n } else if (isTexImageSource(src)) {\n setTextureFromElement(gl, tex, src, options);\n width = src.width;\n height = src.height;\n } else {\n throw \"unsupported src type\";\n }\n } else {\n setEmptyTexture(gl, tex, options);\n }\n if (shouldAutomaticallySetTextureFilteringForSize(options)) {\n setTextureFilteringForSize(gl, tex, options, width, height, internalFormat);\n }\n setTextureParameters(gl, tex, options);\n return tex;\n}\n\n/**\n * Resizes a texture based on the options passed in.\n *\n * Note: This is not a generic resize anything function.\n * It's mostly used by {@link module:twgl.resizeFramebufferInfo}\n * It will use `options.src` if it exists to try to determine a `type`\n * otherwise it will assume `gl.UNSIGNED_BYTE`. No data is provided\n * for the texture. Texture parameters will be set accordingly\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the texture to resize\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @param {number} [width] the new width. If not passed in will use `options.width`\n * @param {number} [height] the new height. If not passed in will use `options.height`\n * @param {number} [depth] the new depth. If not passed in will use `options.depth`\n * @memberOf module:twgl/textures\n */\nfunction resizeTexture(gl, tex, options, width, height, depth) {\n width = width || options.width;\n height = height || options.height;\n depth = depth || options.depth;\n const target = options.target || TEXTURE_2D;\n gl.bindTexture(target, tex);\n const level = options.level || 0;\n const internalFormat = options.internalFormat || options.format || RGBA;\n const formatType = getFormatAndTypeForInternalFormat(internalFormat);\n const format = options.format || formatType.format;\n let type;\n const src = options.src;\n if (!src) {\n type = options.type || formatType.type;\n } else if (isArrayBuffer(src) || (Array.isArray(src) && typeof (src[0]) === 'number')) {\n type = options.type || getTextureTypeForArrayType(gl, src, formatType.type);\n } else {\n type = options.type || formatType.type;\n }\n if (target === TEXTURE_CUBE_MAP) {\n for (let ii = 0; ii < 6; ++ii) {\n gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, level, internalFormat, width, height, 0, format, type, null);\n }\n } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {\n gl.texImage3D(target, level, internalFormat, width, height, depth, 0, format, type, null);\n } else {\n gl.texImage2D(target, level, internalFormat, width, height, 0, format, type, null);\n }\n}\n\n/**\n * Check if a src is an async request.\n * if src is a string we're going to download an image\n * if src is an array of strings we're going to download cubemap images\n * @param {*} src The src from a TextureOptions\n * @returns {bool} true if src is async.\n * @private\n */\nfunction isAsyncSrc(src) {\n return typeof src === 'string' ||\n (Array.isArray(src) && typeof src[0] === 'string');\n}\n\n/**\n * Creates a bunch of textures based on the passed in options.\n *\n * Example:\n *\n * const textures = twgl.createTextures(gl, {\n * // a power of 2 image\n * hftIcon: { src: \"images/hft-icon-16.png\", mag: gl.NEAREST },\n * // a non-power of 2 image\n * clover: { src: \"images/clover.jpg\" },\n * // From a canvas\n * fromCanvas: { src: ctx.canvas },\n * // A cubemap from 6 images\n * yokohama: {\n * target: gl.TEXTURE_CUBE_MAP,\n * src: [\n * 'images/yokohama/posx.jpg',\n * 'images/yokohama/negx.jpg',\n * 'images/yokohama/posy.jpg',\n * 'images/yokohama/negy.jpg',\n * 'images/yokohama/posz.jpg',\n * 'images/yokohama/negz.jpg',\n * ],\n * },\n * // A cubemap from 1 image (can be 1x6, 2x3, 3x2, 6x1)\n * goldengate: {\n * target: gl.TEXTURE_CUBE_MAP,\n * src: 'images/goldengate.jpg',\n * },\n * // A 2x2 pixel texture from a JavaScript array\n * checker: {\n * mag: gl.NEAREST,\n * min: gl.LINEAR,\n * src: [\n * 255,255,255,255,\n * 192,192,192,255,\n * 192,192,192,255,\n * 255,255,255,255,\n * ],\n * },\n * // a 1x2 pixel texture from a typed array.\n * stripe: {\n * mag: gl.NEAREST,\n * min: gl.LINEAR,\n * format: gl.LUMINANCE,\n * src: new Uint8Array([\n * 255,\n * 128,\n * 255,\n * 128,\n * 255,\n * 128,\n * 255,\n * 128,\n * ]),\n * width: 1,\n * },\n * });\n *\n * Now\n *\n * * `textures.hftIcon` will be a 2d texture\n * * `textures.clover` will be a 2d texture\n * * `textures.fromCanvas` will be a 2d texture\n * * `textures.yohohama` will be a cubemap texture\n * * `textures.goldengate` will be a cubemap texture\n * * `textures.checker` will be a 2d texture\n * * `textures.stripe` will be a 2d texture\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {Object.} options A object of TextureOptions one per texture.\n * @param {module:twgl.TexturesReadyCallback} [callback] A callback called when all textures have been downloaded.\n * @return {Object.} the created textures by name\n * @memberOf module:twgl/textures\n */\nfunction createTextures(gl, textureOptions, callback) {\n callback = callback || noop;\n let numDownloading = 0;\n const errors = [];\n const textures = {};\n const images = {};\n\n function callCallbackIfReady() {\n if (numDownloading === 0) {\n setTimeout(function() {\n callback(errors.length ? errors : undefined, textures, images);\n }, 0);\n }\n }\n\n Object.keys(textureOptions).forEach(function(name) {\n const options = textureOptions[name];\n let onLoadFn;\n if (isAsyncSrc(options.src)) {\n onLoadFn = function(err, tex, img) {\n images[name] = img;\n --numDownloading;\n if (err) {\n errors.push(err);\n }\n callCallbackIfReady();\n };\n ++numDownloading;\n }\n textures[name] = createTexture(gl, options, onLoadFn);\n });\n\n // queue the callback if there are no images to download.\n // We do this because if your code is structured to wait for\n // images to download but then you comment out all the async\n // images your code would break.\n callCallbackIfReady();\n\n return textures;\n}\n\nexport {\n setDefaults as setTextureDefaults_,\n\n createSampler,\n createSamplers,\n setSamplerParameters,\n\n createTexture,\n setEmptyTexture,\n setTextureFromArray,\n loadTextureFromUrl,\n setTextureFromElement,\n setTextureFilteringForSize,\n setTextureParameters,\n setDefaultTextureColor,\n createTextures,\n resizeTexture,\n\n canGenerateMipmap,\n canFilter,\n getNumComponentsForFormat,\n getBytesPerElementForInternalFormat,\n getFormatAndTypeForInternalFormat,\n};\n\n","import * as m4 from './m4.js';\nimport * as v3 from './v3.js';\nimport * as primitives from './primitives.js';\n\nexport * from './twgl.js';\nexport {\n m4,\n v3,\n primitives,\n};\n\n\n\n\n\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nimport * as attributes from './attributes.js';\nimport * as textures from './textures.js';\nimport * as helper from './helper.js';\nimport * as utils from './utils.js';\n\nimport * as draw from './draw.js';\nimport * as framebuffers from './framebuffers.js';\nimport * as programs from './programs.js';\nimport * as typedarrays from './typedarrays.js';\nimport * as vertexArrays from './vertex-arrays.js';\n\n/**\n * The main TWGL module.\n *\n * For most use cases you shouldn't need anything outside this module.\n * Exceptions between the stuff added to twgl-full (v3, m4, primitives)\n *\n * @module twgl\n * @borrows module:twgl/attributes.setAttribInfoBufferFromArray as setAttribInfoBufferFromArray\n * @borrows module:twgl/attributes.createBufferInfoFromArrays as createBufferInfoFromArrays\n * @borrows module:twgl/attributes.createVertexArrayInfo as createVertexArrayInfo\n * @borrows module:twgl/draw.drawBufferInfo as drawBufferInfo\n * @borrows module:twgl/draw.drawObjectList as drawObjectList\n * @borrows module:twgl/framebuffers.createFramebufferInfo as createFramebufferInfo\n * @borrows module:twgl/framebuffers.resizeFramebufferInfo as resizeFramebufferInfo\n * @borrows module:twgl/framebuffers.bindFramebufferInfo as bindFramebufferInfo\n * @borrows module:twgl/programs.createProgramInfo as createProgramInfo\n * @borrows module:twgl/programs.createUniformBlockInfo as createUniformBlockInfo\n * @borrows module:twgl/programs.bindUniformBlock as bindUniformBlock\n * @borrows module:twgl/programs.setUniformBlock as setUniformBlock\n * @borrows module:twgl/programs.setBlockUniforms as setBlockUniforms\n * @borrows module:twgl/programs.setUniforms as setUniforms\n * @borrows module:twgl/programs.setBuffersAndAttributes as setBuffersAndAttributes\n * @borrows module:twgl/textures.setTextureFromArray as setTextureFromArray\n * @borrows module:twgl/textures.createTexture as createTexture\n * @borrows module:twgl/textures.resizeTexture as resizeTexture\n * @borrows module:twgl/textures.createTextures as createTextures\n */\n\n// make sure we don't see a global gl\nconst gl = undefined; /* eslint-disable-line */ /* lgtm [js/unused-local-variable] */\nconst defaults = {\n addExtensionsToContext: true,\n};\n\n/**\n * Various default settings for twgl.\n *\n * Note: You can call this any number of times. Example:\n *\n * twgl.setDefaults({ textureColor: [1, 0, 0, 1] });\n * twgl.setDefaults({ attribPrefix: 'a_' });\n *\n * is equivalent to\n *\n * twgl.setDefaults({\n * textureColor: [1, 0, 0, 1],\n * attribPrefix: 'a_',\n * });\n *\n * @typedef {Object} Defaults\n * @property {string} [attribPrefix] The prefix to stick on attributes\n *\n * When writing shaders I prefer to name attributes with `a_`, uniforms with `u_` and varyings with `v_`\n * as it makes it clear where they came from. But, when building geometry I prefer using un-prefixed names.\n *\n * In other words I'll create arrays of geometry like this\n *\n * const arrays = {\n * position: ...\n * normal: ...\n * texcoord: ...\n * };\n *\n * But need those mapped to attributes and my attributes start with `a_`.\n *\n * Default: `\"\"`\n *\n * @property {number[]} [textureColor] Array of 4 values in the range 0 to 1\n *\n * The default texture color is used when loading textures from\n * urls. Because the URL will be loaded async we'd like to be\n * able to use the texture immediately. By putting a 1x1 pixel\n * color in the texture we can start using the texture before\n * the URL has loaded.\n *\n * Default: `[0.5, 0.75, 1, 1]`\n *\n * @property {string} [crossOrigin]\n *\n * If not undefined sets the crossOrigin attribute on images\n * that twgl creates when downloading images for textures.\n *\n * Also see {@link module:twgl.TextureOptions}.\n *\n * @property {bool} [addExtensionsToContext]\n *\n * If true, then, when twgl will try to add any supported WebGL extensions\n * directly to the context under their normal GL names. For example\n * if ANGLE_instances_arrays exists then twgl would enable it,\n * add the functions `vertexAttribDivisor`, `drawArraysInstanced`,\n * `drawElementsInstanced`, and the constant `VERTEX_ATTRIB_ARRAY_DIVISOR`\n * to the `WebGLRenderingContext`.\n *\n * @memberOf module:twgl\n */\n\n/**\n * Sets various defaults for twgl.\n *\n * In the interest of terseness which is kind of the point\n * of twgl I've integrated a few of the older functions here\n *\n * @param {module:twgl.Defaults} newDefaults The default settings.\n * @memberOf module:twgl\n */\nfunction setDefaults(newDefaults) {\n helper.copyExistingProperties(newDefaults, defaults);\n attributes.setAttributeDefaults_(newDefaults); // eslint-disable-line\n textures.setTextureDefaults_(newDefaults); // eslint-disable-line\n}\n\nconst prefixRE = /^(.*?)_/;\nfunction addExtensionToContext(gl, extensionName) {\n utils.glEnumToString(gl, 0);\n const ext = gl.getExtension(extensionName);\n if (ext) {\n const enums = {};\n const fnSuffix = prefixRE.exec(extensionName)[1];\n const enumSuffix = '_' + fnSuffix;\n for (const key in ext) {\n const value = ext[key];\n const isFunc = typeof (value) === 'function';\n const suffix = isFunc ? fnSuffix : enumSuffix;\n let name = key;\n // examples of where this is not true are WEBGL_compressed_texture_s3tc\n // and WEBGL_compressed_texture_pvrtc\n if (key.endsWith(suffix)) {\n name = key.substring(0, key.length - suffix.length);\n }\n if (gl[name] !== undefined) {\n if (!isFunc && gl[name] !== value) {\n helper.warn(name, gl[name], value, key);\n }\n } else {\n if (isFunc) {\n gl[name] = function(origFn) {\n return function() {\n return origFn.apply(ext, arguments);\n };\n }(value);\n } else {\n gl[name] = value;\n enums[name] = value;\n }\n }\n }\n // pass the modified enums to glEnumToString\n enums.constructor = {\n name: ext.constructor.name,\n };\n utils.glEnumToString(enums, 0);\n }\n return ext;\n}\n\n/*\n * If you're wondering why the code doesn't just iterate\n * over all extensions using `gl.getExtensions` is that it's possible\n * some future extension is incompatible with this code. Rather than\n * have thing suddenly break it seems better to manually add to this\n * list.\n *\n */\nconst supportedExtensions = [\n 'ANGLE_instanced_arrays',\n 'EXT_blend_minmax',\n 'EXT_color_buffer_float',\n 'EXT_color_buffer_half_float',\n 'EXT_disjoint_timer_query',\n 'EXT_disjoint_timer_query_webgl2',\n 'EXT_frag_depth',\n 'EXT_sRGB',\n 'EXT_shader_texture_lod',\n 'EXT_texture_filter_anisotropic',\n 'OES_element_index_uint',\n 'OES_standard_derivatives',\n 'OES_texture_float',\n 'OES_texture_float_linear',\n 'OES_texture_half_float',\n 'OES_texture_half_float_linear',\n 'OES_vertex_array_object',\n 'WEBGL_color_buffer_float',\n 'WEBGL_compressed_texture_atc',\n 'WEBGL_compressed_texture_etc1',\n 'WEBGL_compressed_texture_pvrtc',\n 'WEBGL_compressed_texture_s3tc',\n 'WEBGL_compressed_texture_s3tc_srgb',\n 'WEBGL_depth_texture',\n 'WEBGL_draw_buffers',\n];\n\n/**\n * Attempts to enable all of the following extensions\n * and add their functions and constants to the\n * `WebGLRenderingContext` using their normal non-extension like names.\n *\n * ANGLE_instanced_arrays\n * EXT_blend_minmax\n * EXT_color_buffer_float\n * EXT_color_buffer_half_float\n * EXT_disjoint_timer_query\n * EXT_disjoint_timer_query_webgl2\n * EXT_frag_depth\n * EXT_sRGB\n * EXT_shader_texture_lod\n * EXT_texture_filter_anisotropic\n * OES_element_index_uint\n * OES_standard_derivatives\n * OES_texture_float\n * OES_texture_float_linear\n * OES_texture_half_float\n * OES_texture_half_float_linear\n * OES_vertex_array_object\n * WEBGL_color_buffer_float\n * WEBGL_compressed_texture_atc\n * WEBGL_compressed_texture_etc1\n * WEBGL_compressed_texture_pvrtc\n * WEBGL_compressed_texture_s3tc\n * WEBGL_compressed_texture_s3tc_srgb\n * WEBGL_depth_texture\n * WEBGL_draw_buffers\n *\n * For example if `ANGLE_instanced_arrays` exists then the functions\n * `drawArraysInstanced`, `drawElementsInstanced`, `vertexAttribDivisor`\n * and the constant `VERTEX_ATTRIB_ARRAY_DIVISOR` are added to the\n * `WebGLRenderingContext`.\n *\n * Note that if you want to know if the extension exists you should\n * probably call `gl.getExtension` for each extension. Alternatively\n * you can check for the existence of the functions or constants that\n * are expected to be added. For example\n *\n * if (gl.drawBuffers) {\n * // Either WEBGL_draw_buffers was enabled OR you're running in WebGL2\n * ....\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @memberOf module:twgl\n */\nfunction addExtensionsToContext(gl) {\n for (let ii = 0; ii < supportedExtensions.length; ++ii) {\n addExtensionToContext(gl, supportedExtensions[ii]);\n }\n}\n\n/**\n * Creates a webgl context.\n * @param {HTMLCanvasElement} canvas The canvas tag to get\n * context from. If one is not passed in one will be\n * created.\n * @return {WebGLRenderingContext} The created context.\n * @private\n */\nfunction create3DContext(canvas, opt_attribs) {\n const names = [\"webgl\", \"experimental-webgl\"];\n let context = null;\n for (let ii = 0; ii < names.length; ++ii) {\n context = canvas.getContext(names[ii], opt_attribs);\n if (context) {\n if (defaults.addExtensionsToContext) {\n addExtensionsToContext(context);\n }\n break;\n }\n }\n return context;\n}\n\n/**\n * Gets a WebGL1 context.\n *\n * Note: Will attempt to enable Vertex Array Objects\n * and add WebGL2 entry points. (unless you first set defaults with\n * `twgl.setDefaults({enableVertexArrayObjects: false})`;\n *\n * @param {HTMLCanvasElement} canvas a canvas element.\n * @param {WebGLContextAttributes} [opt_attribs] optional webgl context creation attributes\n * @return {WebGLRenderingContext} The created context.\n * @memberOf module:twgl\n */\nfunction getWebGLContext(canvas, opt_attribs) {\n const gl = create3DContext(canvas, opt_attribs);\n return gl;\n}\n\n/**\n * Creates a webgl context.\n *\n * Will return a WebGL2 context if possible.\n *\n * You can check if it's WebGL2 with\n *\n * twgl.isWebGL2(gl);\n *\n * @param {HTMLCanvasElement} canvas The canvas tag to get\n * context from. If one is not passed in one will be\n * created.\n * @return {WebGLRenderingContext} The created context.\n */\nfunction createContext(canvas, opt_attribs) {\n const names = [\"webgl2\", \"webgl\", \"experimental-webgl\"];\n let context = null;\n for (let ii = 0; ii < names.length; ++ii) {\n context = canvas.getContext(names[ii], opt_attribs);\n if (context) {\n if (defaults.addExtensionsToContext) {\n addExtensionsToContext(context);\n }\n break;\n }\n }\n return context;\n}\n\n/**\n * Gets a WebGL context. Will create a WebGL2 context if possible.\n *\n * You can check if it's WebGL2 with\n *\n * function isWebGL2(gl) {\n * return gl.getParameter(gl.VERSION).indexOf(\"WebGL 2.0 \") == 0;\n * }\n *\n * Note: For a WebGL1 context will attempt to enable Vertex Array Objects\n * and add WebGL2 entry points. (unless you first set defaults with\n * `twgl.setDefaults({enableVertexArrayObjects: false})`;\n *\n * @param {HTMLCanvasElement} canvas a canvas element.\n * @param {WebGLContextAttributes} [opt_attribs] optional webgl context creation attributes\n * @return {WebGLRenderingContext} The created context.\n * @memberOf module:twgl\n */\nfunction getContext(canvas, opt_attribs) {\n const gl = createContext(canvas, opt_attribs);\n return gl;\n}\n\n/**\n * Resize a canvas to match the size it's displayed.\n * @param {HTMLCanvasElement} canvas The canvas to resize.\n * @param {number} [multiplier] So you can pass in `window.devicePixelRatio` or other scale value if you want to.\n * @return {boolean} true if the canvas was resized.\n * @memberOf module:twgl\n */\nfunction resizeCanvasToDisplaySize(canvas, multiplier) {\n multiplier = multiplier || 1;\n multiplier = Math.max(0, multiplier);\n const width = canvas.clientWidth * multiplier | 0;\n const height = canvas.clientHeight * multiplier | 0;\n if (canvas.width !== width || canvas.height !== height) {\n canvas.width = width;\n canvas.height = height;\n return true;\n }\n return false;\n}\n\nexport {\n addExtensionsToContext,\n getContext,\n getWebGLContext,\n resizeCanvasToDisplaySize,\n setDefaults,\n\n attributes,\n draw,\n framebuffers,\n programs,\n textures,\n typedarrays,\n utils,\n vertexArrays,\n};\n\n// function notPrivate(name) {\n// return name[name.length - 1] !== '_';\n// }\n//\n// function copyPublicProperties(src, dst) {\n// Object.keys(src).filter(notPrivate).forEach(function(key) {\n// dst[key] = src[key];\n// });\n// return dst;\n// }\n\nexport * from './attributes.js';\nexport * from './draw.js';\nexport * from './framebuffers.js';\nexport * from './programs.js';\nexport * from './textures.js';\nexport * from './typedarrays.js';\nexport * from './utils.js';\nexport * from './vertex-arrays.js';\n\n\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * Low level shader typed array related functions\n *\n * You should generally not need to use these functions. They are provided\n * for those cases where you're doing something out of the ordinary\n * and you need lower level access.\n *\n * For backward compatibility they are available at both `twgl.typedArray` and `twgl`\n * itself\n *\n * See {@link module:twgl} for core functions\n *\n * @module twgl/typedArray\n */\n\n// make sure we don't see a global gl\nconst gl = undefined; /* eslint-disable-line */ /* lgtm [js/unused-local-variable] */\n\n/* DataType */\nconst BYTE = 0x1400;\nconst UNSIGNED_BYTE = 0x1401;\nconst SHORT = 0x1402;\nconst UNSIGNED_SHORT = 0x1403;\nconst INT = 0x1404;\nconst UNSIGNED_INT = 0x1405;\nconst FLOAT = 0x1406;\nconst UNSIGNED_SHORT_4_4_4_4 = 0x8033;\nconst UNSIGNED_SHORT_5_5_5_1 = 0x8034;\nconst UNSIGNED_SHORT_5_6_5 = 0x8363;\nconst HALF_FLOAT = 0x140B;\nconst UNSIGNED_INT_2_10_10_10_REV = 0x8368;\nconst UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B;\nconst UNSIGNED_INT_5_9_9_9_REV = 0x8C3E;\nconst FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD;\nconst UNSIGNED_INT_24_8 = 0x84FA;\n\nconst glTypeToTypedArray = {};\n{\n const tt = glTypeToTypedArray;\n tt[BYTE] = Int8Array;\n tt[UNSIGNED_BYTE] = Uint8Array;\n tt[SHORT] = Int16Array;\n tt[UNSIGNED_SHORT] = Uint16Array;\n tt[INT] = Int32Array;\n tt[UNSIGNED_INT] = Uint32Array;\n tt[FLOAT] = Float32Array;\n tt[UNSIGNED_SHORT_4_4_4_4] = Uint16Array;\n tt[UNSIGNED_SHORT_5_5_5_1] = Uint16Array;\n tt[UNSIGNED_SHORT_5_6_5] = Uint16Array;\n tt[HALF_FLOAT] = Uint16Array;\n tt[UNSIGNED_INT_2_10_10_10_REV] = Uint32Array;\n tt[UNSIGNED_INT_10F_11F_11F_REV] = Uint32Array;\n tt[UNSIGNED_INT_5_9_9_9_REV] = Uint32Array;\n tt[FLOAT_32_UNSIGNED_INT_24_8_REV] = Uint32Array;\n tt[UNSIGNED_INT_24_8] = Uint32Array;\n}\n\n/**\n * Get the GL type for a typedArray\n * @param {ArrayBufferView} typedArray a typedArray\n * @return {number} the GL type for array. For example pass in an `Int8Array` and `gl.BYTE` will\n * be returned. Pass in a `Uint32Array` and `gl.UNSIGNED_INT` will be returned\n * @memberOf module:twgl/typedArray\n */\nfunction getGLTypeForTypedArray(typedArray) {\n if (typedArray instanceof Int8Array) { return BYTE; } // eslint-disable-line\n if (typedArray instanceof Uint8Array) { return UNSIGNED_BYTE; } // eslint-disable-line\n if (typedArray instanceof Uint8ClampedArray) { return UNSIGNED_BYTE; } // eslint-disable-line\n if (typedArray instanceof Int16Array) { return SHORT; } // eslint-disable-line\n if (typedArray instanceof Uint16Array) { return UNSIGNED_SHORT; } // eslint-disable-line\n if (typedArray instanceof Int32Array) { return INT; } // eslint-disable-line\n if (typedArray instanceof Uint32Array) { return UNSIGNED_INT; } // eslint-disable-line\n if (typedArray instanceof Float32Array) { return FLOAT; } // eslint-disable-line\n throw new Error('unsupported typed array type');\n}\n\n/**\n * Get the GL type for a typedArray type\n * @param {ArrayBufferView} typedArrayType a typedArray constructor\n * @return {number} the GL type for type. For example pass in `Int8Array` and `gl.BYTE` will\n * be returned. Pass in `Uint32Array` and `gl.UNSIGNED_INT` will be returned\n * @memberOf module:twgl/typedArray\n */\nfunction getGLTypeForTypedArrayType(typedArrayType) {\n if (typedArrayType === Int8Array) { return BYTE; } // eslint-disable-line\n if (typedArrayType === Uint8Array) { return UNSIGNED_BYTE; } // eslint-disable-line\n if (typedArrayType === Uint8ClampedArray) { return UNSIGNED_BYTE; } // eslint-disable-line\n if (typedArrayType === Int16Array) { return SHORT; } // eslint-disable-line\n if (typedArrayType === Uint16Array) { return UNSIGNED_SHORT; } // eslint-disable-line\n if (typedArrayType === Int32Array) { return INT; } // eslint-disable-line\n if (typedArrayType === Uint32Array) { return UNSIGNED_INT; } // eslint-disable-line\n if (typedArrayType === Float32Array) { return FLOAT; } // eslint-disable-line\n throw new Error('unsupported typed array type');\n}\n\n/**\n * Get the typed array constructor for a given GL type\n * @param {number} type the GL type. (eg: `gl.UNSIGNED_INT`)\n * @return {function} the constructor for a the corresponding typed array. (eg. `Uint32Array`).\n * @memberOf module:twgl/typedArray\n */\nfunction getTypedArrayTypeForGLType(type) {\n const CTOR = glTypeToTypedArray[type];\n if (!CTOR) {\n throw new Error('unknown gl type');\n }\n return CTOR;\n}\n\nconst isArrayBuffer = typeof SharedArrayBuffer !== 'undefined'\n ? function isArrayBufferOrSharedArrayBuffer(a) {\n return a && a.buffer && (a.buffer instanceof ArrayBuffer || a.buffer instanceof SharedArrayBuffer);\n }\n : function isArrayBuffer(a) {\n return a && a.buffer && a.buffer instanceof ArrayBuffer;\n };\n\nexport {\n getGLTypeForTypedArray,\n getGLTypeForTypedArrayType,\n getTypedArrayTypeForGLType,\n isArrayBuffer,\n};\n\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * Gets the gl version as a number\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @return {number} version of gl\n * @private\n */\n//function getVersionAsNumber(gl) {\n// return parseFloat(gl.getParameter(gl.VERSION).substr(6));\n//}\n\n/**\n * Check if context is WebGL 2.0\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @return {bool} true if it's WebGL 2.0\n * @memberOf module:twgl\n */\nfunction isWebGL2(gl) {\n // This is the correct check but it's slow\n // return gl.getParameter(gl.VERSION).indexOf(\"WebGL 2.0\") === 0;\n // This might also be the correct check but I'm assuming it's slow-ish\n // return gl instanceof WebGL2RenderingContext;\n return !!gl.texStorage2D;\n}\n\n/**\n * Check if context is WebGL 1.0\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @return {bool} true if it's WebGL 1.0\n * @memberOf module:twgl\n */\nfunction isWebGL1(gl) {\n // This is the correct check but it's slow\n // const version = getVersionAsNumber(gl);\n // return version <= 1.0 && version > 0.0; // because as of 2016/5 Edge returns 0.96\n // This might also be the correct check but I'm assuming it's slow-ish\n // return gl instanceof WebGLRenderingContext;\n return !gl.texStorage2D;\n}\n\n/**\n * Gets a string for WebGL enum\n *\n * Note: Several enums are the same. Without more\n * context (which function) it's impossible to always\n * give the correct enum. As it is, for matching values\n * it gives all enums. Checking the WebGL2RenderingContext\n * that means\n *\n * 0 = ZERO | POINT | NONE | NO_ERROR\n * 1 = ONE | LINES | SYNC_FLUSH_COMMANDS_BIT\n * 32777 = BLEND_EQUATION_RGB | BLEND_EQUATION_RGB\n * 36662 = COPY_READ_BUFFER | COPY_READ_BUFFER_BINDING\n * 36663 = COPY_WRITE_BUFFER | COPY_WRITE_BUFFER_BINDING\n * 36006 = FRAMEBUFFER_BINDING | DRAW_FRAMEBUFFER_BINDING\n *\n * It's also not useful for bits really unless you pass in individual bits.\n * In other words\n *\n * const bits = gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT;\n * twgl.glEnumToString(gl, bits); // not going to work\n *\n * Note that some enums only exist on extensions. If you\n * want them to show up you need to pass the extension at least\n * once. For example\n *\n * const ext = gl.getExtension('WEBGL_compressed_texture_s3tc');\n * if (ext) {\n * twgl.glEnumToString(ext, 0); // just prime the function\n *\n * ..later..\n *\n * const internalFormat = ext.COMPRESSED_RGB_S3TC_DXT1_EXT;\n * console.log(twgl.glEnumToString(gl, internalFormat));\n *\n * Notice I didn't have to pass the extension the second time. This means\n * you can have place that generically gets an enum for texture formats for example.\n * and as long as you primed the function with the extensions\n *\n * If you're using `twgl.addExtensionsToContext` to enable your extensions\n * then twgl will automatically get the extension's enums.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext or any extension object\n * @param {number} value the value of the enum you want to look up.\n * @return {string} enum string or hex value\n * @memberOf module:twgl\n * @function glEnumToString\n */\nconst glEnumToString = (function() {\n const haveEnumsForType = {};\n const enums = {};\n\n function addEnums(gl) {\n const type = gl.constructor.name;\n if (!haveEnumsForType[type]) {\n for (const key in gl) {\n if (typeof gl[key] === 'number') {\n const existing = enums[gl[key]];\n enums[gl[key]] = existing ? `${existing} | ${key}` : key;\n }\n }\n haveEnumsForType[type] = true;\n }\n }\n\n return function glEnumToString(gl, value) {\n addEnums(gl);\n return enums[value] || (\"0x\" + value.toString(16));\n };\n}());\n\nexport {\n glEnumToString,\n isWebGL1,\n isWebGL2,\n};\n\n\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n *\n * Vec3 math math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new Vec3. In other words you can do this\n *\n * var v = v3.cross(v1, v2); // Creates a new Vec3 with the cross product of v1 x v2.\n *\n * or\n *\n * var v = v3.create();\n * v3.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always save to pass any vector as the destination. So for example\n *\n * v3.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1\n *\n * @module twgl/v3\n */\n\nlet VecType = Float32Array;\n\n/**\n * A JavaScript array with 3 values or a Float32Array with 3 values.\n * When created by the library will create the default type which is `Float32Array`\n * but can be set by calling {@link module:twgl/v3.setDefaultType}.\n * @typedef {(number[]|Float32Array)} Vec3\n * @memberOf module:twgl/v3\n */\n\n/**\n * Sets the type this library creates for a Vec3\n * @param {constructor} ctor the constructor for the type. Either `Float32Array` or `Array`\n * @return {constructor} previous constructor for Vec3\n * @memberOf module:twgl/v3\n */\nfunction setDefaultType(ctor) {\n const oldType = VecType;\n VecType = ctor;\n return oldType;\n}\n\n/**\n * Creates a vec3; may be called with x, y, z to set initial values.\n * @param {number} [x] Initial x value.\n * @param {number} [y] Initial y value.\n * @param {number} [z] Initial z value.\n * @return {module:twgl/v3.Vec3} the created vector\n * @memberOf module:twgl/v3\n */\nfunction create(x, y, z) {\n const dst = new VecType(3);\n if (x) {\n dst[0] = x;\n }\n if (y) {\n dst[1] = y;\n }\n if (z) {\n dst[2] = z;\n }\n return dst;\n}\n\n/**\n * Adds two vectors; assumes a and b have the same dimension.\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} A vector tha tis the sum of a and b.\n * @memberOf module:twgl/v3\n */\nfunction add(a, b, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n dst[2] = a[2] + b[2];\n\n return dst;\n}\n\n/**\n * Subtracts two vectors.\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} A vector that is the difference of a and b.\n * @memberOf module:twgl/v3\n */\nfunction subtract(a, b, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n dst[2] = a[2] - b[2];\n\n return dst;\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient t, returns\n * a + t * (b - a).\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {number} t Interpolation coefficient.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The linear interpolated result.\n * @memberOf module:twgl/v3\n */\nfunction lerp(a, b, t, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + t * (b[0] - a[0]);\n dst[1] = a[1] + t * (b[1] - a[1]);\n dst[2] = a[2] + t * (b[2] - a[2]);\n\n return dst;\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient vector t, returns\n * a + t * (b - a).\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} t Interpolation coefficients vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} the linear interpolated result.\n * @memberOf module:twgl/v3\n */\nfunction lerpV(a, b, t, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + t[0] * (b[0] - a[0]);\n dst[1] = a[1] + t[1] * (b[1] - a[1]);\n dst[2] = a[2] + t[2] * (b[2] - a[2]);\n\n return dst;\n}\n\n/**\n * Return max values of two vectors.\n * Given vectors a and b returns\n * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The max components vector.\n * @memberOf module:twgl/v3\n */\nfunction max(a, b, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = Math.max(a[0], b[0]);\n dst[1] = Math.max(a[1], b[1]);\n dst[2] = Math.max(a[2], b[2]);\n\n return dst;\n}\n\n/**\n * Return min values of two vectors.\n * Given vectors a and b returns\n * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The min components vector.\n * @memberOf module:twgl/v3\n */\nfunction min(a, b, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = Math.min(a[0], b[0]);\n dst[1] = Math.min(a[1], b[1]);\n dst[2] = Math.min(a[2], b[2]);\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar.\n * @param {module:twgl/v3.Vec3} v The vector.\n * @param {number} k The scalar.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The scaled vector.\n * @memberOf module:twgl/v3\n */\nfunction mulScalar(v, k, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n dst[2] = v[2] * k;\n\n return dst;\n}\n\n/**\n * Divides a vector by a scalar.\n * @param {module:twgl/v3.Vec3} v The vector.\n * @param {number} k The scalar.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The scaled vector.\n * @memberOf module:twgl/v3\n */\nfunction divScalar(v, k, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n dst[2] = v[2] / k;\n\n return dst;\n}\n\n/**\n * Computes the cross product of two vectors; assumes both vectors have\n * three entries.\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The vector of a cross b.\n * @memberOf module:twgl/v3\n */\nfunction cross(a, b, dst) {\n dst = dst || new VecType(3);\n\n const t1 = a[2] * b[0] - a[0] * b[2];\n const t2 = a[0] * b[1] - a[1] * b[0];\n dst[0] = a[1] * b[2] - a[2] * b[1];\n dst[1] = t1;\n dst[2] = t2;\n\n return dst;\n}\n\n/**\n * Computes the dot product of two vectors; assumes both vectors have\n * three entries.\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @return {number} dot product\n * @memberOf module:twgl/v3\n */\nfunction dot(a, b) {\n return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]);\n}\n\n/**\n * Computes the length of vector\n * @param {module:twgl/v3.Vec3} v vector.\n * @return {number} length of vector.\n * @memberOf module:twgl/v3\n */\nfunction length(v) {\n return Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);\n}\n\n/**\n * Computes the square of the length of vector\n * @param {module:twgl/v3.Vec3} v vector.\n * @return {number} square of the length of vector.\n * @memberOf module:twgl/v3\n */\nfunction lengthSq(v) {\n return v[0] * v[0] + v[1] * v[1] + v[2] * v[2];\n}\n\n/**\n * Computes the distance between 2 points\n * @param {module:twgl/v3.Vec3} a vector.\n * @param {module:twgl/v3.Vec3} b vector.\n * @return {number} distance between a and b\n * @memberOf module:twgl/v3\n */\nfunction distance(a, b) {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n const dz = a[2] - b[2];\n return Math.sqrt(dx * dx + dy * dy + dz * dz);\n}\n\n/**\n * Computes the square of the distance between 2 points\n * @param {module:twgl/v3.Vec3} a vector.\n * @param {module:twgl/v3.Vec3} b vector.\n * @return {number} square of the distance between a and b\n * @memberOf module:twgl/v3\n */\nfunction distanceSq(a, b) {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n const dz = a[2] - b[2];\n return dx * dx + dy * dy + dz * dz;\n}\n\n/**\n * Divides a vector by its Euclidean length and returns the quotient.\n * @param {module:twgl/v3.Vec3} a The vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The normalized vector.\n * @memberOf module:twgl/v3\n */\nfunction normalize(a, dst) {\n dst = dst || new VecType(3);\n\n const lenSq = a[0] * a[0] + a[1] * a[1] + a[2] * a[2];\n const len = Math.sqrt(lenSq);\n if (len > 0.00001) {\n dst[0] = a[0] / len;\n dst[1] = a[1] / len;\n dst[2] = a[2] / len;\n } else {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n }\n\n return dst;\n}\n\n/**\n * Negates a vector.\n * @param {module:twgl/v3.Vec3} v The vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} -v.\n * @memberOf module:twgl/v3\n */\nfunction negate(v, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = -v[0];\n dst[1] = -v[1];\n dst[2] = -v[2];\n\n return dst;\n}\n\n/**\n * Copies a vector.\n * @param {module:twgl/v3.Vec3} v The vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} A copy of v.\n * @memberOf module:twgl/v3\n */\nfunction copy(v, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = v[0];\n dst[1] = v[1];\n dst[2] = v[2];\n\n return dst;\n}\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The vector of products of entries of a and\n * b.\n * @memberOf module:twgl/v3\n */\nfunction multiply(a, b, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] * b[0];\n dst[1] = a[1] * b[1];\n dst[2] = a[2] * b[2];\n\n return dst;\n}\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The vector of quotients of entries of a and\n * b.\n * @memberOf module:twgl/v3\n */\nfunction divide(a, b, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] / b[0];\n dst[1] = a[1] / b[1];\n dst[2] = a[2] / b[2];\n\n return dst;\n}\n\nexport {\n add,\n copy,\n create,\n cross,\n distance,\n distanceSq,\n divide,\n divScalar,\n dot,\n lerp,\n lerpV,\n length,\n lengthSq,\n max,\n min,\n mulScalar,\n multiply,\n negate,\n normalize,\n setDefaultType,\n subtract,\n};\n\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nimport * as programs from './programs.js';\n\n/**\n * vertex array object related functions\n *\n * You should generally not need to use these functions. They are provided\n * for those cases where you're doing something out of the ordinary\n * and you need lower level access.\n *\n * For backward compatibility they are available at both `twgl.attributes` and `twgl`\n * itself\n *\n * See {@link module:twgl} for core functions\n *\n * @module twgl/vertexArrays\n */\n\nconst ELEMENT_ARRAY_BUFFER = 0x8893;\n\n/**\n * @typedef {Object} VertexArrayInfo\n * @property {number} numElements The number of elements to pass to `gl.drawArrays` or `gl.drawElements`.\n * @property {number} [elementType] The type of indices `UNSIGNED_BYTE`, `UNSIGNED_SHORT` etc..\n * @property {WebGLVertexArrayObject} [vertexArrayObject] a vertex array object\n * @memberOf module:twgl\n */\n\n/**\n * Creates a VertexArrayInfo from a BufferInfo and one or more ProgramInfos\n *\n * This can be passed to {@link module:twgl.setBuffersAndAttributes} and to\n * {@link module:twgl:drawBufferInfo}.\n *\n * > **IMPORTANT:** Vertex Array Objects are **not** a direct analog for a BufferInfo. Vertex Array Objects\n * assign buffers to specific attributes at creation time. That means they can only be used with programs\n * who's attributes use the same attribute locations for the same purposes.\n *\n * > Bind your attribute locations by passing an array of attribute names to {@link module:twgl.createProgramInfo}\n * or use WebGL 2's GLSL ES 3's `layout(location = )` to make sure locations match.\n *\n * also\n *\n * > **IMPORTANT:** After calling twgl.setBuffersAndAttribute with a BufferInfo that uses a Vertex Array Object\n * that Vertex Array Object will be bound. That means **ANY MANIPULATION OF ELEMENT_ARRAY_BUFFER or ATTRIBUTES**\n * will affect the Vertex Array Object state.\n *\n * > Call `gl.bindVertexArray(null)` to get back manipulating the global attributes and ELEMENT_ARRAY_BUFFER.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @param {module:twgl.ProgramInfo|module:twgl.ProgramInfo[]} programInfo a programInfo or array of programInfos\n * @param {module:twgl.BufferInfo} bufferInfo BufferInfo as returned from createBufferInfoFromArrays etc...\n *\n * You need to make sure every attribute that will be used is bound. So for example assume shader 1\n * uses attributes A, B, C and shader 2 uses attributes A, B, D. If you only pass in the programInfo\n * for shader 1 then only attributes A, B, and C will have their attributes set because TWGL doesn't\n * now attribute D's location.\n *\n * So, you can pass in both shader 1 and shader 2's programInfo\n *\n * @return {module:twgl.VertexArrayInfo} The created VertexArrayInfo\n *\n * @memberOf module:twgl/vertexArrays\n */\nfunction createVertexArrayInfo(gl, programInfos, bufferInfo) {\n const vao = gl.createVertexArray();\n gl.bindVertexArray(vao);\n if (!programInfos.length) {\n programInfos = [programInfos];\n }\n programInfos.forEach(function(programInfo) {\n programs.setBuffersAndAttributes(gl, programInfo, bufferInfo);\n });\n gl.bindVertexArray(null);\n return {\n numElements: bufferInfo.numElements,\n elementType: bufferInfo.elementType,\n vertexArrayObject: vao,\n };\n}\n\n/**\n * Creates a vertex array object and then sets the attributes on it\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {Object.} setters Attribute setters as returned from createAttributeSetters\n * @param {Object.} attribs AttribInfos mapped by attribute name.\n * @param {WebGLBuffer} [indices] an optional ELEMENT_ARRAY_BUFFER of indices\n * @memberOf module:twgl/vertexArrays\n */\nfunction createVAOAndSetAttributes(gl, setters, attribs, indices) {\n const vao = gl.createVertexArray();\n gl.bindVertexArray(vao);\n programs.setAttributes(setters, attribs);\n if (indices) {\n gl.bindBuffer(ELEMENT_ARRAY_BUFFER, indices);\n }\n // We unbind this because otherwise any change to ELEMENT_ARRAY_BUFFER\n // like when creating buffers for other stuff will mess up this VAO's binding\n gl.bindVertexArray(null);\n return vao;\n}\n\n/**\n * Creates a vertex array object and then sets the attributes\n * on it\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext\n * to use.\n * @param {Object.| module:twgl.ProgramInfo} programInfo as returned from createProgramInfo or Attribute setters as returned from createAttributeSetters\n * @param {module:twgl.BufferInfo} bufferInfo BufferInfo as returned from createBufferInfoFromArrays etc...\n * @param {WebGLBuffer} [indices] an optional ELEMENT_ARRAY_BUFFER of indices\n * @memberOf module:twgl/vertexArrays\n */\nfunction createVAOFromBufferInfo(gl, programInfo, bufferInfo) {\n return createVAOAndSetAttributes(gl, programInfo.attribSetters || programInfo, bufferInfo.attribs, bufferInfo.indices);\n}\n\nexport {\n createVertexArrayInfo,\n createVAOAndSetAttributes,\n createVAOFromBufferInfo,\n};\n\n"],"sourceRoot":""} \ No newline at end of file diff --git a/blocks/waves/twgl/twgl-full.min.js b/blocks/waves/twgl/twgl-full.min.js new file mode 100755 index 00000000..1d87ae4b --- /dev/null +++ b/blocks/waves/twgl/twgl-full.min.js @@ -0,0 +1,6 @@ +/*! + * @license twgl.js 4.14.2 Copyright (c) 2015, Gregg Tavares All Rights Reserved. + * Available via the MIT license. + * see: http://github.com/greggman/twgl.js for details + */ +!function(e,r){"object"==typeof exports&&"object"==typeof module?module.exports=r():"function"==typeof define&&define.amd?define([],r):"object"==typeof exports?exports.twgl=r():e.twgl=r()}("undefined"!=typeof self?self:this,(function(){return function(e){var r={};function t(n){if(r[n])return r[n].exports;var o=r[n]={i:n,l:!1,exports:{}};return e[n].call(o.exports,o,o.exports,t),o.l=!0,o.exports}return t.m=e,t.c=r,t.d=function(e,r,n){t.o(e,r)||Object.defineProperty(e,r,{enumerable:!0,get:n})},t.r=function(e){"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(e,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(e,"__esModule",{value:!0})},t.t=function(e,r){if(1&r&&(e=t(e)),8&r)return e;if(4&r&&"object"==typeof e&&e&&e.__esModule)return e;var n=Object.create(null);if(t.r(n),Object.defineProperty(n,"default",{enumerable:!0,value:e}),2&r&&"string"!=typeof e)for(var o in e)t.d(n,o,function(r){return e[r]}.bind(null,o));return n},t.n=function(e){var r=e&&e.__esModule?function(){return e.default}:function(){return e};return t.d(r,"a",r),r},t.o=function(e,r){return Object.prototype.hasOwnProperty.call(e,r)},t.p="",t(t.s=8)}([function(e,r,t){"use strict";r.__esModule=!0,r.copyExistingProperties=function(e,r){Object.keys(r).forEach((function(t){r.hasOwnProperty(t)&&e.hasOwnProperty(t)&&(r[t]=e[t])}))},r.copyNamedProperties=function(e,r,t){e.forEach((function(e){var n=r[e];void 0!==n&&(t[e]=n)}))},r.error=function(){var e;(e=console).error.apply(e,arguments)},r.warn=function(){var e;(e=console).warn.apply(e,arguments)},r.isBuffer=function(e,r){return"undefined"!=typeof WebGLBuffer&&r instanceof WebGLBuffer},r.isRenderbuffer=function(e,r){return"undefined"!=typeof WebGLRenderbuffer&&r instanceof WebGLRenderbuffer},r.isShader=function(e,r){return"undefined"!=typeof WebGLShader&&r instanceof WebGLShader},r.isTexture=function(e,r){return"undefined"!=typeof WebGLTexture&&r instanceof WebGLTexture},r.isSampler=function(e,r){return"undefined"!=typeof WebGLSampler&&r instanceof WebGLSampler}},function(e,r,t){"use strict";r.__esModule=!0,r.getGLTypeForTypedArray=function(e){if(e instanceof Int8Array)return 5120;if(e instanceof Uint8Array)return 5121;if(e instanceof Uint8ClampedArray)return 5121;if(e instanceof Int16Array)return 5122;if(e instanceof Uint16Array)return 5123;if(e instanceof Int32Array)return 5124;if(e instanceof Uint32Array)return 5125;if(e instanceof Float32Array)return 5126;throw new Error("unsupported typed array type")},r.getGLTypeForTypedArrayType=function(e){if(e===Int8Array)return 5120;if(e===Uint8Array)return 5121;if(e===Uint8ClampedArray)return 5121;if(e===Int16Array)return 5122;if(e===Uint16Array)return 5123;if(e===Int32Array)return 5124;if(e===Uint32Array)return 5125;if(e===Float32Array)return 5126;throw new Error("unsupported typed array type")},r.getTypedArrayTypeForGLType=function(e){var r=n[e];if(!r)throw new Error("unknown gl type");return r},r.isArrayBuffer=void 0;var n={},o=n;o[5120]=Int8Array,o[5121]=Uint8Array,o[5122]=Int16Array,o[5123]=Uint16Array,o[5124]=Int32Array,o[5125]=Uint32Array,o[5126]=Float32Array,o[32819]=Uint16Array,o[32820]=Uint16Array,o[33635]=Uint16Array,o[5131]=Uint16Array,o[33640]=Uint32Array,o[35899]=Uint32Array,o[35902]=Uint32Array,o[36269]=Uint32Array,o[34042]=Uint32Array;var u="undefined"!=typeof SharedArrayBuffer?function(e){return e&&e.buffer&&(e.buffer instanceof ArrayBuffer||e.buffer instanceof SharedArrayBuffer)}:function(e){return e&&e.buffer&&e.buffer instanceof ArrayBuffer};r.isArrayBuffer=u},function(e,r,t){"use strict";r.__esModule=!0,r.add=function(e,r,t){return(t=t||new n(3))[0]=e[0]+r[0],t[1]=e[1]+r[1],t[2]=e[2]+r[2],t},r.copy=function(e,r){return(r=r||new n(3))[0]=e[0],r[1]=e[1],r[2]=e[2],r},r.create=function(e,r,t){var o=new n(3);e&&(o[0]=e);r&&(o[1]=r);t&&(o[2]=t);return o},r.cross=function(e,r,t){t=t||new n(3);var o=e[2]*r[0]-e[0]*r[2],u=e[0]*r[1]-e[1]*r[0];return t[0]=e[1]*r[2]-e[2]*r[1],t[1]=o,t[2]=u,t},r.distance=function(e,r){var t=e[0]-r[0],n=e[1]-r[1],o=e[2]-r[2];return Math.sqrt(t*t+n*n+o*o)},r.distanceSq=function(e,r){var t=e[0]-r[0],n=e[1]-r[1],o=e[2]-r[2];return t*t+n*n+o*o},r.divide=function(e,r,t){return(t=t||new n(3))[0]=e[0]/r[0],t[1]=e[1]/r[1],t[2]=e[2]/r[2],t},r.divScalar=function(e,r,t){return(t=t||new n(3))[0]=e[0]/r,t[1]=e[1]/r,t[2]=e[2]/r,t},r.dot=function(e,r){return e[0]*r[0]+e[1]*r[1]+e[2]*r[2]},r.lerp=function(e,r,t,o){return(o=o||new n(3))[0]=e[0]+t*(r[0]-e[0]),o[1]=e[1]+t*(r[1]-e[1]),o[2]=e[2]+t*(r[2]-e[2]),o},r.lerpV=function(e,r,t,o){return(o=o||new n(3))[0]=e[0]+t[0]*(r[0]-e[0]),o[1]=e[1]+t[1]*(r[1]-e[1]),o[2]=e[2]+t[2]*(r[2]-e[2]),o},r.length=function(e){return Math.sqrt(e[0]*e[0]+e[1]*e[1]+e[2]*e[2])},r.lengthSq=function(e){return e[0]*e[0]+e[1]*e[1]+e[2]*e[2]},r.max=function(e,r,t){return(t=t||new n(3))[0]=Math.max(e[0],r[0]),t[1]=Math.max(e[1],r[1]),t[2]=Math.max(e[2],r[2]),t},r.min=function(e,r,t){return(t=t||new n(3))[0]=Math.min(e[0],r[0]),t[1]=Math.min(e[1],r[1]),t[2]=Math.min(e[2],r[2]),t},r.mulScalar=function(e,r,t){return(t=t||new n(3))[0]=e[0]*r,t[1]=e[1]*r,t[2]=e[2]*r,t},r.multiply=function(e,r,t){return(t=t||new n(3))[0]=e[0]*r[0],t[1]=e[1]*r[1],t[2]=e[2]*r[2],t},r.negate=function(e,r){return(r=r||new n(3))[0]=-e[0],r[1]=-e[1],r[2]=-e[2],r},r.normalize=function(e,r){r=r||new n(3);var t=e[0]*e[0]+e[1]*e[1]+e[2]*e[2],o=Math.sqrt(t);o>1e-5?(r[0]=e[0]/o,r[1]=e[1]/o,r[2]=e[2]/o):(r[0]=0,r[1]=0,r[2]=0);return r},r.setDefaultType=function(e){var r=n;return n=e,r},r.subtract=function(e,r,t){return(t=t||new n(3))[0]=e[0]-r[0],t[1]=e[1]-r[1],t[2]=e[2]-r[2],t};var n=Float32Array},function(e,r,t){"use strict";r.__esModule=!0,r.isWebGL1=function(e){return!e.texStorage2D},r.isWebGL2=function(e){return!!e.texStorage2D},r.glEnumToString=void 0;var n,o,u=(n={},o={},function(e,r){return function(e){var r=e.constructor.name;if(!n[r]){for(var t in e)if("number"==typeof e[t]){var u=o[e[t]];o[e[t]]=u?"".concat(u," | ").concat(t):t}n[r]=!0}}(e),o[r]||"0x"+r.toString(16)});r.glEnumToString=u},function(e,r,t){"use strict";r.__esModule=!0,r.createAttributeSetters=D,r.createProgram=T,r.createProgramFromScripts=function(e,r,t,n,o){for(var u=j(t,n,o),i=[],a=0;a=0?35632:r.indexOf("vert")>=0?35633:void 0}function R(e,r){r.forEach((function(r){e.deleteShader(r)}))}function T(e,r,t,n,u){for(var i=j(t,n,u),a=[],f=[],l=0;l1&&"[0]"===n.name.substr(-3),a=n.type,f=l[a];if(!f)throw new Error("unknown type: 0x".concat(a.toString(16)));if(f.bindPoint){var c=t;t+=n.size,o=i?f.arraySetter(e,a,c,u,n.size):f.setter(e,a,c,u,n.size)}else o=f.arraySetter&&i?f.arraySetter(e,u):f.setter(e,u);return o.location=u,o}for(var o={},u=e.getProgramParameter(r,35718),i=0;i0)throw new Error("numComponents ".concat(u," not correct for length ").concat(o));return i}(r);return t},r.createBufferFromArray=w,r.createBufferFromTypedArray=c,r.createBufferInfoFromArrays=function(e,r,t){var o=p(e,r),u=Object.assign({},t||{});u.attribs=Object.assign({},t?t.attribs:{},o);var i=r.indices;if(i){var f=m(i,"indices");u.indices=c(e,f,34963),u.numElements=f.length,u.elementType=n.getGLTypeForTypedArray(f)}else u.numElements||(u.numElements=function(e,r){var t,n;for(n=0;n0)throw new Error("Can not guess numComponents for attribute '".concat(e,"'. Tried ").concat(t," but ").concat(r," values is not evenly divisible by ").concat(t,". You should specify it."));return t}function d(e,r){return e.numComponents||e.size||y(r,s(e).length)}function m(e,r){if(n.isArrayBuffer(e))return e;if(n.isArrayBuffer(e.data))return e.data;Array.isArray(e)&&(e={data:e});var t=e.type;return t||(t=l(r)?Uint16Array:Float32Array),new t(e.data)}function p(e,r){var t={};return Object.keys(r).forEach((function(o){if(!l(o)){var u=r[o],i=u.attrib||u.name||u.attribName||a.attribPrefix+o;if(u.value){if(!Array.isArray(u.value)&&!n.isArrayBuffer(u.value))throw new Error("array.value is not array or typedarray");t[i]={value:u.value}}else{var f,s,v,b;if(u.buffer&&u.buffer instanceof WebGLBuffer)f=u.buffer,b=u.numComponents||u.size,s=u.type,v=u.normalize;else if("number"==typeof u||"number"==typeof u.data){var p=u.data||u,x=u.type||Float32Array,w=p*x.BYTES_PER_ELEMENT;s=n.getGLTypeForTypedArrayType(x),v=void 0!==u.normalize?u.normalize:(F=x)===Int8Array||F===Uint8Array,b=u.numComponents||u.size||y(o,p),f=e.createBuffer(),e.bindBuffer(34962,f),e.bufferData(34962,w,u.drawType||35044)}else{var h=m(u,o);f=c(e,h,void 0,u.drawType),s=n.getGLTypeForTypedArray(h),v=void 0!==u.normalize?u.normalize:function(e){return e instanceof Int8Array||e instanceof Uint8Array}(h),b=d(u,o)}t[i]={buffer:f,numComponents:b,type:s,normalize:v,stride:u.stride||0,offset:u.offset||0,divisor:void 0===u.divisor?void 0:u.divisor,drawType:u.drawType}}}var F})),e.bindBuffer(34962,null),t}var x=["position","positions","a_position"];function w(e,r,t){var n="indices"===t?34963:34962;return c(e,m(r,t),n)}},function(e,r,t){"use strict";r.__esModule=!0,r.setTextureDefaults_=function(e){u.copyExistingProperties(e,c),e.textureColor&&_(e.textureColor)},r.createSampler=C,r.createSamplers=function(e,r){var t={};return Object.keys(r).forEach((function(n){t[n]=C(e,r[n])})),t},r.setSamplerParameters=U,r.createTexture=Z,r.setEmptyTexture=K,r.setTextureFromArray=Y,r.loadTextureFromUrl=H,r.setTextureFromElement=B,r.setTextureFilteringForSize=S,r.setTextureParameters=z,r.setDefaultTextureColor=_,r.createTextures=function(e,r,t){t=t||L;var n=0,o=[],u={},i={};function a(){0===n&&setTimeout((function(){t(o.length?o:void 0,u,i)}),0)}return Object.keys(r).forEach((function(t){var f,c,l=r[t];("string"==typeof(c=l.src)||Array.isArray(c)&&"string"==typeof c[0])&&(f=function(e,r,u){i[t]=u,--n,e&&o.push(e),a()},++n),u[t]=Z(e,l,f)})),a(),u},r.resizeTexture=function(e,r,t,n,o,u){n=n||t.width,o=o||t.height,u=u||t.depth;var i=t.target||3553;e.bindTexture(i,r);var a,f=t.level||0,c=t.internalFormat||t.format||6408,s=w(c),v=t.format||s.format,b=t.src;a=b&&(l(b)||Array.isArray(b)&&"number"==typeof b[0])?t.type||A(e,b,s.type):t.type||s.type;if(34067===i)for(var y=0;y<6;++y)e.texImage2D(34069+y,f,c,n,o,0,v,a,null);else 32879===i||35866===i?e.texImage3D(i,f,c,n,o,u,0,v,a,null):e.texImage2D(i,f,c,n,o,0,v,a,null)},r.canGenerateMipmap=F,r.canFilter=E,r.getNumComponentsForFormat=function(e){var r=d[e];if(!r)throw"unknown format: "+e;return r.u},r.getBytesPerElementForInternalFormat=x,r.getFormatAndTypeForInternalFormat=w;var n=a(t(3)),o=a(t(1)),u=a(t(0));function i(){if("function"!=typeof WeakMap)return null;var e=new WeakMap;return i=function(){return e},e}function a(e){if(e&&e.__esModule)return e;var r=i();if(r&&r.has(e))return r.get(e);var t={};if(null!=e){var n=Object.defineProperty&&Object.getOwnPropertyDescriptor;for(var o in e)if(Object.prototype.hasOwnProperty.call(e,o)){var u=n?Object.getOwnPropertyDescriptor(e,o):null;u&&(u.get||u.set)?Object.defineProperty(t,o,u):t[o]=e[o]}}return t.default=e,r&&r.set(e,t),t}var f,c={textureColor:new Uint8Array([128,192,255,255]),textureOptions:{},crossOrigin:void 0},l=o.isArrayBuffer;function s(){return f=f||("undefined"!=typeof document&&document.createElement?document.createElement("canvas").getContext("2d"):null)}var v,b=6407,y=33319,d={},m=d;function p(e){if(!v){var r={6406:{v:6406,h:!0,F:!0,A:[1,2,2,4],type:[5121,5131,36193,5126]},6409:{v:6409,h:!0,F:!0,A:[1,2,2,4],type:[5121,5131,36193,5126]},6410:{v:6410,h:!0,F:!0,A:[2,4,4,8],type:[5121,5131,36193,5126]}};r[b]={v:b,h:!0,F:!0,A:[3,6,6,12,2],type:[5121,5131,36193,5126,33635]},r[6408]={v:6408,h:!0,F:!0,A:[4,8,8,16,2,2],type:[5121,5131,36193,5126,32819,32820]},r[33321]={v:6403,h:!0,F:!0,A:[1],type:[5121]},r[36756]={v:6403,h:!1,F:!0,A:[1],type:[5120]},r[33325]={v:6403,h:!1,F:!0,A:[4,2],type:[5126,5131]},r[33326]={v:6403,h:!1,F:!1,A:[4],type:[5126]},r[33330]={v:36244,h:!0,F:!1,A:[1],type:[5121]},r[33329]={v:36244,h:!0,F:!1,A:[1],type:[5120]},r[33332]={v:36244,h:!0,F:!1,A:[2],type:[5123]},r[33331]={v:36244,h:!0,F:!1,A:[2],type:[5122]},r[33334]={v:36244,h:!0,F:!1,A:[4],type:[5125]},r[33333]={v:36244,h:!0,F:!1,A:[4],type:[5124]},r[33323]={v:y,h:!0,F:!0,A:[2],type:[5121]},r[36757]={v:y,h:!1,F:!0,A:[2],type:[5120]},r[33327]={v:y,h:!1,F:!0,A:[8,4],type:[5126,5131]},r[33328]={v:y,h:!1,F:!1,A:[8],type:[5126]},r[33336]={v:33320,h:!0,F:!1,A:[2],type:[5121]},r[33335]={v:33320,h:!0,F:!1,A:[2],type:[5120]},r[33338]={v:33320,h:!0,F:!1,A:[4],type:[5123]},r[33337]={v:33320,h:!0,F:!1,A:[4],type:[5122]},r[33340]={v:33320,h:!0,F:!1,A:[8],type:[5125]},r[33339]={v:33320,h:!0,F:!1,A:[8],type:[5124]},r[32849]={v:b,h:!0,F:!0,A:[3],type:[5121]},r[35905]={v:b,h:!1,F:!0,A:[3],type:[5121]},r[36194]={v:b,h:!0,F:!0,A:[3,2],type:[5121,33635]},r[36758]={v:b,h:!1,F:!0,A:[3],type:[5120]},r[35898]={v:b,h:!1,F:!0,A:[12,6,4],type:[5126,5131,35899]},r[35901]={v:b,h:!1,F:!0,A:[12,6,4],type:[5126,5131,35902]},r[34843]={v:b,h:!1,F:!0,A:[12,6],type:[5126,5131]},r[34837]={v:b,h:!1,F:!1,A:[12],type:[5126]},r[36221]={v:36248,h:!1,F:!1,A:[3],type:[5121]},r[36239]={v:36248,h:!1,F:!1,A:[3],type:[5120]},r[36215]={v:36248,h:!1,F:!1,A:[6],type:[5123]},r[36233]={v:36248,h:!1,F:!1,A:[6],type:[5122]},r[36209]={v:36248,h:!1,F:!1,A:[12],type:[5125]},r[36227]={v:36248,h:!1,F:!1,A:[12],type:[5124]},r[32856]={v:6408,h:!0,F:!0,A:[4],type:[5121]},r[35907]={v:6408,h:!0,F:!0,A:[4],type:[5121]},r[36759]={v:6408,h:!1,F:!0,A:[4],type:[5120]},r[32855]={v:6408,h:!0,F:!0,A:[4,2,4],type:[5121,32820,33640]},r[32854]={v:6408,h:!0,F:!0,A:[4,2],type:[5121,32819]},r[32857]={v:6408,h:!0,F:!0,A:[4],type:[33640]},r[34842]={v:6408,h:!1,F:!0,A:[16,8],type:[5126,5131]},r[34836]={v:6408,h:!1,F:!1,A:[16],type:[5126]},r[36220]={v:36249,h:!0,F:!1,A:[4],type:[5121]},r[36238]={v:36249,h:!0,F:!1,A:[4],type:[5120]},r[36975]={v:36249,h:!0,F:!1,A:[4],type:[33640]},r[36214]={v:36249,h:!0,F:!1,A:[8],type:[5123]},r[36232]={v:36249,h:!0,F:!1,A:[8],type:[5122]},r[36226]={v:36249,h:!0,F:!1,A:[16],type:[5124]},r[36208]={v:36249,h:!0,F:!1,A:[16],type:[5125]},r[33189]={v:6402,h:!0,F:!1,A:[2,4],type:[5123,5125]},r[33190]={v:6402,h:!0,F:!1,A:[4],type:[5125]},r[36012]={v:6402,h:!0,F:!1,A:[4],type:[5126]},r[35056]={v:34041,h:!0,F:!1,A:[4],type:[34042]},r[36013]={v:34041,h:!0,F:!1,A:[4],type:[36269]},Object.keys(r).forEach((function(e){var t=r[e];t.bytesPerElementMap={},t.A.forEach((function(e,r){var n=t.type[r];t.bytesPerElementMap[n]=e}))})),v=r}return v[e]}function x(e,r){var t=p(e);if(!t)throw"unknown internal format";var n=t.bytesPerElementMap[r];if(void 0===n)throw"unknown internal format";return n}function w(e){var r=p(e);if(!r)throw"unknown internal format";return{format:r.v,type:r.type[0]}}function h(e){return 0==(e&e-1)}function F(e,r,t,o){if(!n.isWebGL2(e))return h(r)&&h(t);var u=p(o);if(!u)throw"unknown internal format";return u.h&&u.F}function E(e){var r=p(e);if(!r)throw"unknown internal format";return r.F}function A(e,r,t){return l(r)?o.getGLTypeForTypedArray(r):t||5121}function O(e,r,t,n,o){if(o%1!=0)throw"can't guess dimensions";if(t||n){if(n){if(!t&&(t=o/n)%1)throw"can't guess dimensions"}else if((n=o/t)%1)throw"can't guess dimensions"}else{var u=Math.sqrt(o/(34067===r?6:1));u%1==0?(t=u,n=u):(t=o,n=1)}return{width:t,height:n}}function _(e){c.textureColor=new Uint8Array([255*e[0],255*e[1],255*e[2],255*e[3]])}m[6406]={u:1},m[6409]={u:1},m[6410]={u:2},m[b]={u:3},m[6408]={u:4},m[6403]={u:1},m[36244]={u:1},m[y]={u:2},m[33320]={u:2},m[b]={u:3},m[36248]={u:3},m[6408]={u:4},m[36249]={u:4},m[6402]={u:1},m[34041]={u:2};var j={};function M(e,r){void 0!==r.colorspaceConversion&&(j.colorspaceConversion=e.getParameter(37443),e.pixelStorei(37443,r.colorspaceConversion)),void 0!==r.premultiplyAlpha&&(j.premultiplyAlpha=e.getParameter(37441),e.pixelStorei(37441,r.premultiplyAlpha)),void 0!==r.flipY&&(j.flipY=e.getParameter(37440),e.pixelStorei(37440,r.flipY))}function P(e,r){void 0!==r.colorspaceConversion&&e.pixelStorei(37443,j.colorspaceConversion),void 0!==r.premultiplyAlpha&&e.pixelStorei(37441,j.premultiplyAlpha),void 0!==r.flipY&&e.pixelStorei(37440,j.flipY)}function R(e){j.unpackAlignment=e.getParameter(3317),n.isWebGL2(e)&&(j.unpackRowLength=e.getParameter(3314),j.unpackImageHeight=e.getParameter(32878),j.unpackSkipPixels=e.getParameter(3316),j.unpackSkipRows=e.getParameter(3315),j.unpackSkipImages=e.getParameter(32877))}function T(e){e.pixelStorei(3317,j.unpackAlignment),n.isWebGL2(e)&&(e.pixelStorei(3314,j.unpackRowLength),e.pixelStorei(32878,j.unpackImageHeight),e.pixelStorei(3316,j.unpackSkipPixels),e.pixelStorei(3315,j.unpackSkipRows),e.pixelStorei(32877,j.unpackSkipImages))}function g(e,r,t,n){n.minMag&&(t.call(e,r,10241,n.minMag),t.call(e,r,10240,n.minMag)),n.min&&t.call(e,r,10241,n.min),n.mag&&t.call(e,r,10240,n.mag),n.wrap&&(t.call(e,r,10242,n.wrap),t.call(e,r,10243,n.wrap),(32879===r||u.isSampler(e,r))&&t.call(e,r,32882,n.wrap)),n.wrapR&&t.call(e,r,32882,n.wrapR),n.wrapS&&t.call(e,r,10242,n.wrapS),n.wrapT&&t.call(e,r,10243,n.wrapT),n.minLod&&t.call(e,r,33082,n.minLod),n.maxLod&&t.call(e,r,33083,n.maxLod),n.baseLevel&&t.call(e,r,33084,n.baseLevel),n.maxLevel&&t.call(e,r,33085,n.maxLevel)}function z(e,r,t){var n=t.target||3553;e.bindTexture(n,r),g(e,n,e.texParameteri,t)}function U(e,r,t){g(e,r,e.samplerParameteri,t)}function C(e,r){var t=e.createSampler();return U(e,t,r),t}function S(e,r,t,n,o,u){u=u||6408;var i=(t=t||c.textureOptions).target||3553;if(n=n||t.width,o=o||t.height,e.bindTexture(i,r),F(e,n,o,u))e.generateMipmap(i);else{var a=E(u)?9729:9728;e.texParameteri(i,10241,a),e.texParameteri(i,10240,a),e.texParameteri(i,10242,33071),e.texParameteri(i,10243,33071)}}function k(e){return!0===e.auto||void 0===e.auto&&void 0===e.level}function W(e,r){return(r=r||{}).cubeFaceOrder||[34069,34070,34071,34072,34073,34074]}function I(e,r){var t=W(0,r).map((function(e,r){return{face:e,ndx:r}}));return t.sort((function(e,r){return e.face-r.face})),t}function B(e,r,t,n){var o=(n=n||c.textureOptions).target||3553,u=n.level||0,i=t.width,a=t.height,f=n.internalFormat||n.format||6408,l=w(f),v=n.format||l.format,b=n.type||l.type;if(M(e,n),e.bindTexture(o,r),34067===o){var y,d,m=t.width,p=t.height;if(m/6===p)y=p,d=[0,0,1,0,2,0,3,0,4,0,5,0];else if(p/6===m)y=m,d=[0,0,0,1,0,2,0,3,0,4,0,5];else if(m/3==p/2)y=m/3,d=[0,0,1,0,2,0,0,1,1,1,2,1];else{if(m/2!=p/3)throw"can't figure out cube map from element: "+(t.src?t.src:t.nodeName);y=m/2,d=[0,0,1,0,0,1,1,1,0,2,1,2]}var x=s();x?(x.canvas.width=y,x.canvas.height=y,i=y,a=y,I(0,n).forEach((function(r){var n=d[2*r.ndx+0]*y,o=d[2*r.ndx+1]*y;x.drawImage(t,n,o,y,y,0,0,y,y),e.texImage2D(r.face,u,f,v,b,x.canvas)})),x.canvas.width=1,x.canvas.height=1):"undefined"!=typeof createImageBitmap&&(i=y,a=y,I(0,n).forEach((function(c){var l=d[2*c.ndx+0]*y,s=d[2*c.ndx+1]*y;e.texImage2D(c.face,u,f,y,y,0,v,b,null),createImageBitmap(t,l,s,y,y,{premultiplyAlpha:"none",colorSpaceConversion:"none"}).then((function(t){M(e,n),e.bindTexture(o,r),e.texImage2D(c.face,u,f,v,b,t),P(e,n),k(n)&&S(e,r,n,i,a,f)}))})))}else if(32879===o||35866===o){var h=Math.min(t.width,t.height),F=Math.max(t.width,t.height),E=F/h;if(E%1!=0)throw"can not compute 3D dimensions of element";var A=t.width===F?1:0,O=t.height===F?1:0;R(e),e.pixelStorei(3317,1),e.pixelStorei(3314,t.width),e.pixelStorei(32878,0),e.pixelStorei(32877,0),e.texImage3D(o,u,f,h,h,h,0,v,b,null);for(var _=0;_=0?w(n,r):t.indexOf("tan")>=0||t.indexOf("binorm")>=0?p(n,r):t.indexOf("norm")>=0&&x(n,r)})),e}function F(e,r,t){return e=e||2,{position:{numComponents:2,data:[(r=r||0)+-1*(e*=.5),(t=t||0)+-1*e,r+1*e,t+-1*e,r+-1*e,t+1*e,r+1*e,t+1*e]},normal:[0,0,1,0,0,1,0,0,1,0,0,1],texcoord:[0,0,1,0,0,1,1,1],indices:[0,1,2,2,1,3]}}function E(e,r,t,n,o){e=e||1,r=r||1,t=t||1,n=n||1,o=o||i.identity();for(var u=(t+1)*(n+1),a=b(3,u),f=b(3,u),c=b(2,u),l=0;l<=n;l++)for(var s=0;s<=t;s++){var v=s/t,y=l/n;a.push(e*v-.5*e,0,r*y-.5*r),f.push(0,1,0),c.push(v,y)}for(var d=t+1,m=b(3,t*n*2,Uint16Array),p=0;p 0");n=n||0,u=u||0;for(var a=(o=o||Math.PI)-n,f=(i=i||2*Math.PI)-u,c=(r+1)*(t+1),l=b(3,c),s=b(3,c),v=b(2,c),y=0;y<=t;y++)for(var d=0;d<=r;d++){var m=d/r,p=y/t,x=f*m+u,w=a*p+n,h=Math.sin(x),F=Math.cos(x),E=Math.sin(w),A=F*E,O=Math.cos(w),_=h*E;l.push(e*A,e*O,e*_),s.push(A,O,_),v.push(1-m,p)}for(var j=r+1,M=b(3,r*t*2,Uint16Array),P=0;Po?(A=t,E=1,O=r):O=e+F/o*(r-e),-2!==F&&F!==o+2||(O=0,E=0),A-=t/2;for(var _=0;_o?v.push(0,1,0):0===O?v.push(0,0,0):v.push(j*x,w,M*x),y.push(_/n,1-E)}}for(var P=0;P 0");var f=(i=i||1)-(u=u||0),c=2*(o+1)*4,l=b(3,c),s=b(3,c),v=b(2,c);function y(e,r,t){return e+(r-e)*t}function d(r,t,i,c,b,d){for(var m=0;m<=o;m++){var p=t/1,x=m/o,w=2*(p-.5),h=(u+x*f)*Math.PI,F=Math.sin(h),E=Math.cos(h),A=y(e,r,F),O=w*n,_=E*e,j=F*A;l.push(O,_,j);var M=a.add(a.multiply([0,F,E],i),c);s.push(M),v.push(p*b+d,x)}}for(var m=0;m<2;m++){var p=2*(m/1-.5);d(r,m,[1,1,1],[0,0,0],1,0),d(r,m,[0,0,0],[p,0,0],0,0),d(t,m,[1,1,1],[0,0,0],1,0),d(t,m,[0,0,0],[p,0,0],0,1)}var x=b(3,2*o*4,Uint16Array);function w(e,r){for(var t=0;t0&&m!==r){var h=l+(m+1),F=l+m,E=l+m-v,A=l+(m+1)-v;c.push(h,F,E),c.push(h,E,A)}}l+=r+1}return{position:i,normal:a,texcoord:f,indices:c}}function U(e){return function(r){var t=e.apply(this,Array.prototype.slice.call(arguments,1));return n.createBuffersFromArrays(r,t)}}function C(e){return function(r){var t=e.apply(null,Array.prototype.slice.call(arguments,1));return n.createBufferInfoFromArrays(r,t)}}var S=["numComponents","size","type","normalize","stride","offset","attrib","name","attribName"];function k(e,r,t,n){n=n||0;for(var o=e.length,u=0;u 0.00001) { + dst[0] = a[0] / len; + dst[1] = a[1] / len; + dst[2] = a[2] / len; + } else { + dst[0] = 0; + dst[1] = 0; + dst[2] = 0; + } + + return dst; +} + +/** + * Negates a vector. + * @param {module:twgl/v3.Vec3} v The vector. + * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created. + * @return {module:twgl/v3.Vec3} -v. + * @memberOf module:twgl/v3 + */ +function negate(v, dst) { + dst = dst || new VecType(3); + + dst[0] = -v[0]; + dst[1] = -v[1]; + dst[2] = -v[2]; + + return dst; +} + +/** + * Copies a vector. + * @param {module:twgl/v3.Vec3} v The vector. + * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created. + * @return {module:twgl/v3.Vec3} A copy of v. + * @memberOf module:twgl/v3 + */ +function copy(v, dst) { + dst = dst || new VecType(3); + + dst[0] = v[0]; + dst[1] = v[1]; + dst[2] = v[2]; + + return dst; +} + +/** + * Multiplies a vector by another vector (component-wise); assumes a and + * b have the same length. + * @param {module:twgl/v3.Vec3} a Operand vector. + * @param {module:twgl/v3.Vec3} b Operand vector. + * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created. + * @return {module:twgl/v3.Vec3} The vector of products of entries of a and + * b. + * @memberOf module:twgl/v3 + */ +function multiply(a, b, dst) { + dst = dst || new VecType(3); + + dst[0] = a[0] * b[0]; + dst[1] = a[1] * b[1]; + dst[2] = a[2] * b[2]; + + return dst; +} + +/** + * Divides a vector by another vector (component-wise); assumes a and + * b have the same length. + * @param {module:twgl/v3.Vec3} a Operand vector. + * @param {module:twgl/v3.Vec3} b Operand vector. + * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created. + * @return {module:twgl/v3.Vec3} The vector of quotients of entries of a and + * b. + * @memberOf module:twgl/v3 + */ +function divide(a, b, dst) { + dst = dst || new VecType(3); + + dst[0] = a[0] / b[0]; + dst[1] = a[1] / b[1]; + dst[2] = a[2] / b[2]; + + return dst; +} + +var v3 = /*#__PURE__*/Object.freeze({ + __proto__: null, + add: add, + copy: copy, + create: create, + cross: cross, + distance: distance, + distanceSq: distanceSq, + divide: divide, + divScalar: divScalar, + dot: dot, + lerp: lerp, + lerpV: lerpV, + length: length$1, + lengthSq: lengthSq, + max: max, + min: min, + mulScalar: mulScalar, + multiply: multiply, + negate: negate, + normalize: normalize, + setDefaultType: setDefaultType, + subtract: subtract +}); + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * 4x4 Matrix math math functions. + * + * Almost all functions take an optional `dst` argument. If it is not passed in the + * functions will create a new matrix. In other words you can do this + * + * const mat = m4.translation([1, 2, 3]); // Creates a new translation matrix + * + * or + * + * const mat = m4.create(); + * m4.translation([1, 2, 3], mat); // Puts translation matrix in mat. + * + * The first style is often easier but depending on where it's used it generates garbage where + * as there is almost never allocation with the second style. + * + * It is always save to pass any matrix as the destination. So for example + * + * const mat = m4.identity(); + * const trans = m4.translation([1, 2, 3]); + * m4.multiply(mat, trans, mat); // Multiplies mat * trans and puts result in mat. + * + * @module twgl/m4 + */ +let MatType = Float32Array; + +/** + * A JavaScript array with 16 values or a Float32Array with 16 values. + * When created by the library will create the default type which is `Float32Array` + * but can be set by calling {@link module:twgl/m4.setDefaultType}. + * @typedef {(number[]|Float32Array)} Mat4 + * @memberOf module:twgl/m4 + */ + +/** + * Sets the type this library creates for a Mat4 + * @param {constructor} ctor the constructor for the type. Either `Float32Array` or `Array` + * @return {constructor} previous constructor for Mat4 + * @memberOf module:twgl/m4 + */ +function setDefaultType$1(ctor) { + const oldType = MatType; + MatType = ctor; + return oldType; +} + +/** + * Negates a matrix. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} -m. + * @memberOf module:twgl/m4 + */ +function negate$1(m, dst) { + dst = dst || new MatType(16); + + dst[ 0] = -m[ 0]; + dst[ 1] = -m[ 1]; + dst[ 2] = -m[ 2]; + dst[ 3] = -m[ 3]; + dst[ 4] = -m[ 4]; + dst[ 5] = -m[ 5]; + dst[ 6] = -m[ 6]; + dst[ 7] = -m[ 7]; + dst[ 8] = -m[ 8]; + dst[ 9] = -m[ 9]; + dst[10] = -m[10]; + dst[11] = -m[11]; + dst[12] = -m[12]; + dst[13] = -m[13]; + dst[14] = -m[14]; + dst[15] = -m[15]; + + return dst; +} + +/** + * Copies a matrix. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/m4.Mat4} [dst] The matrix. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} A copy of m. + * @memberOf module:twgl/m4 + */ +function copy$1(m, dst) { + dst = dst || new MatType(16); + + dst[ 0] = m[ 0]; + dst[ 1] = m[ 1]; + dst[ 2] = m[ 2]; + dst[ 3] = m[ 3]; + dst[ 4] = m[ 4]; + dst[ 5] = m[ 5]; + dst[ 6] = m[ 6]; + dst[ 7] = m[ 7]; + dst[ 8] = m[ 8]; + dst[ 9] = m[ 9]; + dst[10] = m[10]; + dst[11] = m[11]; + dst[12] = m[12]; + dst[13] = m[13]; + dst[14] = m[14]; + dst[15] = m[15]; + + return dst; +} + +/** + * Creates an n-by-n identity matrix. + * + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} An n-by-n identity matrix. + * @memberOf module:twgl/m4 + */ +function identity(dst) { + dst = dst || new MatType(16); + + dst[ 0] = 1; + dst[ 1] = 0; + dst[ 2] = 0; + dst[ 3] = 0; + dst[ 4] = 0; + dst[ 5] = 1; + dst[ 6] = 0; + dst[ 7] = 0; + dst[ 8] = 0; + dst[ 9] = 0; + dst[10] = 1; + dst[11] = 0; + dst[12] = 0; + dst[13] = 0; + dst[14] = 0; + dst[15] = 1; + + return dst; +} + +/** + * Takes the transpose of a matrix. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The transpose of m. + * @memberOf module:twgl/m4 + */ + function transpose(m, dst) { + dst = dst || new MatType(16); + if (dst === m) { + let t; + + t = m[1]; + m[1] = m[4]; + m[4] = t; + + t = m[2]; + m[2] = m[8]; + m[8] = t; + + t = m[3]; + m[3] = m[12]; + m[12] = t; + + t = m[6]; + m[6] = m[9]; + m[9] = t; + + t = m[7]; + m[7] = m[13]; + m[13] = t; + + t = m[11]; + m[11] = m[14]; + m[14] = t; + return dst; + } + + const m00 = m[0 * 4 + 0]; + const m01 = m[0 * 4 + 1]; + const m02 = m[0 * 4 + 2]; + const m03 = m[0 * 4 + 3]; + const m10 = m[1 * 4 + 0]; + const m11 = m[1 * 4 + 1]; + const m12 = m[1 * 4 + 2]; + const m13 = m[1 * 4 + 3]; + const m20 = m[2 * 4 + 0]; + const m21 = m[2 * 4 + 1]; + const m22 = m[2 * 4 + 2]; + const m23 = m[2 * 4 + 3]; + const m30 = m[3 * 4 + 0]; + const m31 = m[3 * 4 + 1]; + const m32 = m[3 * 4 + 2]; + const m33 = m[3 * 4 + 3]; + + dst[ 0] = m00; + dst[ 1] = m10; + dst[ 2] = m20; + dst[ 3] = m30; + dst[ 4] = m01; + dst[ 5] = m11; + dst[ 6] = m21; + dst[ 7] = m31; + dst[ 8] = m02; + dst[ 9] = m12; + dst[10] = m22; + dst[11] = m32; + dst[12] = m03; + dst[13] = m13; + dst[14] = m23; + dst[15] = m33; + + return dst; +} + +/** + * Computes the inverse of a 4-by-4 matrix. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The inverse of m. + * @memberOf module:twgl/m4 + */ +function inverse(m, dst) { + dst = dst || new MatType(16); + + const m00 = m[0 * 4 + 0]; + const m01 = m[0 * 4 + 1]; + const m02 = m[0 * 4 + 2]; + const m03 = m[0 * 4 + 3]; + const m10 = m[1 * 4 + 0]; + const m11 = m[1 * 4 + 1]; + const m12 = m[1 * 4 + 2]; + const m13 = m[1 * 4 + 3]; + const m20 = m[2 * 4 + 0]; + const m21 = m[2 * 4 + 1]; + const m22 = m[2 * 4 + 2]; + const m23 = m[2 * 4 + 3]; + const m30 = m[3 * 4 + 0]; + const m31 = m[3 * 4 + 1]; + const m32 = m[3 * 4 + 2]; + const m33 = m[3 * 4 + 3]; + const tmp_0 = m22 * m33; + const tmp_1 = m32 * m23; + const tmp_2 = m12 * m33; + const tmp_3 = m32 * m13; + const tmp_4 = m12 * m23; + const tmp_5 = m22 * m13; + const tmp_6 = m02 * m33; + const tmp_7 = m32 * m03; + const tmp_8 = m02 * m23; + const tmp_9 = m22 * m03; + const tmp_10 = m02 * m13; + const tmp_11 = m12 * m03; + const tmp_12 = m20 * m31; + const tmp_13 = m30 * m21; + const tmp_14 = m10 * m31; + const tmp_15 = m30 * m11; + const tmp_16 = m10 * m21; + const tmp_17 = m20 * m11; + const tmp_18 = m00 * m31; + const tmp_19 = m30 * m01; + const tmp_20 = m00 * m21; + const tmp_21 = m20 * m01; + const tmp_22 = m00 * m11; + const tmp_23 = m10 * m01; + + const t0 = (tmp_0 * m11 + tmp_3 * m21 + tmp_4 * m31) - + (tmp_1 * m11 + tmp_2 * m21 + tmp_5 * m31); + const t1 = (tmp_1 * m01 + tmp_6 * m21 + tmp_9 * m31) - + (tmp_0 * m01 + tmp_7 * m21 + tmp_8 * m31); + const t2 = (tmp_2 * m01 + tmp_7 * m11 + tmp_10 * m31) - + (tmp_3 * m01 + tmp_6 * m11 + tmp_11 * m31); + const t3 = (tmp_5 * m01 + tmp_8 * m11 + tmp_11 * m21) - + (tmp_4 * m01 + tmp_9 * m11 + tmp_10 * m21); + + const d = 1.0 / (m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3); + + dst[ 0] = d * t0; + dst[ 1] = d * t1; + dst[ 2] = d * t2; + dst[ 3] = d * t3; + dst[ 4] = d * ((tmp_1 * m10 + tmp_2 * m20 + tmp_5 * m30) - + (tmp_0 * m10 + tmp_3 * m20 + tmp_4 * m30)); + dst[ 5] = d * ((tmp_0 * m00 + tmp_7 * m20 + tmp_8 * m30) - + (tmp_1 * m00 + tmp_6 * m20 + tmp_9 * m30)); + dst[ 6] = d * ((tmp_3 * m00 + tmp_6 * m10 + tmp_11 * m30) - + (tmp_2 * m00 + tmp_7 * m10 + tmp_10 * m30)); + dst[ 7] = d * ((tmp_4 * m00 + tmp_9 * m10 + tmp_10 * m20) - + (tmp_5 * m00 + tmp_8 * m10 + tmp_11 * m20)); + dst[ 8] = d * ((tmp_12 * m13 + tmp_15 * m23 + tmp_16 * m33) - + (tmp_13 * m13 + tmp_14 * m23 + tmp_17 * m33)); + dst[ 9] = d * ((tmp_13 * m03 + tmp_18 * m23 + tmp_21 * m33) - + (tmp_12 * m03 + tmp_19 * m23 + tmp_20 * m33)); + dst[10] = d * ((tmp_14 * m03 + tmp_19 * m13 + tmp_22 * m33) - + (tmp_15 * m03 + tmp_18 * m13 + tmp_23 * m33)); + dst[11] = d * ((tmp_17 * m03 + tmp_20 * m13 + tmp_23 * m23) - + (tmp_16 * m03 + tmp_21 * m13 + tmp_22 * m23)); + dst[12] = d * ((tmp_14 * m22 + tmp_17 * m32 + tmp_13 * m12) - + (tmp_16 * m32 + tmp_12 * m12 + tmp_15 * m22)); + dst[13] = d * ((tmp_20 * m32 + tmp_12 * m02 + tmp_19 * m22) - + (tmp_18 * m22 + tmp_21 * m32 + tmp_13 * m02)); + dst[14] = d * ((tmp_18 * m12 + tmp_23 * m32 + tmp_15 * m02) - + (tmp_22 * m32 + tmp_14 * m02 + tmp_19 * m12)); + dst[15] = d * ((tmp_22 * m22 + tmp_16 * m02 + tmp_21 * m12) - + (tmp_20 * m12 + tmp_23 * m22 + tmp_17 * m02)); + + return dst; +} + +/** + * Multiplies two 4-by-4 matrices with a on the left and b on the right + * @param {module:twgl/m4.Mat4} a The matrix on the left. + * @param {module:twgl/m4.Mat4} b The matrix on the right. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The matrix product of a and b. + * @memberOf module:twgl/m4 + */ +function multiply$1(a, b, dst) { + dst = dst || new MatType(16); + + const a00 = a[0]; + const a01 = a[1]; + const a02 = a[2]; + const a03 = a[3]; + const a10 = a[ 4 + 0]; + const a11 = a[ 4 + 1]; + const a12 = a[ 4 + 2]; + const a13 = a[ 4 + 3]; + const a20 = a[ 8 + 0]; + const a21 = a[ 8 + 1]; + const a22 = a[ 8 + 2]; + const a23 = a[ 8 + 3]; + const a30 = a[12 + 0]; + const a31 = a[12 + 1]; + const a32 = a[12 + 2]; + const a33 = a[12 + 3]; + const b00 = b[0]; + const b01 = b[1]; + const b02 = b[2]; + const b03 = b[3]; + const b10 = b[ 4 + 0]; + const b11 = b[ 4 + 1]; + const b12 = b[ 4 + 2]; + const b13 = b[ 4 + 3]; + const b20 = b[ 8 + 0]; + const b21 = b[ 8 + 1]; + const b22 = b[ 8 + 2]; + const b23 = b[ 8 + 3]; + const b30 = b[12 + 0]; + const b31 = b[12 + 1]; + const b32 = b[12 + 2]; + const b33 = b[12 + 3]; + + dst[ 0] = a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03; + dst[ 1] = a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03; + dst[ 2] = a02 * b00 + a12 * b01 + a22 * b02 + a32 * b03; + dst[ 3] = a03 * b00 + a13 * b01 + a23 * b02 + a33 * b03; + dst[ 4] = a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13; + dst[ 5] = a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13; + dst[ 6] = a02 * b10 + a12 * b11 + a22 * b12 + a32 * b13; + dst[ 7] = a03 * b10 + a13 * b11 + a23 * b12 + a33 * b13; + dst[ 8] = a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23; + dst[ 9] = a01 * b20 + a11 * b21 + a21 * b22 + a31 * b23; + dst[10] = a02 * b20 + a12 * b21 + a22 * b22 + a32 * b23; + dst[11] = a03 * b20 + a13 * b21 + a23 * b22 + a33 * b23; + dst[12] = a00 * b30 + a10 * b31 + a20 * b32 + a30 * b33; + dst[13] = a01 * b30 + a11 * b31 + a21 * b32 + a31 * b33; + dst[14] = a02 * b30 + a12 * b31 + a22 * b32 + a32 * b33; + dst[15] = a03 * b30 + a13 * b31 + a23 * b32 + a33 * b33; + + return dst; +} + +/** + * Sets the translation component of a 4-by-4 matrix to the given + * vector. + * @param {module:twgl/m4.Mat4} a The matrix. + * @param {module:twgl/v3.Vec3} v The vector. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The matrix with translation set. + * @memberOf module:twgl/m4 + */ +function setTranslation(a, v, dst) { + dst = dst || identity(); + if (a !== dst) { + dst[ 0] = a[ 0]; + dst[ 1] = a[ 1]; + dst[ 2] = a[ 2]; + dst[ 3] = a[ 3]; + dst[ 4] = a[ 4]; + dst[ 5] = a[ 5]; + dst[ 6] = a[ 6]; + dst[ 7] = a[ 7]; + dst[ 8] = a[ 8]; + dst[ 9] = a[ 9]; + dst[10] = a[10]; + dst[11] = a[11]; + } + dst[12] = v[0]; + dst[13] = v[1]; + dst[14] = v[2]; + dst[15] = 1; + return dst; +} + +/** + * Returns the translation component of a 4-by-4 matrix as a vector with 3 + * entries. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not passed a new one is created. + * @return {module:twgl/v3.Vec3} The translation component of m. + * @memberOf module:twgl/m4 + */ +function getTranslation(m, dst) { + dst = dst || create(); + dst[0] = m[12]; + dst[1] = m[13]; + dst[2] = m[14]; + return dst; +} + +/** + * Returns an axis of a 4x4 matrix as a vector with 3 entries + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {number} axis The axis 0 = x, 1 = y, 2 = z; + * @return {module:twgl/v3.Vec3} [dst] vector. + * @return {module:twgl/v3.Vec3} The axis component of m. + * @memberOf module:twgl/m4 + */ +function getAxis(m, axis, dst) { + dst = dst || create(); + const off = axis * 4; + dst[0] = m[off + 0]; + dst[1] = m[off + 1]; + dst[2] = m[off + 2]; + return dst; +} + +/** + * Sets an axis of a 4x4 matrix as a vector with 3 entries + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/v3.Vec3} v the axis vector + * @param {number} axis The axis 0 = x, 1 = y, 2 = z; + * @param {module:twgl/m4.Mat4} [dst] The matrix to set. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The matrix with axis set. + * @memberOf module:twgl/m4 + */ +function setAxis(a, v, axis, dst) { + if (dst !== a) { + dst = copy$1(a, dst); + } + const off = axis * 4; + dst[off + 0] = v[0]; + dst[off + 1] = v[1]; + dst[off + 2] = v[2]; + return dst; +} + +/** + * Computes a 4-by-4 perspective transformation matrix given the angular height + * of the frustum, the aspect ratio, and the near and far clipping planes. The + * arguments define a frustum extending in the negative z direction. The given + * angle is the vertical angle of the frustum, and the horizontal angle is + * determined to produce the given aspect ratio. The arguments near and far are + * the distances to the near and far clipping planes. Note that near and far + * are not z coordinates, but rather they are distances along the negative + * z-axis. The matrix generated sends the viewing frustum to the unit box. + * We assume a unit box extending from -1 to 1 in the x and y dimensions and + * from 0 to 1 in the z dimension. + * @param {number} fieldOfViewYInRadians The camera angle from top to bottom (in radians). + * @param {number} aspect The aspect ratio width / height. + * @param {number} zNear The depth (negative z coordinate) + * of the near clipping plane. + * @param {number} zFar The depth (negative z coordinate) + * of the far clipping plane. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The perspective matrix. + * @memberOf module:twgl/m4 + */ +function perspective(fieldOfViewYInRadians, aspect, zNear, zFar, dst) { + dst = dst || new MatType(16); + + const f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewYInRadians); + const rangeInv = 1.0 / (zNear - zFar); + + dst[0] = f / aspect; + dst[1] = 0; + dst[2] = 0; + dst[3] = 0; + + dst[4] = 0; + dst[5] = f; + dst[6] = 0; + dst[7] = 0; + + dst[8] = 0; + dst[9] = 0; + dst[10] = (zNear + zFar) * rangeInv; + dst[11] = -1; + + dst[12] = 0; + dst[13] = 0; + dst[14] = zNear * zFar * rangeInv * 2; + dst[15] = 0; + + return dst; +} + +/** + * Computes a 4-by-4 orthogonal transformation matrix given the left, right, + * bottom, and top dimensions of the near clipping plane as well as the + * near and far clipping plane distances. + * @param {number} left Left side of the near clipping plane viewport. + * @param {number} right Right side of the near clipping plane viewport. + * @param {number} bottom Bottom of the near clipping plane viewport. + * @param {number} top Top of the near clipping plane viewport. + * @param {number} near The depth (negative z coordinate) + * of the near clipping plane. + * @param {number} far The depth (negative z coordinate) + * of the far clipping plane. + * @param {module:twgl/m4.Mat4} [dst] Output matrix. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The perspective matrix. + * @memberOf module:twgl/m4 + */ +function ortho(left, right, bottom, top, near, far, dst) { + dst = dst || new MatType(16); + + dst[0] = 2 / (right - left); + dst[1] = 0; + dst[2] = 0; + dst[3] = 0; + + dst[4] = 0; + dst[5] = 2 / (top - bottom); + dst[6] = 0; + dst[7] = 0; + + dst[8] = 0; + dst[9] = 0; + dst[10] = 2 / (near - far); + dst[11] = 0; + + dst[12] = (right + left) / (left - right); + dst[13] = (top + bottom) / (bottom - top); + dst[14] = (far + near) / (near - far); + dst[15] = 1; + + return dst; +} + +/** + * Computes a 4-by-4 perspective transformation matrix given the left, right, + * top, bottom, near and far clipping planes. The arguments define a frustum + * extending in the negative z direction. The arguments near and far are the + * distances to the near and far clipping planes. Note that near and far are not + * z coordinates, but rather they are distances along the negative z-axis. The + * matrix generated sends the viewing frustum to the unit box. We assume a unit + * box extending from -1 to 1 in the x and y dimensions and from 0 to 1 in the z + * dimension. + * @param {number} left The x coordinate of the left plane of the box. + * @param {number} right The x coordinate of the right plane of the box. + * @param {number} bottom The y coordinate of the bottom plane of the box. + * @param {number} top The y coordinate of the right plane of the box. + * @param {number} near The negative z coordinate of the near plane of the box. + * @param {number} far The negative z coordinate of the far plane of the box. + * @param {module:twgl/m4.Mat4} [dst] Output matrix. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The perspective projection matrix. + * @memberOf module:twgl/m4 + */ +function frustum(left, right, bottom, top, near, far, dst) { + dst = dst || new MatType(16); + + const dx = (right - left); + const dy = (top - bottom); + const dz = (near - far); + + dst[ 0] = 2 * near / dx; + dst[ 1] = 0; + dst[ 2] = 0; + dst[ 3] = 0; + dst[ 4] = 0; + dst[ 5] = 2 * near / dy; + dst[ 6] = 0; + dst[ 7] = 0; + dst[ 8] = (left + right) / dx; + dst[ 9] = (top + bottom) / dy; + dst[10] = far / dz; + dst[11] = -1; + dst[12] = 0; + dst[13] = 0; + dst[14] = near * far / dz; + dst[15] = 0; + + return dst; +} + +let xAxis; +let yAxis; +let zAxis; + +/** + * Computes a 4-by-4 look-at transformation. + * + * This is a matrix which positions the camera itself. If you want + * a view matrix (a matrix which moves things in front of the camera) + * take the inverse of this. + * + * @param {module:twgl/v3.Vec3} eye The position of the eye. + * @param {module:twgl/v3.Vec3} target The position meant to be viewed. + * @param {module:twgl/v3.Vec3} up A vector pointing up. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The look-at matrix. + * @memberOf module:twgl/m4 + */ +function lookAt(eye, target, up, dst) { + dst = dst || new MatType(16); + + xAxis = xAxis || create(); + yAxis = yAxis || create(); + zAxis = zAxis || create(); + + normalize( + subtract(eye, target, zAxis), zAxis); + normalize(cross(up, zAxis, xAxis), xAxis); + normalize(cross(zAxis, xAxis, yAxis), yAxis); + + dst[ 0] = xAxis[0]; + dst[ 1] = xAxis[1]; + dst[ 2] = xAxis[2]; + dst[ 3] = 0; + dst[ 4] = yAxis[0]; + dst[ 5] = yAxis[1]; + dst[ 6] = yAxis[2]; + dst[ 7] = 0; + dst[ 8] = zAxis[0]; + dst[ 9] = zAxis[1]; + dst[10] = zAxis[2]; + dst[11] = 0; + dst[12] = eye[0]; + dst[13] = eye[1]; + dst[14] = eye[2]; + dst[15] = 1; + + return dst; +} + +/** + * Creates a 4-by-4 matrix which translates by the given vector v. + * @param {module:twgl/v3.Vec3} v The vector by + * which to translate. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The translation matrix. + * @memberOf module:twgl/m4 + */ +function translation(v, dst) { + dst = dst || new MatType(16); + + dst[ 0] = 1; + dst[ 1] = 0; + dst[ 2] = 0; + dst[ 3] = 0; + dst[ 4] = 0; + dst[ 5] = 1; + dst[ 6] = 0; + dst[ 7] = 0; + dst[ 8] = 0; + dst[ 9] = 0; + dst[10] = 1; + dst[11] = 0; + dst[12] = v[0]; + dst[13] = v[1]; + dst[14] = v[2]; + dst[15] = 1; + return dst; +} + +/** + * Translates the given 4-by-4 matrix by the given vector v. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/v3.Vec3} v The vector by + * which to translate. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The translated matrix. + * @memberOf module:twgl/m4 + */ +function translate(m, v, dst) { + dst = dst || new MatType(16); + + const v0 = v[0]; + const v1 = v[1]; + const v2 = v[2]; + const m00 = m[0]; + const m01 = m[1]; + const m02 = m[2]; + const m03 = m[3]; + const m10 = m[1 * 4 + 0]; + const m11 = m[1 * 4 + 1]; + const m12 = m[1 * 4 + 2]; + const m13 = m[1 * 4 + 3]; + const m20 = m[2 * 4 + 0]; + const m21 = m[2 * 4 + 1]; + const m22 = m[2 * 4 + 2]; + const m23 = m[2 * 4 + 3]; + const m30 = m[3 * 4 + 0]; + const m31 = m[3 * 4 + 1]; + const m32 = m[3 * 4 + 2]; + const m33 = m[3 * 4 + 3]; + + if (m !== dst) { + dst[ 0] = m00; + dst[ 1] = m01; + dst[ 2] = m02; + dst[ 3] = m03; + dst[ 4] = m10; + dst[ 5] = m11; + dst[ 6] = m12; + dst[ 7] = m13; + dst[ 8] = m20; + dst[ 9] = m21; + dst[10] = m22; + dst[11] = m23; + } + + dst[12] = m00 * v0 + m10 * v1 + m20 * v2 + m30; + dst[13] = m01 * v0 + m11 * v1 + m21 * v2 + m31; + dst[14] = m02 * v0 + m12 * v1 + m22 * v2 + m32; + dst[15] = m03 * v0 + m13 * v1 + m23 * v2 + m33; + + return dst; +} + +/** + * Creates a 4-by-4 matrix which rotates around the x-axis by the given angle. + * @param {number} angleInRadians The angle by which to rotate (in radians). + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The rotation matrix. + * @memberOf module:twgl/m4 + */ +function rotationX(angleInRadians, dst) { + dst = dst || new MatType(16); + + const c = Math.cos(angleInRadians); + const s = Math.sin(angleInRadians); + + dst[ 0] = 1; + dst[ 1] = 0; + dst[ 2] = 0; + dst[ 3] = 0; + dst[ 4] = 0; + dst[ 5] = c; + dst[ 6] = s; + dst[ 7] = 0; + dst[ 8] = 0; + dst[ 9] = -s; + dst[10] = c; + dst[11] = 0; + dst[12] = 0; + dst[13] = 0; + dst[14] = 0; + dst[15] = 1; + + return dst; +} + +/** + * Rotates the given 4-by-4 matrix around the x-axis by the given + * angle. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {number} angleInRadians The angle by which to rotate (in radians). + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The rotated matrix. + * @memberOf module:twgl/m4 + */ +function rotateX(m, angleInRadians, dst) { + dst = dst || new MatType(16); + + const m10 = m[4]; + const m11 = m[5]; + const m12 = m[6]; + const m13 = m[7]; + const m20 = m[8]; + const m21 = m[9]; + const m22 = m[10]; + const m23 = m[11]; + const c = Math.cos(angleInRadians); + const s = Math.sin(angleInRadians); + + dst[4] = c * m10 + s * m20; + dst[5] = c * m11 + s * m21; + dst[6] = c * m12 + s * m22; + dst[7] = c * m13 + s * m23; + dst[8] = c * m20 - s * m10; + dst[9] = c * m21 - s * m11; + dst[10] = c * m22 - s * m12; + dst[11] = c * m23 - s * m13; + + if (m !== dst) { + dst[ 0] = m[ 0]; + dst[ 1] = m[ 1]; + dst[ 2] = m[ 2]; + dst[ 3] = m[ 3]; + dst[12] = m[12]; + dst[13] = m[13]; + dst[14] = m[14]; + dst[15] = m[15]; + } + + return dst; +} + +/** + * Creates a 4-by-4 matrix which rotates around the y-axis by the given angle. + * @param {number} angleInRadians The angle by which to rotate (in radians). + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The rotation matrix. + * @memberOf module:twgl/m4 + */ +function rotationY(angleInRadians, dst) { + dst = dst || new MatType(16); + + const c = Math.cos(angleInRadians); + const s = Math.sin(angleInRadians); + + dst[ 0] = c; + dst[ 1] = 0; + dst[ 2] = -s; + dst[ 3] = 0; + dst[ 4] = 0; + dst[ 5] = 1; + dst[ 6] = 0; + dst[ 7] = 0; + dst[ 8] = s; + dst[ 9] = 0; + dst[10] = c; + dst[11] = 0; + dst[12] = 0; + dst[13] = 0; + dst[14] = 0; + dst[15] = 1; + + return dst; +} + +/** + * Rotates the given 4-by-4 matrix around the y-axis by the given + * angle. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {number} angleInRadians The angle by which to rotate (in radians). + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The rotated matrix. + * @memberOf module:twgl/m4 + */ +function rotateY(m, angleInRadians, dst) { + dst = dst || new MatType(16); + + const m00 = m[0 * 4 + 0]; + const m01 = m[0 * 4 + 1]; + const m02 = m[0 * 4 + 2]; + const m03 = m[0 * 4 + 3]; + const m20 = m[2 * 4 + 0]; + const m21 = m[2 * 4 + 1]; + const m22 = m[2 * 4 + 2]; + const m23 = m[2 * 4 + 3]; + const c = Math.cos(angleInRadians); + const s = Math.sin(angleInRadians); + + dst[ 0] = c * m00 - s * m20; + dst[ 1] = c * m01 - s * m21; + dst[ 2] = c * m02 - s * m22; + dst[ 3] = c * m03 - s * m23; + dst[ 8] = c * m20 + s * m00; + dst[ 9] = c * m21 + s * m01; + dst[10] = c * m22 + s * m02; + dst[11] = c * m23 + s * m03; + + if (m !== dst) { + dst[ 4] = m[ 4]; + dst[ 5] = m[ 5]; + dst[ 6] = m[ 6]; + dst[ 7] = m[ 7]; + dst[12] = m[12]; + dst[13] = m[13]; + dst[14] = m[14]; + dst[15] = m[15]; + } + + return dst; +} + +/** + * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle. + * @param {number} angleInRadians The angle by which to rotate (in radians). + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The rotation matrix. + * @memberOf module:twgl/m4 + */ +function rotationZ(angleInRadians, dst) { + dst = dst || new MatType(16); + + const c = Math.cos(angleInRadians); + const s = Math.sin(angleInRadians); + + dst[ 0] = c; + dst[ 1] = s; + dst[ 2] = 0; + dst[ 3] = 0; + dst[ 4] = -s; + dst[ 5] = c; + dst[ 6] = 0; + dst[ 7] = 0; + dst[ 8] = 0; + dst[ 9] = 0; + dst[10] = 1; + dst[11] = 0; + dst[12] = 0; + dst[13] = 0; + dst[14] = 0; + dst[15] = 1; + + return dst; +} + +/** + * Rotates the given 4-by-4 matrix around the z-axis by the given + * angle. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {number} angleInRadians The angle by which to rotate (in radians). + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The rotated matrix. + * @memberOf module:twgl/m4 + */ +function rotateZ(m, angleInRadians, dst) { + dst = dst || new MatType(16); + + const m00 = m[0 * 4 + 0]; + const m01 = m[0 * 4 + 1]; + const m02 = m[0 * 4 + 2]; + const m03 = m[0 * 4 + 3]; + const m10 = m[1 * 4 + 0]; + const m11 = m[1 * 4 + 1]; + const m12 = m[1 * 4 + 2]; + const m13 = m[1 * 4 + 3]; + const c = Math.cos(angleInRadians); + const s = Math.sin(angleInRadians); + + dst[ 0] = c * m00 + s * m10; + dst[ 1] = c * m01 + s * m11; + dst[ 2] = c * m02 + s * m12; + dst[ 3] = c * m03 + s * m13; + dst[ 4] = c * m10 - s * m00; + dst[ 5] = c * m11 - s * m01; + dst[ 6] = c * m12 - s * m02; + dst[ 7] = c * m13 - s * m03; + + if (m !== dst) { + dst[ 8] = m[ 8]; + dst[ 9] = m[ 9]; + dst[10] = m[10]; + dst[11] = m[11]; + dst[12] = m[12]; + dst[13] = m[13]; + dst[14] = m[14]; + dst[15] = m[15]; + } + + return dst; +} + +/** + * Creates a 4-by-4 matrix which rotates around the given axis by the given + * angle. + * @param {module:twgl/v3.Vec3} axis The axis + * about which to rotate. + * @param {number} angleInRadians The angle by which to rotate (in radians). + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} A matrix which rotates angle radians + * around the axis. + * @memberOf module:twgl/m4 + */ +function axisRotation(axis, angleInRadians, dst) { + dst = dst || new MatType(16); + + let x = axis[0]; + let y = axis[1]; + let z = axis[2]; + const n = Math.sqrt(x * x + y * y + z * z); + x /= n; + y /= n; + z /= n; + const xx = x * x; + const yy = y * y; + const zz = z * z; + const c = Math.cos(angleInRadians); + const s = Math.sin(angleInRadians); + const oneMinusCosine = 1 - c; + + dst[ 0] = xx + (1 - xx) * c; + dst[ 1] = x * y * oneMinusCosine + z * s; + dst[ 2] = x * z * oneMinusCosine - y * s; + dst[ 3] = 0; + dst[ 4] = x * y * oneMinusCosine - z * s; + dst[ 5] = yy + (1 - yy) * c; + dst[ 6] = y * z * oneMinusCosine + x * s; + dst[ 7] = 0; + dst[ 8] = x * z * oneMinusCosine + y * s; + dst[ 9] = y * z * oneMinusCosine - x * s; + dst[10] = zz + (1 - zz) * c; + dst[11] = 0; + dst[12] = 0; + dst[13] = 0; + dst[14] = 0; + dst[15] = 1; + + return dst; +} + +/** + * Rotates the given 4-by-4 matrix around the given axis by the + * given angle. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/v3.Vec3} axis The axis + * about which to rotate. + * @param {number} angleInRadians The angle by which to rotate (in radians). + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The rotated matrix. + * @memberOf module:twgl/m4 + */ +function axisRotate(m, axis, angleInRadians, dst) { + dst = dst || new MatType(16); + + let x = axis[0]; + let y = axis[1]; + let z = axis[2]; + const n = Math.sqrt(x * x + y * y + z * z); + x /= n; + y /= n; + z /= n; + const xx = x * x; + const yy = y * y; + const zz = z * z; + const c = Math.cos(angleInRadians); + const s = Math.sin(angleInRadians); + const oneMinusCosine = 1 - c; + + const r00 = xx + (1 - xx) * c; + const r01 = x * y * oneMinusCosine + z * s; + const r02 = x * z * oneMinusCosine - y * s; + const r10 = x * y * oneMinusCosine - z * s; + const r11 = yy + (1 - yy) * c; + const r12 = y * z * oneMinusCosine + x * s; + const r20 = x * z * oneMinusCosine + y * s; + const r21 = y * z * oneMinusCosine - x * s; + const r22 = zz + (1 - zz) * c; + + const m00 = m[0]; + const m01 = m[1]; + const m02 = m[2]; + const m03 = m[3]; + const m10 = m[4]; + const m11 = m[5]; + const m12 = m[6]; + const m13 = m[7]; + const m20 = m[8]; + const m21 = m[9]; + const m22 = m[10]; + const m23 = m[11]; + + dst[ 0] = r00 * m00 + r01 * m10 + r02 * m20; + dst[ 1] = r00 * m01 + r01 * m11 + r02 * m21; + dst[ 2] = r00 * m02 + r01 * m12 + r02 * m22; + dst[ 3] = r00 * m03 + r01 * m13 + r02 * m23; + dst[ 4] = r10 * m00 + r11 * m10 + r12 * m20; + dst[ 5] = r10 * m01 + r11 * m11 + r12 * m21; + dst[ 6] = r10 * m02 + r11 * m12 + r12 * m22; + dst[ 7] = r10 * m03 + r11 * m13 + r12 * m23; + dst[ 8] = r20 * m00 + r21 * m10 + r22 * m20; + dst[ 9] = r20 * m01 + r21 * m11 + r22 * m21; + dst[10] = r20 * m02 + r21 * m12 + r22 * m22; + dst[11] = r20 * m03 + r21 * m13 + r22 * m23; + + if (m !== dst) { + dst[12] = m[12]; + dst[13] = m[13]; + dst[14] = m[14]; + dst[15] = m[15]; + } + + return dst; +} + +/** + * Creates a 4-by-4 matrix which scales in each dimension by an amount given by + * the corresponding entry in the given vector; assumes the vector has three + * entries. + * @param {module:twgl/v3.Vec3} v A vector of + * three entries specifying the factor by which to scale in each dimension. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The scaling matrix. + * @memberOf module:twgl/m4 + */ +function scaling(v, dst) { + dst = dst || new MatType(16); + + dst[ 0] = v[0]; + dst[ 1] = 0; + dst[ 2] = 0; + dst[ 3] = 0; + dst[ 4] = 0; + dst[ 5] = v[1]; + dst[ 6] = 0; + dst[ 7] = 0; + dst[ 8] = 0; + dst[ 9] = 0; + dst[10] = v[2]; + dst[11] = 0; + dst[12] = 0; + dst[13] = 0; + dst[14] = 0; + dst[15] = 1; + + return dst; +} + +/** + * Scales the given 4-by-4 matrix in each dimension by an amount + * given by the corresponding entry in the given vector; assumes the vector has + * three entries. + * @param {module:twgl/m4.Mat4} m The matrix to be modified. + * @param {module:twgl/v3.Vec3} v A vector of three entries specifying the + * factor by which to scale in each dimension. + * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created. + * @return {module:twgl/m4.Mat4} The scaled matrix. + * @memberOf module:twgl/m4 + */ +function scale(m, v, dst) { + dst = dst || new MatType(16); + + const v0 = v[0]; + const v1 = v[1]; + const v2 = v[2]; + + dst[ 0] = v0 * m[0 * 4 + 0]; + dst[ 1] = v0 * m[0 * 4 + 1]; + dst[ 2] = v0 * m[0 * 4 + 2]; + dst[ 3] = v0 * m[0 * 4 + 3]; + dst[ 4] = v1 * m[1 * 4 + 0]; + dst[ 5] = v1 * m[1 * 4 + 1]; + dst[ 6] = v1 * m[1 * 4 + 2]; + dst[ 7] = v1 * m[1 * 4 + 3]; + dst[ 8] = v2 * m[2 * 4 + 0]; + dst[ 9] = v2 * m[2 * 4 + 1]; + dst[10] = v2 * m[2 * 4 + 2]; + dst[11] = v2 * m[2 * 4 + 3]; + + if (m !== dst) { + dst[12] = m[12]; + dst[13] = m[13]; + dst[14] = m[14]; + dst[15] = m[15]; + } + + return dst; +} + +/** + * Takes a 4-by-4 matrix and a vector with 3 entries, + * interprets the vector as a point, transforms that point by the matrix, and + * returns the result as a vector with 3 entries. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/v3.Vec3} v The point. + * @param {module:twgl/v3.Vec3} [dst] optional vec3 to store result. If not passed a new one is created. + * @return {module:twgl/v3.Vec3} The transformed point. + * @memberOf module:twgl/m4 + */ +function transformPoint(m, v, dst) { + dst = dst || create(); + const v0 = v[0]; + const v1 = v[1]; + const v2 = v[2]; + const d = v0 * m[0 * 4 + 3] + v1 * m[1 * 4 + 3] + v2 * m[2 * 4 + 3] + m[3 * 4 + 3]; + + dst[0] = (v0 * m[0 * 4 + 0] + v1 * m[1 * 4 + 0] + v2 * m[2 * 4 + 0] + m[3 * 4 + 0]) / d; + dst[1] = (v0 * m[0 * 4 + 1] + v1 * m[1 * 4 + 1] + v2 * m[2 * 4 + 1] + m[3 * 4 + 1]) / d; + dst[2] = (v0 * m[0 * 4 + 2] + v1 * m[1 * 4 + 2] + v2 * m[2 * 4 + 2] + m[3 * 4 + 2]) / d; + + return dst; +} + +/** + * Takes a 4-by-4 matrix and a vector with 3 entries, interprets the vector as a + * direction, transforms that direction by the matrix, and returns the result; + * assumes the transformation of 3-dimensional space represented by the matrix + * is parallel-preserving, i.e. any combination of rotation, scaling and + * translation, but not a perspective distortion. Returns a vector with 3 + * entries. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/v3.Vec3} v The direction. + * @param {module:twgl/v3.Vec3} [dst] optional Vec3 to store result. If not passed a new one is created. + * @return {module:twgl/v3.Vec3} The transformed direction. + * @memberOf module:twgl/m4 + */ +function transformDirection(m, v, dst) { + dst = dst || create(); + + const v0 = v[0]; + const v1 = v[1]; + const v2 = v[2]; + + dst[0] = v0 * m[0 * 4 + 0] + v1 * m[1 * 4 + 0] + v2 * m[2 * 4 + 0]; + dst[1] = v0 * m[0 * 4 + 1] + v1 * m[1 * 4 + 1] + v2 * m[2 * 4 + 1]; + dst[2] = v0 * m[0 * 4 + 2] + v1 * m[1 * 4 + 2] + v2 * m[2 * 4 + 2]; + + return dst; +} + +/** + * Takes a 4-by-4 matrix m and a vector v with 3 entries, interprets the vector + * as a normal to a surface, and computes a vector which is normal upon + * transforming that surface by the matrix. The effect of this function is the + * same as transforming v (as a direction) by the inverse-transpose of m. This + * function assumes the transformation of 3-dimensional space represented by the + * matrix is parallel-preserving, i.e. any combination of rotation, scaling and + * translation, but not a perspective distortion. Returns a vector with 3 + * entries. + * @param {module:twgl/m4.Mat4} m The matrix. + * @param {module:twgl/v3.Vec3} v The normal. + * @param {module:twgl/v3.Vec3} [dst] The direction. If not passed a new one is created. + * @return {module:twgl/v3.Vec3} The transformed normal. + * @memberOf module:twgl/m4 + */ +function transformNormal(m, v, dst) { + dst = dst || create(); + const mi = inverse(m); + const v0 = v[0]; + const v1 = v[1]; + const v2 = v[2]; + + dst[0] = v0 * mi[0 * 4 + 0] + v1 * mi[0 * 4 + 1] + v2 * mi[0 * 4 + 2]; + dst[1] = v0 * mi[1 * 4 + 0] + v1 * mi[1 * 4 + 1] + v2 * mi[1 * 4 + 2]; + dst[2] = v0 * mi[2 * 4 + 0] + v1 * mi[2 * 4 + 1] + v2 * mi[2 * 4 + 2]; + + return dst; +} + +var m4 = /*#__PURE__*/Object.freeze({ + __proto__: null, + axisRotate: axisRotate, + axisRotation: axisRotation, + copy: copy$1, + frustum: frustum, + getAxis: getAxis, + getTranslation: getTranslation, + identity: identity, + inverse: inverse, + lookAt: lookAt, + multiply: multiply$1, + negate: negate$1, + ortho: ortho, + perspective: perspective, + rotateX: rotateX, + rotateY: rotateY, + rotateZ: rotateZ, + rotationX: rotationX, + rotationY: rotationY, + rotationZ: rotationZ, + scale: scale, + scaling: scaling, + setAxis: setAxis, + setDefaultType: setDefaultType$1, + setTranslation: setTranslation, + transformDirection: transformDirection, + transformNormal: transformNormal, + transformPoint: transformPoint, + translate: translate, + translation: translation, + transpose: transpose +}); + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/* DataType */ +const BYTE = 0x1400; +const UNSIGNED_BYTE = 0x1401; +const SHORT = 0x1402; +const UNSIGNED_SHORT = 0x1403; +const INT = 0x1404; +const UNSIGNED_INT = 0x1405; +const FLOAT = 0x1406; +const UNSIGNED_SHORT_4_4_4_4 = 0x8033; +const UNSIGNED_SHORT_5_5_5_1 = 0x8034; +const UNSIGNED_SHORT_5_6_5 = 0x8363; +const HALF_FLOAT = 0x140B; +const UNSIGNED_INT_2_10_10_10_REV = 0x8368; +const UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B; +const UNSIGNED_INT_5_9_9_9_REV = 0x8C3E; +const FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD; +const UNSIGNED_INT_24_8 = 0x84FA; + +const glTypeToTypedArray = {}; +{ + const tt = glTypeToTypedArray; + tt[BYTE] = Int8Array; + tt[UNSIGNED_BYTE] = Uint8Array; + tt[SHORT] = Int16Array; + tt[UNSIGNED_SHORT] = Uint16Array; + tt[INT] = Int32Array; + tt[UNSIGNED_INT] = Uint32Array; + tt[FLOAT] = Float32Array; + tt[UNSIGNED_SHORT_4_4_4_4] = Uint16Array; + tt[UNSIGNED_SHORT_5_5_5_1] = Uint16Array; + tt[UNSIGNED_SHORT_5_6_5] = Uint16Array; + tt[HALF_FLOAT] = Uint16Array; + tt[UNSIGNED_INT_2_10_10_10_REV] = Uint32Array; + tt[UNSIGNED_INT_10F_11F_11F_REV] = Uint32Array; + tt[UNSIGNED_INT_5_9_9_9_REV] = Uint32Array; + tt[FLOAT_32_UNSIGNED_INT_24_8_REV] = Uint32Array; + tt[UNSIGNED_INT_24_8] = Uint32Array; +} + +/** + * Get the GL type for a typedArray + * @param {ArrayBufferView} typedArray a typedArray + * @return {number} the GL type for array. For example pass in an `Int8Array` and `gl.BYTE` will + * be returned. Pass in a `Uint32Array` and `gl.UNSIGNED_INT` will be returned + * @memberOf module:twgl/typedArray + */ +function getGLTypeForTypedArray(typedArray) { + if (typedArray instanceof Int8Array) { return BYTE; } // eslint-disable-line + if (typedArray instanceof Uint8Array) { return UNSIGNED_BYTE; } // eslint-disable-line + if (typedArray instanceof Uint8ClampedArray) { return UNSIGNED_BYTE; } // eslint-disable-line + if (typedArray instanceof Int16Array) { return SHORT; } // eslint-disable-line + if (typedArray instanceof Uint16Array) { return UNSIGNED_SHORT; } // eslint-disable-line + if (typedArray instanceof Int32Array) { return INT; } // eslint-disable-line + if (typedArray instanceof Uint32Array) { return UNSIGNED_INT; } // eslint-disable-line + if (typedArray instanceof Float32Array) { return FLOAT; } // eslint-disable-line + throw new Error('unsupported typed array type'); +} + +/** + * Get the GL type for a typedArray type + * @param {ArrayBufferView} typedArrayType a typedArray constructor + * @return {number} the GL type for type. For example pass in `Int8Array` and `gl.BYTE` will + * be returned. Pass in `Uint32Array` and `gl.UNSIGNED_INT` will be returned + * @memberOf module:twgl/typedArray + */ +function getGLTypeForTypedArrayType(typedArrayType) { + if (typedArrayType === Int8Array) { return BYTE; } // eslint-disable-line + if (typedArrayType === Uint8Array) { return UNSIGNED_BYTE; } // eslint-disable-line + if (typedArrayType === Uint8ClampedArray) { return UNSIGNED_BYTE; } // eslint-disable-line + if (typedArrayType === Int16Array) { return SHORT; } // eslint-disable-line + if (typedArrayType === Uint16Array) { return UNSIGNED_SHORT; } // eslint-disable-line + if (typedArrayType === Int32Array) { return INT; } // eslint-disable-line + if (typedArrayType === Uint32Array) { return UNSIGNED_INT; } // eslint-disable-line + if (typedArrayType === Float32Array) { return FLOAT; } // eslint-disable-line + throw new Error('unsupported typed array type'); +} + +/** + * Get the typed array constructor for a given GL type + * @param {number} type the GL type. (eg: `gl.UNSIGNED_INT`) + * @return {function} the constructor for a the corresponding typed array. (eg. `Uint32Array`). + * @memberOf module:twgl/typedArray + */ +function getTypedArrayTypeForGLType(type) { + const CTOR = glTypeToTypedArray[type]; + if (!CTOR) { + throw new Error('unknown gl type'); + } + return CTOR; +} + +const isArrayBuffer = typeof SharedArrayBuffer !== 'undefined' + ? function isArrayBufferOrSharedArrayBuffer(a) { + return a && a.buffer && (a.buffer instanceof ArrayBuffer || a.buffer instanceof SharedArrayBuffer); + } + : function isArrayBuffer(a) { + return a && a.buffer && a.buffer instanceof ArrayBuffer; + }; + +var typedarrays = /*#__PURE__*/Object.freeze({ + __proto__: null, + getGLTypeForTypedArray: getGLTypeForTypedArray, + getGLTypeForTypedArrayType: getGLTypeForTypedArrayType, + getTypedArrayTypeForGLType: getTypedArrayTypeForGLType, + isArrayBuffer: isArrayBuffer +}); + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/* eslint no-console: "off" */ + +/** + * Copy named properties + * + * @param {string[]} names names of properties to copy + * @param {object} src object to copy properties from + * @param {object} dst object to copy properties to + * @private + */ +function copyNamedProperties(names, src, dst) { + names.forEach(function(name) { + const value = src[name]; + if (value !== undefined) { + dst[name] = value; + } + }); +} + +/** + * Copies properties from source to dest only if a matching key is in dest + * + * @param {Object.} src the source + * @param {Object.} dst the dest + * @private + */ +function copyExistingProperties(src, dst) { + Object.keys(dst).forEach(function(key) { + if (dst.hasOwnProperty(key) && src.hasOwnProperty(key)) { /* eslint no-prototype-builtins: 0 */ + dst[key] = src[key]; + } + }); +} + +function error(...args) { + console.error(...args); +} + +function warn(...args) { + console.warn(...args); +} + +function isBuffer(gl, t) { + return typeof WebGLBuffer !== 'undefined' && t instanceof WebGLBuffer; +} + +function isRenderbuffer(gl, t) { + return typeof WebGLRenderbuffer !== 'undefined' && t instanceof WebGLRenderbuffer; +} + +function isShader(gl, t) { + return typeof WebGLShader !== 'undefined' && t instanceof WebGLShader; +} + +function isTexture(gl, t) { + return typeof WebGLTexture !== 'undefined' && t instanceof WebGLTexture; +} + +function isSampler(gl, t) { + return typeof WebGLSampler !== 'undefined' && t instanceof WebGLSampler; +} + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +const STATIC_DRAW = 0x88e4; +const ARRAY_BUFFER = 0x8892; +const ELEMENT_ARRAY_BUFFER = 0x8893; +const BUFFER_SIZE = 0x8764; + +const BYTE$1 = 0x1400; +const UNSIGNED_BYTE$1 = 0x1401; +const SHORT$1 = 0x1402; +const UNSIGNED_SHORT$1 = 0x1403; +const INT$1 = 0x1404; +const UNSIGNED_INT$1 = 0x1405; +const FLOAT$1 = 0x1406; +const defaults = { + attribPrefix: "", +}; + +/** + * Sets the default attrib prefix + * + * When writing shaders I prefer to name attributes with `a_`, uniforms with `u_` and varyings with `v_` + * as it makes it clear where they came from. But, when building geometry I prefer using un-prefixed names. + * + * In other words I'll create arrays of geometry like this + * + * var arrays = { + * position: ... + * normal: ... + * texcoord: ... + * }; + * + * But need those mapped to attributes and my attributes start with `a_`. + * + * @deprecated see {@link module:twgl.setDefaults} + * @param {string} prefix prefix for attribs + * @memberOf module:twgl/attributes + */ +function setAttributePrefix(prefix) { + defaults.attribPrefix = prefix; +} + +function setDefaults(newDefaults) { + copyExistingProperties(newDefaults, defaults); +} + +function setBufferFromTypedArray(gl, type, buffer, array, drawType) { + gl.bindBuffer(type, buffer); + gl.bufferData(type, array, drawType || STATIC_DRAW); +} + +/** + * Given typed array creates a WebGLBuffer and copies the typed array + * into it. + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @param {ArrayBuffer|SharedArrayBuffer|ArrayBufferView|WebGLBuffer} typedArray the typed array. Note: If a WebGLBuffer is passed in it will just be returned. No action will be taken + * @param {number} [type] the GL bind type for the buffer. Default = `gl.ARRAY_BUFFER`. + * @param {number} [drawType] the GL draw type for the buffer. Default = 'gl.STATIC_DRAW`. + * @return {WebGLBuffer} the created WebGLBuffer + * @memberOf module:twgl/attributes + */ +function createBufferFromTypedArray(gl, typedArray, type, drawType) { + if (isBuffer(gl, typedArray)) { + return typedArray; + } + type = type || ARRAY_BUFFER; + const buffer = gl.createBuffer(); + setBufferFromTypedArray(gl, type, buffer, typedArray, drawType); + return buffer; +} + +function isIndices(name) { + return name === "indices"; +} + +// This is really just a guess. Though I can't really imagine using +// anything else? Maybe for some compression? +function getNormalizationForTypedArray(typedArray) { + if (typedArray instanceof Int8Array) { return true; } // eslint-disable-line + if (typedArray instanceof Uint8Array) { return true; } // eslint-disable-line + return false; +} + +// This is really just a guess. Though I can't really imagine using +// anything else? Maybe for some compression? +function getNormalizationForTypedArrayType(typedArrayType) { + if (typedArrayType === Int8Array) { return true; } // eslint-disable-line + if (typedArrayType === Uint8Array) { return true; } // eslint-disable-line + return false; +} + +function getArray(array) { + return array.length ? array : array.data; +} + +const texcoordRE = /coord|texture/i; +const colorRE = /color|colour/i; + +function guessNumComponentsFromName(name, length) { + let numComponents; + if (texcoordRE.test(name)) { + numComponents = 2; + } else if (colorRE.test(name)) { + numComponents = 4; + } else { + numComponents = 3; // position, normals, indices ... + } + + if (length % numComponents > 0) { + throw new Error(`Can not guess numComponents for attribute '${name}'. Tried ${numComponents} but ${length} values is not evenly divisible by ${numComponents}. You should specify it.`); + } + + return numComponents; +} + +function getNumComponents(array, arrayName) { + return array.numComponents || array.size || guessNumComponentsFromName(arrayName, getArray(array).length); +} + +function makeTypedArray(array, name) { + if (isArrayBuffer(array)) { + return array; + } + + if (isArrayBuffer(array.data)) { + return array.data; + } + + if (Array.isArray(array)) { + array = { + data: array, + }; + } + + let Type = array.type; + if (!Type) { + if (isIndices(name)) { + Type = Uint16Array; + } else { + Type = Float32Array; + } + } + return new Type(array.data); +} + +/** + * The info for an attribute. This is effectively just the arguments to `gl.vertexAttribPointer` plus the WebGLBuffer + * for the attribute. + * + * @typedef {Object} AttribInfo + * @property {number[]|ArrayBufferView} [value] a constant value for the attribute. Note: if this is set the attribute will be + * disabled and set to this constant value and all other values will be ignored. + * @property {number} [numComponents] the number of components for this attribute. + * @property {number} [size] synonym for `numComponents`. + * @property {number} [type] the type of the attribute (eg. `gl.FLOAT`, `gl.UNSIGNED_BYTE`, etc...) Default = `gl.FLOAT` + * @property {boolean} [normalize] whether or not to normalize the data. Default = false + * @property {number} [offset] offset into buffer in bytes. Default = 0 + * @property {number} [stride] the stride in bytes per element. Default = 0 + * @property {number} [divisor] the divisor in instances. Default = undefined. Note: undefined = don't call gl.vertexAttribDivisor + * where as anything else = do call it with this value + * @property {WebGLBuffer} buffer the buffer that contains the data for this attribute + * @property {number} [drawType] the draw type passed to gl.bufferData. Default = gl.STATIC_DRAW + * @memberOf module:twgl + */ + +/** + * Use this type of array spec when TWGL can't guess the type or number of components of an array + * @typedef {Object} FullArraySpec + * @property {number[]|ArrayBufferView} [value] a constant value for the attribute. Note: if this is set the attribute will be + * disabled and set to this constant value and all other values will be ignored. + * @property {(number|number[]|ArrayBufferView)} data The data of the array. A number alone becomes the number of elements of type. + * @property {number} [numComponents] number of components for `vertexAttribPointer`. Default is based on the name of the array. + * If `coord` is in the name assumes `numComponents = 2`. + * If `color` is in the name assumes `numComponents = 4`. + * otherwise assumes `numComponents = 3` + * @property {constructor} [type] type. This is only used if `data` is a JavaScript array. It is the constructor for the typedarray. (eg. `Uint8Array`). + * For example if you want colors in a `Uint8Array` you might have a `FullArraySpec` like `{ type: Uint8Array, data: [255,0,255,255, ...], }`. + * @property {number} [size] synonym for `numComponents`. + * @property {boolean} [normalize] normalize for `vertexAttribPointer`. Default is true if type is `Int8Array` or `Uint8Array` otherwise false. + * @property {number} [stride] stride for `vertexAttribPointer`. Default = 0 + * @property {number} [offset] offset for `vertexAttribPointer`. Default = 0 + * @property {number} [divisor] divisor for `vertexAttribDivisor`. Default = undefined. Note: undefined = don't call gl.vertexAttribDivisor + * where as anything else = do call it with this value + * @property {string} [attrib] name of attribute this array maps to. Defaults to same name as array prefixed by the default attribPrefix. + * @property {string} [name] synonym for `attrib`. + * @property {string} [attribName] synonym for `attrib`. + * @property {WebGLBuffer} [buffer] Buffer to use for this attribute. This lets you use your own buffer + * but you will need to supply `numComponents` and `type`. You can effectively pass an `AttribInfo` + * to provide this. Example: + * + * const bufferInfo1 = twgl.createBufferInfoFromArrays(gl, { + * position: [1, 2, 3, ... ], + * }); + * const bufferInfo2 = twgl.createBufferInfoFromArrays(gl, { + * position: bufferInfo1.attribs.position, // use the same buffer from bufferInfo1 + * }); + * + * @memberOf module:twgl + */ + +/** + * An individual array in {@link module:twgl.Arrays} + * + * When passed to {@link module:twgl.createBufferInfoFromArrays} if an ArraySpec is `number[]` or `ArrayBufferView` + * the types will be guessed based on the name. `indices` will be `Uint16Array`, everything else will + * be `Float32Array`. If an ArraySpec is a number it's the number of floats for an empty (zeroed) buffer. + * + * @typedef {(number|number[]|ArrayBufferView|module:twgl.FullArraySpec)} ArraySpec + * @memberOf module:twgl + */ + +/** + * This is a JavaScript object of arrays by name. The names should match your shader's attributes. If your + * attributes have a common prefix you can specify it by calling {@link module:twgl.setAttributePrefix}. + * + * Bare JavaScript Arrays + * + * var arrays = { + * position: [-1, 1, 0], + * normal: [0, 1, 0], + * ... + * } + * + * Bare TypedArrays + * + * var arrays = { + * position: new Float32Array([-1, 1, 0]), + * color: new Uint8Array([255, 128, 64, 255]), + * ... + * } + * + * * Will guess at `numComponents` if not specified based on name. + * + * If `coord` is in the name assumes `numComponents = 2` + * + * If `color` is in the name assumes `numComponents = 4` + * + * otherwise assumes `numComponents = 3` + * + * Objects with various fields. See {@link module:twgl.FullArraySpec}. + * + * var arrays = { + * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], }, + * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], }, + * normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], }, + * indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], }, + * }; + * + * @typedef {Object.} Arrays + * @memberOf module:twgl + */ + + +/** + * Creates a set of attribute data and WebGLBuffers from set of arrays + * + * Given + * + * var arrays = { + * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], }, + * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], }, + * normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], }, + * color: { numComponents: 4, data: [255, 255, 255, 255, 255, 0, 0, 255, 0, 0, 255, 255], type: Uint8Array, }, + * indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], }, + * }; + * + * returns something like + * + * var attribs = { + * position: { numComponents: 3, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, }, + * texcoord: { numComponents: 2, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, }, + * normal: { numComponents: 3, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, }, + * color: { numComponents: 4, type: gl.UNSIGNED_BYTE, normalize: true, buffer: WebGLBuffer, }, + * }; + * + * notes: + * + * * Arrays can take various forms + * + * Bare JavaScript Arrays + * + * var arrays = { + * position: [-1, 1, 0], + * normal: [0, 1, 0], + * ... + * } + * + * Bare TypedArrays + * + * var arrays = { + * position: new Float32Array([-1, 1, 0]), + * color: new Uint8Array([255, 128, 64, 255]), + * ... + * } + * + * * Will guess at `numComponents` if not specified based on name. + * + * If `coord` is in the name assumes `numComponents = 2` + * + * If `color` is in the name assumes `numComponents = 4` + * + * otherwise assumes `numComponents = 3` + * + * @param {WebGLRenderingContext} gl The webgl rendering context. + * @param {module:twgl.Arrays} arrays The arrays + * @param {module:twgl.BufferInfo} [srcBufferInfo] a BufferInfo to copy from + * This lets you share buffers. Any arrays you supply will override + * the buffers from srcBufferInfo. + * @return {Object.} the attribs + * @memberOf module:twgl/attributes + */ +function createAttribsFromArrays(gl, arrays) { + const attribs = {}; + Object.keys(arrays).forEach(function(arrayName) { + if (!isIndices(arrayName)) { + const array = arrays[arrayName]; + const attribName = array.attrib || array.name || array.attribName || (defaults.attribPrefix + arrayName); + if (array.value) { + if (!Array.isArray(array.value) && !isArrayBuffer(array.value)) { + throw new Error('array.value is not array or typedarray'); + } + attribs[attribName] = { + value: array.value, + }; + } else { + let buffer; + let type; + let normalization; + let numComponents; + if (array.buffer && array.buffer instanceof WebGLBuffer) { + buffer = array.buffer; + numComponents = array.numComponents || array.size; + type = array.type; + normalization = array.normalize; + } else if (typeof array === "number" || typeof array.data === "number") { + const numValues = array.data || array; + const arrayType = array.type || Float32Array; + const numBytes = numValues * arrayType.BYTES_PER_ELEMENT; + type = getGLTypeForTypedArrayType(arrayType); + normalization = array.normalize !== undefined ? array.normalize : getNormalizationForTypedArrayType(arrayType); + numComponents = array.numComponents || array.size || guessNumComponentsFromName(arrayName, numValues); + buffer = gl.createBuffer(); + gl.bindBuffer(ARRAY_BUFFER, buffer); + gl.bufferData(ARRAY_BUFFER, numBytes, array.drawType || STATIC_DRAW); + } else { + const typedArray = makeTypedArray(array, arrayName); + buffer = createBufferFromTypedArray(gl, typedArray, undefined, array.drawType); + type = getGLTypeForTypedArray(typedArray); + normalization = array.normalize !== undefined ? array.normalize : getNormalizationForTypedArray(typedArray); + numComponents = getNumComponents(array, arrayName); + } + attribs[attribName] = { + buffer: buffer, + numComponents: numComponents, + type: type, + normalize: normalization, + stride: array.stride || 0, + offset: array.offset || 0, + divisor: array.divisor === undefined ? undefined : array.divisor, + drawType: array.drawType, + }; + } + } + }); + gl.bindBuffer(ARRAY_BUFFER, null); + return attribs; +} + +/** + * Sets the contents of a buffer attached to an attribInfo + * + * This is helper function to dynamically update a buffer. + * + * Let's say you make a bufferInfo + * + * var arrays = { + * position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]), + * texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]), + * normal: new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]), + * indices: new Uint16Array([0, 1, 2, 1, 2, 3]), + * }; + * var bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays); + * + * And you want to dynamically update the positions. You could do this + * + * // assuming arrays.position has already been updated with new data. + * twgl.setAttribInfoBufferFromArray(gl, bufferInfo.attribs.position, arrays.position); + * + * @param {WebGLRenderingContext} gl + * @param {AttribInfo} attribInfo The attribInfo who's buffer contents to set. NOTE: If you have an attribute prefix + * the name of the attribute will include the prefix. + * @param {ArraySpec} array Note: it is arguably inefficient to pass in anything but a typed array because anything + * else will have to be converted to a typed array before it can be used by WebGL. During init time that + * inefficiency is usually not important but if you're updating data dynamically best to be efficient. + * @param {number} [offset] an optional offset into the buffer. This is only an offset into the WebGL buffer + * not the array. To pass in an offset into the array itself use a typed array and create an `ArrayBufferView` + * for the portion of the array you want to use. + * + * var someArray = new Float32Array(1000); // an array with 1000 floats + * var someSubArray = new Float32Array(someArray.buffer, offsetInBytes, sizeInUnits); // a view into someArray + * + * Now you can pass `someSubArray` into setAttribInfoBufferFromArray` + * @memberOf module:twgl/attributes + */ +function setAttribInfoBufferFromArray(gl, attribInfo, array, offset) { + array = makeTypedArray(array); + if (offset !== undefined) { + gl.bindBuffer(ARRAY_BUFFER, attribInfo.buffer); + gl.bufferSubData(ARRAY_BUFFER, offset, array); + } else { + setBufferFromTypedArray(gl, ARRAY_BUFFER, attribInfo.buffer, array, attribInfo.drawType); + } +} + +function getBytesPerValueForGLType(gl, type) { + if (type === BYTE$1) return 1; // eslint-disable-line + if (type === UNSIGNED_BYTE$1) return 1; // eslint-disable-line + if (type === SHORT$1) return 2; // eslint-disable-line + if (type === UNSIGNED_SHORT$1) return 2; // eslint-disable-line + if (type === INT$1) return 4; // eslint-disable-line + if (type === UNSIGNED_INT$1) return 4; // eslint-disable-line + if (type === FLOAT$1) return 4; // eslint-disable-line + return 0; +} + +// Tries to get the number of elements from a set of arrays. +const positionKeys = ['position', 'positions', 'a_position']; +function getNumElementsFromNonIndexedArrays(arrays) { + let key; + let ii; + for (ii = 0; ii < positionKeys.length; ++ii) { + key = positionKeys[ii]; + if (key in arrays) { + break; + } + } + if (ii === positionKeys.length) { + key = Object.keys(arrays)[0]; + } + const array = arrays[key]; + const length = getArray(array).length; + const numComponents = getNumComponents(array, key); + const numElements = length / numComponents; + if (length % numComponents > 0) { + throw new Error(`numComponents ${numComponents} not correct for length ${length}`); + } + return numElements; +} + +function getNumElementsFromAttributes(gl, attribs) { + let key; + let ii; + for (ii = 0; ii < positionKeys.length; ++ii) { + key = positionKeys[ii]; + if (key in attribs) { + break; + } + key = defaults.attribPrefix + key; + if (key in attribs) { + break; + } + } + if (ii === positionKeys.length) { + key = Object.keys(attribs)[0]; + } + const attrib = attribs[key]; + gl.bindBuffer(ARRAY_BUFFER, attrib.buffer); + const numBytes = gl.getBufferParameter(ARRAY_BUFFER, BUFFER_SIZE); + gl.bindBuffer(ARRAY_BUFFER, null); + + const bytesPerValue = getBytesPerValueForGLType(gl, attrib.type); + const totalElements = numBytes / bytesPerValue; + const numComponents = attrib.numComponents || attrib.size; + // TODO: check stride + const numElements = totalElements / numComponents; + if (numElements % 1 !== 0) { + throw new Error(`numComponents ${numComponents} not correct for length ${length}`); + } + return numElements; +} + +/** + * @typedef {Object} BufferInfo + * @property {number} numElements The number of elements to pass to `gl.drawArrays` or `gl.drawElements`. + * @property {number} [elementType] The type of indices `UNSIGNED_BYTE`, `UNSIGNED_SHORT` etc.. + * @property {WebGLBuffer} [indices] The indices `ELEMENT_ARRAY_BUFFER` if any indices exist. + * @property {Object.} [attribs] The attribs appropriate to call `setAttributes` + * @memberOf module:twgl + */ + +/** + * Creates a BufferInfo from an object of arrays. + * + * This can be passed to {@link module:twgl.setBuffersAndAttributes} and to + * {@link module:twgl:drawBufferInfo}. + * + * Given an object like + * + * var arrays = { + * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], }, + * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], }, + * normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], }, + * indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], }, + * }; + * + * Creates an BufferInfo like this + * + * bufferInfo = { + * numElements: 4, // or whatever the number of elements is + * indices: WebGLBuffer, // this property will not exist if there are no indices + * attribs: { + * position: { buffer: WebGLBuffer, numComponents: 3, }, + * normal: { buffer: WebGLBuffer, numComponents: 3, }, + * texcoord: { buffer: WebGLBuffer, numComponents: 2, }, + * }, + * }; + * + * The properties of arrays can be JavaScript arrays in which case the number of components + * will be guessed. + * + * var arrays = { + * position: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], + * texcoord: [0, 0, 0, 1, 1, 0, 1, 1], + * normal: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], + * indices: [0, 1, 2, 1, 2, 3], + * }; + * + * They can also be TypedArrays + * + * var arrays = { + * position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]), + * texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]), + * normal: new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]), + * indices: new Uint16Array([0, 1, 2, 1, 2, 3]), + * }; + * + * Or AugmentedTypedArrays + * + * var positions = createAugmentedTypedArray(3, 4); + * var texcoords = createAugmentedTypedArray(2, 4); + * var normals = createAugmentedTypedArray(3, 4); + * var indices = createAugmentedTypedArray(3, 2, Uint16Array); + * + * positions.push([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]); + * texcoords.push([0, 0, 0, 1, 1, 0, 1, 1]); + * normals.push([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]); + * indices.push([0, 1, 2, 1, 2, 3]); + * + * var arrays = { + * position: positions, + * texcoord: texcoords, + * normal: normals, + * indices: indices, + * }; + * + * For the last example it is equivalent to + * + * var bufferInfo = { + * attribs: { + * position: { numComponents: 3, buffer: gl.createBuffer(), }, + * texcoord: { numComponents: 2, buffer: gl.createBuffer(), }, + * normal: { numComponents: 3, buffer: gl.createBuffer(), }, + * }, + * indices: gl.createBuffer(), + * numElements: 6, + * }; + * + * gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.position.buffer); + * gl.bufferData(gl.ARRAY_BUFFER, arrays.position, gl.STATIC_DRAW); + * gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.texcoord.buffer); + * gl.bufferData(gl.ARRAY_BUFFER, arrays.texcoord, gl.STATIC_DRAW); + * gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.normal.buffer); + * gl.bufferData(gl.ARRAY_BUFFER, arrays.normal, gl.STATIC_DRAW); + * gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferInfo.indices); + * gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, arrays.indices, gl.STATIC_DRAW); + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @param {module:twgl.Arrays} arrays Your data + * @param {module:twgl.BufferInfo} [srcBufferInfo] An existing + * buffer info to start from. WebGLBuffers etc specified + * in the srcBufferInfo will be used in a new BufferInfo + * with any arrays specified overriding the ones in + * srcBufferInfo. + * @return {module:twgl.BufferInfo} A BufferInfo + * @memberOf module:twgl/attributes + */ +function createBufferInfoFromArrays(gl, arrays, srcBufferInfo) { + const newAttribs = createAttribsFromArrays(gl, arrays); + const bufferInfo = Object.assign({}, srcBufferInfo ? srcBufferInfo : {}); + bufferInfo.attribs = Object.assign({}, srcBufferInfo ? srcBufferInfo.attribs : {}, newAttribs); + const indices = arrays.indices; + if (indices) { + const newIndices = makeTypedArray(indices, "indices"); + bufferInfo.indices = createBufferFromTypedArray(gl, newIndices, ELEMENT_ARRAY_BUFFER); + bufferInfo.numElements = newIndices.length; + bufferInfo.elementType = getGLTypeForTypedArray(newIndices); + } else if (!bufferInfo.numElements) { + bufferInfo.numElements = getNumElementsFromAttributes(gl, bufferInfo.attribs); + } + + return bufferInfo; +} + +/** + * Creates a buffer from an array, typed array, or array spec + * + * Given something like this + * + * [1, 2, 3], + * + * or + * + * new Uint16Array([1,2,3]); + * + * or + * + * { + * data: [1, 2, 3], + * type: Uint8Array, + * } + * + * returns a WebGLBuffer that contains the given data. + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext. + * @param {module:twgl.ArraySpec} array an array, typed array, or array spec. + * @param {string} arrayName name of array. Used to guess the type if type can not be derived otherwise. + * @return {WebGLBuffer} a WebGLBuffer containing the data in array. + * @memberOf module:twgl/attributes + */ +function createBufferFromArray(gl, array, arrayName) { + const type = arrayName === "indices" ? ELEMENT_ARRAY_BUFFER : ARRAY_BUFFER; + const typedArray = makeTypedArray(array, arrayName); + return createBufferFromTypedArray(gl, typedArray, type); +} + +/** + * Creates buffers from arrays or typed arrays + * + * Given something like this + * + * var arrays = { + * positions: [1, 2, 3], + * normals: [0, 0, 1], + * } + * + * returns something like + * + * buffers = { + * positions: WebGLBuffer, + * normals: WebGLBuffer, + * } + * + * If the buffer is named 'indices' it will be made an ELEMENT_ARRAY_BUFFER. + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext. + * @param {module:twgl.Arrays} arrays + * @return {Object} returns an object with one WebGLBuffer per array + * @memberOf module:twgl/attributes + */ +function createBuffersFromArrays(gl, arrays) { + const buffers = { }; + Object.keys(arrays).forEach(function(key) { + buffers[key] = createBufferFromArray(gl, arrays[key], key); + }); + + // Ugh! + if (arrays.indices) { + buffers.numElements = arrays.indices.length; + buffers.elementType = getGLTypeForTypedArray(makeTypedArray(arrays.indices)); + } else { + buffers.numElements = getNumElementsFromNonIndexedArrays(arrays); + } + + return buffers; +} + +var attributes = /*#__PURE__*/Object.freeze({ + __proto__: null, + createAttribsFromArrays: createAttribsFromArrays, + createBuffersFromArrays: createBuffersFromArrays, + createBufferFromArray: createBufferFromArray, + createBufferFromTypedArray: createBufferFromTypedArray, + createBufferInfoFromArrays: createBufferInfoFromArrays, + setAttribInfoBufferFromArray: setAttribInfoBufferFromArray, + setAttributePrefix: setAttributePrefix, + setAttributeDefaults_: setDefaults, + getNumComponents_: getNumComponents, + getArray_: getArray +}); + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +const getArray$1 = getArray; // eslint-disable-line +const getNumComponents$1 = getNumComponents; // eslint-disable-line + +/** + * @typedef {(Int8Array|Uint8Array|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array)} TypedArray + */ + +/** + * Add `push` to a typed array. It just keeps a 'cursor' + * and allows use to `push` values into the array so we + * don't have to manually compute offsets + * @param {TypedArray} typedArray TypedArray to augment + * @param {number} numComponents number of components. + * @private + */ +function augmentTypedArray(typedArray, numComponents) { + let cursor = 0; + typedArray.push = function() { + for (let ii = 0; ii < arguments.length; ++ii) { + const value = arguments[ii]; + if (value instanceof Array || isArrayBuffer(value)) { + for (let jj = 0; jj < value.length; ++jj) { + typedArray[cursor++] = value[jj]; + } + } else { + typedArray[cursor++] = value; + } + } + }; + typedArray.reset = function(opt_index) { + cursor = opt_index || 0; + }; + typedArray.numComponents = numComponents; + Object.defineProperty(typedArray, 'numElements', { + get: function() { + return this.length / this.numComponents | 0; + }, + }); + return typedArray; +} + +/** + * creates a typed array with a `push` function attached + * so that you can easily *push* values. + * + * `push` can take multiple arguments. If an argument is an array each element + * of the array will be added to the typed array. + * + * Example: + * + * const array = createAugmentedTypedArray(3, 2); // creates a Float32Array with 6 values + * array.push(1, 2, 3); + * array.push([4, 5, 6]); + * // array now contains [1, 2, 3, 4, 5, 6] + * + * Also has `numComponents` and `numElements` properties. + * + * @param {number} numComponents number of components + * @param {number} numElements number of elements. The total size of the array will be `numComponents * numElements`. + * @param {constructor} opt_type A constructor for the type. Default = `Float32Array`. + * @return {ArrayBufferView} A typed array. + * @memberOf module:twgl/primitives + */ +function createAugmentedTypedArray(numComponents, numElements, opt_type) { + const Type = opt_type || Float32Array; + return augmentTypedArray(new Type(numComponents * numElements), numComponents); +} + +function allButIndices(name) { + return name !== "indices"; +} + +/** + * Given indexed vertices creates a new set of vertices un-indexed by expanding the indexed vertices. + * @param {Object.} vertices The indexed vertices to deindex + * @return {Object.} The deindexed vertices + * @memberOf module:twgl/primitives + */ +function deindexVertices(vertices) { + const indices = vertices.indices; + const newVertices = {}; + const numElements = indices.length; + + function expandToUnindexed(channel) { + const srcBuffer = vertices[channel]; + const numComponents = srcBuffer.numComponents; + const dstBuffer = createAugmentedTypedArray(numComponents, numElements, srcBuffer.constructor); + for (let ii = 0; ii < numElements; ++ii) { + const ndx = indices[ii]; + const offset = ndx * numComponents; + for (let jj = 0; jj < numComponents; ++jj) { + dstBuffer.push(srcBuffer[offset + jj]); + } + } + newVertices[channel] = dstBuffer; + } + + Object.keys(vertices).filter(allButIndices).forEach(expandToUnindexed); + + return newVertices; +} + +/** + * flattens the normals of deindexed vertices in place. + * @param {Object.} vertices The deindexed vertices who's normals to flatten + * @return {Object.} The flattened vertices (same as was passed in) + * @memberOf module:twgl/primitives + */ +function flattenNormals(vertices) { + if (vertices.indices) { + throw new Error('can not flatten normals of indexed vertices. deindex them first'); + } + + const normals = vertices.normal; + const numNormals = normals.length; + for (let ii = 0; ii < numNormals; ii += 9) { + // pull out the 3 normals for this triangle + const nax = normals[ii + 0]; + const nay = normals[ii + 1]; + const naz = normals[ii + 2]; + + const nbx = normals[ii + 3]; + const nby = normals[ii + 4]; + const nbz = normals[ii + 5]; + + const ncx = normals[ii + 6]; + const ncy = normals[ii + 7]; + const ncz = normals[ii + 8]; + + // add them + let nx = nax + nbx + ncx; + let ny = nay + nby + ncy; + let nz = naz + nbz + ncz; + + // normalize them + const length = Math.sqrt(nx * nx + ny * ny + nz * nz); + + nx /= length; + ny /= length; + nz /= length; + + // copy them back in + normals[ii + 0] = nx; + normals[ii + 1] = ny; + normals[ii + 2] = nz; + + normals[ii + 3] = nx; + normals[ii + 4] = ny; + normals[ii + 5] = nz; + + normals[ii + 6] = nx; + normals[ii + 7] = ny; + normals[ii + 8] = nz; + } + + return vertices; +} + +function applyFuncToV3Array(array, matrix, fn) { + const len = array.length; + const tmp = new Float32Array(3); + for (let ii = 0; ii < len; ii += 3) { + fn(matrix, [array[ii], array[ii + 1], array[ii + 2]], tmp); + array[ii ] = tmp[0]; + array[ii + 1] = tmp[1]; + array[ii + 2] = tmp[2]; + } +} + +function transformNormal$1(mi, v, dst) { + dst = dst || create(); + const v0 = v[0]; + const v1 = v[1]; + const v2 = v[2]; + + dst[0] = v0 * mi[0 * 4 + 0] + v1 * mi[0 * 4 + 1] + v2 * mi[0 * 4 + 2]; + dst[1] = v0 * mi[1 * 4 + 0] + v1 * mi[1 * 4 + 1] + v2 * mi[1 * 4 + 2]; + dst[2] = v0 * mi[2 * 4 + 0] + v1 * mi[2 * 4 + 1] + v2 * mi[2 * 4 + 2]; + + return dst; +} + +/** + * Reorients directions by the given matrix.. + * @param {(number[]|TypedArray)} array The array. Assumes value floats per element. + * @param {module:twgl/m4.Mat4} matrix A matrix to multiply by. + * @return {(number[]|TypedArray)} the same array that was passed in + * @memberOf module:twgl/primitives + */ +function reorientDirections(array, matrix) { + applyFuncToV3Array(array, matrix, transformDirection); + return array; +} + +/** + * Reorients normals by the inverse-transpose of the given + * matrix.. + * @param {(number[]|TypedArray)} array The array. Assumes value floats per element. + * @param {module:twgl/m4.Mat4} matrix A matrix to multiply by. + * @return {(number[]|TypedArray)} the same array that was passed in + * @memberOf module:twgl/primitives + */ +function reorientNormals(array, matrix) { + applyFuncToV3Array(array, inverse(matrix), transformNormal$1); + return array; +} + +/** + * Reorients positions by the given matrix. In other words, it + * multiplies each vertex by the given matrix. + * @param {(number[]|TypedArray)} array The array. Assumes value floats per element. + * @param {module:twgl/m4.Mat4} matrix A matrix to multiply by. + * @return {(number[]|TypedArray)} the same array that was passed in + * @memberOf module:twgl/primitives + */ +function reorientPositions(array, matrix) { + applyFuncToV3Array(array, matrix, transformPoint); + return array; +} + +/** + * @typedef {(number[]|TypedArray)} NativeArrayOrTypedArray + */ + +/** + * Reorients arrays by the given matrix. Assumes arrays have + * names that contains 'pos' could be reoriented as positions, + * 'binorm' or 'tan' as directions, and 'norm' as normals. + * + * @param {Object.} arrays The vertices to reorient + * @param {module:twgl/m4.Mat4} matrix matrix to reorient by. + * @return {Object.} same arrays that were passed in. + * @memberOf module:twgl/primitives + */ +function reorientVertices(arrays, matrix) { + Object.keys(arrays).forEach(function(name) { + const array = arrays[name]; + if (name.indexOf("pos") >= 0) { + reorientPositions(array, matrix); + } else if (name.indexOf("tan") >= 0 || name.indexOf("binorm") >= 0) { + reorientDirections(array, matrix); + } else if (name.indexOf("norm") >= 0) { + reorientNormals(array, matrix); + } + }); + return arrays; +} + +/** + * Creates XY quad BufferInfo + * + * The default with no parameters will return a 2x2 quad with values from -1 to +1. + * If you want a unit quad with that goes from 0 to 1 you'd call it with + * + * twgl.primitives.createXYQuadBufferInfo(gl, 1, 0.5, 0.5); + * + * If you want a unit quad centered above 0,0 you'd call it with + * + * twgl.primitives.createXYQuadBufferInfo(gl, 1, 0, 0.5); + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1 + * @param {number} [xOffset] the amount to offset the quad in X + * @param {number} [yOffset] the amount to offset the quad in Y + * @return {Object.} the created XY Quad BufferInfo + * @memberOf module:twgl/primitives + * @function createXYQuadBuffers + */ + +/** + * Creates XY quad Buffers + * + * The default with no parameters will return a 2x2 quad with values from -1 to +1. + * If you want a unit quad with that goes from 0 to 1 you'd call it with + * + * twgl.primitives.createXYQuadBufferInfo(gl, 1, 0.5, 0.5); + * + * If you want a unit quad centered above 0,0 you'd call it with + * + * twgl.primitives.createXYQuadBufferInfo(gl, 1, 0, 0.5); + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1 + * @param {number} [xOffset] the amount to offset the quad in X + * @param {number} [yOffset] the amount to offset the quad in Y + * @return {module:twgl.BufferInfo} the created XY Quad buffers + * @memberOf module:twgl/primitives + * @function createXYQuadBufferInfo + */ + +/** + * Creates XY quad vertices + * + * The default with no parameters will return a 2x2 quad with values from -1 to +1. + * If you want a unit quad with that goes from 0 to 1 you'd call it with + * + * twgl.primitives.createXYQuadVertices(1, 0.5, 0.5); + * + * If you want a unit quad centered above 0,0 you'd call it with + * + * twgl.primitives.createXYQuadVertices(1, 0, 0.5); + * + * @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1 + * @param {number} [xOffset] the amount to offset the quad in X + * @param {number} [yOffset] the amount to offset the quad in Y + * @return {Object.} the created XY Quad vertices + * @memberOf module:twgl/primitives + */ +function createXYQuadVertices(size, xOffset, yOffset) { + size = size || 2; + xOffset = xOffset || 0; + yOffset = yOffset || 0; + size *= 0.5; + return { + position: { + numComponents: 2, + data: [ + xOffset + -1 * size, yOffset + -1 * size, + xOffset + 1 * size, yOffset + -1 * size, + xOffset + -1 * size, yOffset + 1 * size, + xOffset + 1 * size, yOffset + 1 * size, + ], + }, + normal: [ + 0, 0, 1, + 0, 0, 1, + 0, 0, 1, + 0, 0, 1, + ], + texcoord: [ + 0, 0, + 1, 0, + 0, 1, + 1, 1, + ], + indices: [ 0, 1, 2, 2, 1, 3 ], + }; +} + +/** + * Creates XZ plane BufferInfo. + * + * The created plane has position, normal, and texcoord data + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} [width] Width of the plane. Default = 1 + * @param {number} [depth] Depth of the plane. Default = 1 + * @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1 + * @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1 + * @param {module:twgl/m4.Mat4} [matrix] A matrix by which to multiply all the vertices. + * @return {module:twgl.BufferInfo} The created plane BufferInfo. + * @memberOf module:twgl/primitives + * @function createPlaneBufferInfo + */ + +/** + * Creates XZ plane buffers. + * + * The created plane has position, normal, and texcoord data + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} [width] Width of the plane. Default = 1 + * @param {number} [depth] Depth of the plane. Default = 1 + * @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1 + * @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1 + * @param {module:twgl/m4.Mat4} [matrix] A matrix by which to multiply all the vertices. + * @return {Object.} The created plane buffers. + * @memberOf module:twgl/primitives + * @function createPlaneBuffers + */ + +/** + * Creates XZ plane vertices. + * + * The created plane has position, normal, and texcoord data + * + * @param {number} [width] Width of the plane. Default = 1 + * @param {number} [depth] Depth of the plane. Default = 1 + * @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1 + * @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1 + * @param {module:twgl/m4.Mat4} [matrix] A matrix by which to multiply all the vertices. + * @return {Object.} The created plane vertices. + * @memberOf module:twgl/primitives + */ +function createPlaneVertices( + width, + depth, + subdivisionsWidth, + subdivisionsDepth, + matrix) { + width = width || 1; + depth = depth || 1; + subdivisionsWidth = subdivisionsWidth || 1; + subdivisionsDepth = subdivisionsDepth || 1; + matrix = matrix || identity(); + + const numVertices = (subdivisionsWidth + 1) * (subdivisionsDepth + 1); + const positions = createAugmentedTypedArray(3, numVertices); + const normals = createAugmentedTypedArray(3, numVertices); + const texcoords = createAugmentedTypedArray(2, numVertices); + + for (let z = 0; z <= subdivisionsDepth; z++) { + for (let x = 0; x <= subdivisionsWidth; x++) { + const u = x / subdivisionsWidth; + const v = z / subdivisionsDepth; + positions.push( + width * u - width * 0.5, + 0, + depth * v - depth * 0.5); + normals.push(0, 1, 0); + texcoords.push(u, v); + } + } + + const numVertsAcross = subdivisionsWidth + 1; + const indices = createAugmentedTypedArray( + 3, subdivisionsWidth * subdivisionsDepth * 2, Uint16Array); + + for (let z = 0; z < subdivisionsDepth; z++) { // eslint-disable-line + for (let x = 0; x < subdivisionsWidth; x++) { // eslint-disable-line + // Make triangle 1 of quad. + indices.push( + (z + 0) * numVertsAcross + x, + (z + 1) * numVertsAcross + x, + (z + 0) * numVertsAcross + x + 1); + + // Make triangle 2 of quad. + indices.push( + (z + 1) * numVertsAcross + x, + (z + 1) * numVertsAcross + x + 1, + (z + 0) * numVertsAcross + x + 1); + } + } + + const arrays = reorientVertices({ + position: positions, + normal: normals, + texcoord: texcoords, + indices: indices, + }, matrix); + return arrays; +} + +/** + * Creates sphere BufferInfo. + * + * The created sphere has position, normal, and texcoord data + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} radius radius of the sphere. + * @param {number} subdivisionsAxis number of steps around the sphere. + * @param {number} subdivisionsHeight number of vertically on the sphere. + * @param {number} [opt_startLatitudeInRadians] where to start the + * top of the sphere. Default = 0. + * @param {number} [opt_endLatitudeInRadians] Where to end the + * bottom of the sphere. Default = Math.PI. + * @param {number} [opt_startLongitudeInRadians] where to start + * wrapping the sphere. Default = 0. + * @param {number} [opt_endLongitudeInRadians] where to end + * wrapping the sphere. Default = 2 * Math.PI. + * @return {module:twgl.BufferInfo} The created sphere BufferInfo. + * @memberOf module:twgl/primitives + * @function createSphereBufferInfo + */ + +/** + * Creates sphere buffers. + * + * The created sphere has position, normal, and texcoord data + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} radius radius of the sphere. + * @param {number} subdivisionsAxis number of steps around the sphere. + * @param {number} subdivisionsHeight number of vertically on the sphere. + * @param {number} [opt_startLatitudeInRadians] where to start the + * top of the sphere. Default = 0. + * @param {number} [opt_endLatitudeInRadians] Where to end the + * bottom of the sphere. Default = Math.PI. + * @param {number} [opt_startLongitudeInRadians] where to start + * wrapping the sphere. Default = 0. + * @param {number} [opt_endLongitudeInRadians] where to end + * wrapping the sphere. Default = 2 * Math.PI. + * @return {Object.} The created sphere buffers. + * @memberOf module:twgl/primitives + * @function createSphereBuffers + */ + +/** + * Creates sphere vertices. + * + * The created sphere has position, normal, and texcoord data + * + * @param {number} radius radius of the sphere. + * @param {number} subdivisionsAxis number of steps around the sphere. + * @param {number} subdivisionsHeight number of vertically on the sphere. + * @param {number} [opt_startLatitudeInRadians] where to start the + * top of the sphere. Default = 0. + * @param {number} [opt_endLatitudeInRadians] Where to end the + * bottom of the sphere. Default = Math.PI. + * @param {number} [opt_startLongitudeInRadians] where to start + * wrapping the sphere. Default = 0. + * @param {number} [opt_endLongitudeInRadians] where to end + * wrapping the sphere. Default = 2 * Math.PI. + * @return {Object.} The created sphere vertices. + * @memberOf module:twgl/primitives + */ +function createSphereVertices( + radius, + subdivisionsAxis, + subdivisionsHeight, + opt_startLatitudeInRadians, + opt_endLatitudeInRadians, + opt_startLongitudeInRadians, + opt_endLongitudeInRadians) { + if (subdivisionsAxis <= 0 || subdivisionsHeight <= 0) { + throw new Error('subdivisionAxis and subdivisionHeight must be > 0'); + } + + opt_startLatitudeInRadians = opt_startLatitudeInRadians || 0; + opt_endLatitudeInRadians = opt_endLatitudeInRadians || Math.PI; + opt_startLongitudeInRadians = opt_startLongitudeInRadians || 0; + opt_endLongitudeInRadians = opt_endLongitudeInRadians || (Math.PI * 2); + + const latRange = opt_endLatitudeInRadians - opt_startLatitudeInRadians; + const longRange = opt_endLongitudeInRadians - opt_startLongitudeInRadians; + + // We are going to generate our sphere by iterating through its + // spherical coordinates and generating 2 triangles for each quad on a + // ring of the sphere. + const numVertices = (subdivisionsAxis + 1) * (subdivisionsHeight + 1); + const positions = createAugmentedTypedArray(3, numVertices); + const normals = createAugmentedTypedArray(3, numVertices); + const texcoords = createAugmentedTypedArray(2 , numVertices); + + // Generate the individual vertices in our vertex buffer. + for (let y = 0; y <= subdivisionsHeight; y++) { + for (let x = 0; x <= subdivisionsAxis; x++) { + // Generate a vertex based on its spherical coordinates + const u = x / subdivisionsAxis; + const v = y / subdivisionsHeight; + const theta = longRange * u + opt_startLongitudeInRadians; + const phi = latRange * v + opt_startLatitudeInRadians; + const sinTheta = Math.sin(theta); + const cosTheta = Math.cos(theta); + const sinPhi = Math.sin(phi); + const cosPhi = Math.cos(phi); + const ux = cosTheta * sinPhi; + const uy = cosPhi; + const uz = sinTheta * sinPhi; + positions.push(radius * ux, radius * uy, radius * uz); + normals.push(ux, uy, uz); + texcoords.push(1 - u, v); + } + } + + const numVertsAround = subdivisionsAxis + 1; + const indices = createAugmentedTypedArray(3, subdivisionsAxis * subdivisionsHeight * 2, Uint16Array); + for (let x = 0; x < subdivisionsAxis; x++) { // eslint-disable-line + for (let y = 0; y < subdivisionsHeight; y++) { // eslint-disable-line + // Make triangle 1 of quad. + indices.push( + (y + 0) * numVertsAround + x, + (y + 0) * numVertsAround + x + 1, + (y + 1) * numVertsAround + x); + + // Make triangle 2 of quad. + indices.push( + (y + 1) * numVertsAround + x, + (y + 0) * numVertsAround + x + 1, + (y + 1) * numVertsAround + x + 1); + } + } + + return { + position: positions, + normal: normals, + texcoord: texcoords, + indices: indices, + }; +} + +/** + * Array of the indices of corners of each face of a cube. + * @type {Array.} + * @private + */ +const CUBE_FACE_INDICES = [ + [3, 7, 5, 1], // right + [6, 2, 0, 4], // left + [6, 7, 3, 2], // ?? + [0, 1, 5, 4], // ?? + [7, 6, 4, 5], // front + [2, 3, 1, 0], // back +]; + +/** + * Creates a BufferInfo for a cube. + * + * The cube is created around the origin. (-size / 2, size / 2). + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} [size] width, height and depth of the cube. + * @return {module:twgl.BufferInfo} The created BufferInfo. + * @memberOf module:twgl/primitives + * @function createCubeBufferInfo + */ + +/** + * Creates the buffers and indices for a cube. + * + * The cube is created around the origin. (-size / 2, size / 2). + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} [size] width, height and depth of the cube. + * @return {Object.} The created buffers. + * @memberOf module:twgl/primitives + * @function createCubeBuffers + */ + +/** + * Creates the vertices and indices for a cube. + * + * The cube is created around the origin. (-size / 2, size / 2). + * + * @param {number} [size] width, height and depth of the cube. + * @return {Object.} The created vertices. + * @memberOf module:twgl/primitives + */ +function createCubeVertices(size) { + size = size || 1; + const k = size / 2; + + const cornerVertices = [ + [-k, -k, -k], + [+k, -k, -k], + [-k, +k, -k], + [+k, +k, -k], + [-k, -k, +k], + [+k, -k, +k], + [-k, +k, +k], + [+k, +k, +k], + ]; + + const faceNormals = [ + [+1, +0, +0], + [-1, +0, +0], + [+0, +1, +0], + [+0, -1, +0], + [+0, +0, +1], + [+0, +0, -1], + ]; + + const uvCoords = [ + [1, 0], + [0, 0], + [0, 1], + [1, 1], + ]; + + const numVertices = 6 * 4; + const positions = createAugmentedTypedArray(3, numVertices); + const normals = createAugmentedTypedArray(3, numVertices); + const texcoords = createAugmentedTypedArray(2 , numVertices); + const indices = createAugmentedTypedArray(3, 6 * 2, Uint16Array); + + for (let f = 0; f < 6; ++f) { + const faceIndices = CUBE_FACE_INDICES[f]; + for (let v = 0; v < 4; ++v) { + const position = cornerVertices[faceIndices[v]]; + const normal = faceNormals[f]; + const uv = uvCoords[v]; + + // Each face needs all four vertices because the normals and texture + // coordinates are not all the same. + positions.push(position); + normals.push(normal); + texcoords.push(uv); + + } + // Two triangles make a square face. + const offset = 4 * f; + indices.push(offset + 0, offset + 1, offset + 2); + indices.push(offset + 0, offset + 2, offset + 3); + } + + return { + position: positions, + normal: normals, + texcoord: texcoords, + indices: indices, + }; +} + +/** + * Creates a BufferInfo for a truncated cone, which is like a cylinder + * except that it has different top and bottom radii. A truncated cone + * can also be used to create cylinders and regular cones. The + * truncated cone will be created centered about the origin, with the + * y axis as its vertical axis. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} bottomRadius Bottom radius of truncated cone. + * @param {number} topRadius Top radius of truncated cone. + * @param {number} height Height of truncated cone. + * @param {number} radialSubdivisions The number of subdivisions around the + * truncated cone. + * @param {number} verticalSubdivisions The number of subdivisions down the + * truncated cone. + * @param {boolean} [opt_topCap] Create top cap. Default = true. + * @param {boolean} [opt_bottomCap] Create bottom cap. Default = true. + * @return {module:twgl.BufferInfo} The created cone BufferInfo. + * @memberOf module:twgl/primitives + * @function createTruncatedConeBufferInfo + */ + +/** + * Creates buffers for a truncated cone, which is like a cylinder + * except that it has different top and bottom radii. A truncated cone + * can also be used to create cylinders and regular cones. The + * truncated cone will be created centered about the origin, with the + * y axis as its vertical axis. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} bottomRadius Bottom radius of truncated cone. + * @param {number} topRadius Top radius of truncated cone. + * @param {number} height Height of truncated cone. + * @param {number} radialSubdivisions The number of subdivisions around the + * truncated cone. + * @param {number} verticalSubdivisions The number of subdivisions down the + * truncated cone. + * @param {boolean} [opt_topCap] Create top cap. Default = true. + * @param {boolean} [opt_bottomCap] Create bottom cap. Default = true. + * @return {Object.} The created cone buffers. + * @memberOf module:twgl/primitives + * @function createTruncatedConeBuffers + */ + +/** + * Creates vertices for a truncated cone, which is like a cylinder + * except that it has different top and bottom radii. A truncated cone + * can also be used to create cylinders and regular cones. The + * truncated cone will be created centered about the origin, with the + * y axis as its vertical axis. . + * + * @param {number} bottomRadius Bottom radius of truncated cone. + * @param {number} topRadius Top radius of truncated cone. + * @param {number} height Height of truncated cone. + * @param {number} radialSubdivisions The number of subdivisions around the + * truncated cone. + * @param {number} verticalSubdivisions The number of subdivisions down the + * truncated cone. + * @param {boolean} [opt_topCap] Create top cap. Default = true. + * @param {boolean} [opt_bottomCap] Create bottom cap. Default = true. + * @return {Object.} The created cone vertices. + * @memberOf module:twgl/primitives + */ +function createTruncatedConeVertices( + bottomRadius, + topRadius, + height, + radialSubdivisions, + verticalSubdivisions, + opt_topCap, + opt_bottomCap) { + if (radialSubdivisions < 3) { + throw new Error('radialSubdivisions must be 3 or greater'); + } + + if (verticalSubdivisions < 1) { + throw new Error('verticalSubdivisions must be 1 or greater'); + } + + const topCap = (opt_topCap === undefined) ? true : opt_topCap; + const bottomCap = (opt_bottomCap === undefined) ? true : opt_bottomCap; + + const extra = (topCap ? 2 : 0) + (bottomCap ? 2 : 0); + + const numVertices = (radialSubdivisions + 1) * (verticalSubdivisions + 1 + extra); + const positions = createAugmentedTypedArray(3, numVertices); + const normals = createAugmentedTypedArray(3, numVertices); + const texcoords = createAugmentedTypedArray(2, numVertices); + const indices = createAugmentedTypedArray(3, radialSubdivisions * (verticalSubdivisions + extra) * 2, Uint16Array); + + const vertsAroundEdge = radialSubdivisions + 1; + + // The slant of the cone is constant across its surface + const slant = Math.atan2(bottomRadius - topRadius, height); + const cosSlant = Math.cos(slant); + const sinSlant = Math.sin(slant); + + const start = topCap ? -2 : 0; + const end = verticalSubdivisions + (bottomCap ? 2 : 0); + + for (let yy = start; yy <= end; ++yy) { + let v = yy / verticalSubdivisions; + let y = height * v; + let ringRadius; + if (yy < 0) { + y = 0; + v = 1; + ringRadius = bottomRadius; + } else if (yy > verticalSubdivisions) { + y = height; + v = 1; + ringRadius = topRadius; + } else { + ringRadius = bottomRadius + + (topRadius - bottomRadius) * (yy / verticalSubdivisions); + } + if (yy === -2 || yy === verticalSubdivisions + 2) { + ringRadius = 0; + v = 0; + } + y -= height / 2; + for (let ii = 0; ii < vertsAroundEdge; ++ii) { + const sin = Math.sin(ii * Math.PI * 2 / radialSubdivisions); + const cos = Math.cos(ii * Math.PI * 2 / radialSubdivisions); + positions.push(sin * ringRadius, y, cos * ringRadius); + if (yy < 0) { + normals.push(0, -1, 0); + } else if (yy > verticalSubdivisions) { + normals.push(0, 1, 0); + } else if (ringRadius === 0.0) { + normals.push(0, 0, 0); + } else { + normals.push(sin * cosSlant, sinSlant, cos * cosSlant); + } + texcoords.push((ii / radialSubdivisions), 1 - v); + } + } + + for (let yy = 0; yy < verticalSubdivisions + extra; ++yy) { // eslint-disable-line + for (let ii = 0; ii < radialSubdivisions; ++ii) { // eslint-disable-line + indices.push(vertsAroundEdge * (yy + 0) + 0 + ii, + vertsAroundEdge * (yy + 0) + 1 + ii, + vertsAroundEdge * (yy + 1) + 1 + ii); + indices.push(vertsAroundEdge * (yy + 0) + 0 + ii, + vertsAroundEdge * (yy + 1) + 1 + ii, + vertsAroundEdge * (yy + 1) + 0 + ii); + } + } + + return { + position: positions, + normal: normals, + texcoord: texcoords, + indices: indices, + }; +} + +/** + * Expands RLE data + * @param {number[]} rleData data in format of run-length, x, y, z, run-length, x, y, z + * @param {number[]} [padding] value to add each entry with. + * @return {number[]} the expanded rleData + * @private + */ +function expandRLEData(rleData, padding) { + padding = padding || []; + const data = []; + for (let ii = 0; ii < rleData.length; ii += 4) { + const runLength = rleData[ii]; + const element = rleData.slice(ii + 1, ii + 4); + element.push.apply(element, padding); + for (let jj = 0; jj < runLength; ++jj) { + data.push.apply(data, element); + } + } + return data; +} + +/** + * Creates 3D 'F' BufferInfo. + * An 'F' is useful because you can easily tell which way it is oriented. + * The created 'F' has position, normal, texcoord, and color buffers. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @return {module:twgl.BufferInfo} The created BufferInfo. + * @memberOf module:twgl/primitives + * @function create3DFBufferInfo + */ + +/** + * Creates 3D 'F' buffers. + * An 'F' is useful because you can easily tell which way it is oriented. + * The created 'F' has position, normal, texcoord, and color buffers. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @return {Object.} The created buffers. + * @memberOf module:twgl/primitives + * @function create3DFBuffers + */ + +/** + * Creates 3D 'F' vertices. + * An 'F' is useful because you can easily tell which way it is oriented. + * The created 'F' has position, normal, texcoord, and color arrays. + * + * @return {Object.} The created vertices. + * @memberOf module:twgl/primitives + */ +function create3DFVertices() { + + const positions = [ + // left column front + 0, 0, 0, + 0, 150, 0, + 30, 0, 0, + 0, 150, 0, + 30, 150, 0, + 30, 0, 0, + + // top rung front + 30, 0, 0, + 30, 30, 0, + 100, 0, 0, + 30, 30, 0, + 100, 30, 0, + 100, 0, 0, + + // middle rung front + 30, 60, 0, + 30, 90, 0, + 67, 60, 0, + 30, 90, 0, + 67, 90, 0, + 67, 60, 0, + + // left column back + 0, 0, 30, + 30, 0, 30, + 0, 150, 30, + 0, 150, 30, + 30, 0, 30, + 30, 150, 30, + + // top rung back + 30, 0, 30, + 100, 0, 30, + 30, 30, 30, + 30, 30, 30, + 100, 0, 30, + 100, 30, 30, + + // middle rung back + 30, 60, 30, + 67, 60, 30, + 30, 90, 30, + 30, 90, 30, + 67, 60, 30, + 67, 90, 30, + + // top + 0, 0, 0, + 100, 0, 0, + 100, 0, 30, + 0, 0, 0, + 100, 0, 30, + 0, 0, 30, + + // top rung front + 100, 0, 0, + 100, 30, 0, + 100, 30, 30, + 100, 0, 0, + 100, 30, 30, + 100, 0, 30, + + // under top rung + 30, 30, 0, + 30, 30, 30, + 100, 30, 30, + 30, 30, 0, + 100, 30, 30, + 100, 30, 0, + + // between top rung and middle + 30, 30, 0, + 30, 60, 30, + 30, 30, 30, + 30, 30, 0, + 30, 60, 0, + 30, 60, 30, + + // top of middle rung + 30, 60, 0, + 67, 60, 30, + 30, 60, 30, + 30, 60, 0, + 67, 60, 0, + 67, 60, 30, + + // front of middle rung + 67, 60, 0, + 67, 90, 30, + 67, 60, 30, + 67, 60, 0, + 67, 90, 0, + 67, 90, 30, + + // bottom of middle rung. + 30, 90, 0, + 30, 90, 30, + 67, 90, 30, + 30, 90, 0, + 67, 90, 30, + 67, 90, 0, + + // front of bottom + 30, 90, 0, + 30, 150, 30, + 30, 90, 30, + 30, 90, 0, + 30, 150, 0, + 30, 150, 30, + + // bottom + 0, 150, 0, + 0, 150, 30, + 30, 150, 30, + 0, 150, 0, + 30, 150, 30, + 30, 150, 0, + + // left side + 0, 0, 0, + 0, 0, 30, + 0, 150, 30, + 0, 0, 0, + 0, 150, 30, + 0, 150, 0, + ]; + + const texcoords = [ + // left column front + 0.22, 0.19, + 0.22, 0.79, + 0.34, 0.19, + 0.22, 0.79, + 0.34, 0.79, + 0.34, 0.19, + + // top rung front + 0.34, 0.19, + 0.34, 0.31, + 0.62, 0.19, + 0.34, 0.31, + 0.62, 0.31, + 0.62, 0.19, + + // middle rung front + 0.34, 0.43, + 0.34, 0.55, + 0.49, 0.43, + 0.34, 0.55, + 0.49, 0.55, + 0.49, 0.43, + + // left column back + 0, 0, + 1, 0, + 0, 1, + 0, 1, + 1, 0, + 1, 1, + + // top rung back + 0, 0, + 1, 0, + 0, 1, + 0, 1, + 1, 0, + 1, 1, + + // middle rung back + 0, 0, + 1, 0, + 0, 1, + 0, 1, + 1, 0, + 1, 1, + + // top + 0, 0, + 1, 0, + 1, 1, + 0, 0, + 1, 1, + 0, 1, + + // top rung front + 0, 0, + 1, 0, + 1, 1, + 0, 0, + 1, 1, + 0, 1, + + // under top rung + 0, 0, + 0, 1, + 1, 1, + 0, 0, + 1, 1, + 1, 0, + + // between top rung and middle + 0, 0, + 1, 1, + 0, 1, + 0, 0, + 1, 0, + 1, 1, + + // top of middle rung + 0, 0, + 1, 1, + 0, 1, + 0, 0, + 1, 0, + 1, 1, + + // front of middle rung + 0, 0, + 1, 1, + 0, 1, + 0, 0, + 1, 0, + 1, 1, + + // bottom of middle rung. + 0, 0, + 0, 1, + 1, 1, + 0, 0, + 1, 1, + 1, 0, + + // front of bottom + 0, 0, + 1, 1, + 0, 1, + 0, 0, + 1, 0, + 1, 1, + + // bottom + 0, 0, + 0, 1, + 1, 1, + 0, 0, + 1, 1, + 1, 0, + + // left side + 0, 0, + 0, 1, + 1, 1, + 0, 0, + 1, 1, + 1, 0, + ]; + + const normals = expandRLEData([ + // left column front + // top rung front + // middle rung front + 18, 0, 0, 1, + + // left column back + // top rung back + // middle rung back + 18, 0, 0, -1, + + // top + 6, 0, 1, 0, + + // top rung front + 6, 1, 0, 0, + + // under top rung + 6, 0, -1, 0, + + // between top rung and middle + 6, 1, 0, 0, + + // top of middle rung + 6, 0, 1, 0, + + // front of middle rung + 6, 1, 0, 0, + + // bottom of middle rung. + 6, 0, -1, 0, + + // front of bottom + 6, 1, 0, 0, + + // bottom + 6, 0, -1, 0, + + // left side + 6, -1, 0, 0, + ]); + + const colors = expandRLEData([ + // left column front + // top rung front + // middle rung front + 18, 200, 70, 120, + + // left column back + // top rung back + // middle rung back + 18, 80, 70, 200, + + // top + 6, 70, 200, 210, + + // top rung front + 6, 200, 200, 70, + + // under top rung + 6, 210, 100, 70, + + // between top rung and middle + 6, 210, 160, 70, + + // top of middle rung + 6, 70, 180, 210, + + // front of middle rung + 6, 100, 70, 210, + + // bottom of middle rung. + 6, 76, 210, 100, + + // front of bottom + 6, 140, 210, 80, + + // bottom + 6, 90, 130, 110, + + // left side + 6, 160, 160, 220, + ], [255]); + + const numVerts = positions.length / 3; + + const arrays = { + position: createAugmentedTypedArray(3, numVerts), + texcoord: createAugmentedTypedArray(2, numVerts), + normal: createAugmentedTypedArray(3, numVerts), + color: createAugmentedTypedArray(4, numVerts, Uint8Array), + indices: createAugmentedTypedArray(3, numVerts / 3, Uint16Array), + }; + + arrays.position.push(positions); + arrays.texcoord.push(texcoords); + arrays.normal.push(normals); + arrays.color.push(colors); + + for (let ii = 0; ii < numVerts; ++ii) { + arrays.indices.push(ii); + } + + return arrays; +} + +/** + * Creates crescent BufferInfo. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} verticalRadius The vertical radius of the crescent. + * @param {number} outerRadius The outer radius of the crescent. + * @param {number} innerRadius The inner radius of the crescent. + * @param {number} thickness The thickness of the crescent. + * @param {number} subdivisionsDown number of steps around the crescent. + * @param {number} [startOffset] Where to start arc. Default 0. + * @param {number} [endOffset] Where to end arg. Default 1. + * @return {module:twgl.BufferInfo} The created BufferInfo. + * @memberOf module:twgl/primitives + * @function createCresentBufferInfo + */ + +/** + * Creates crescent buffers. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} verticalRadius The vertical radius of the crescent. + * @param {number} outerRadius The outer radius of the crescent. + * @param {number} innerRadius The inner radius of the crescent. + * @param {number} thickness The thickness of the crescent. + * @param {number} subdivisionsDown number of steps around the crescent. + * @param {number} [startOffset] Where to start arc. Default 0. + * @param {number} [endOffset] Where to end arg. Default 1. + * @return {Object.} The created buffers. + * @memberOf module:twgl/primitives + * @function createCresentBuffers + */ + +/** + * Creates crescent vertices. + * + * @param {number} verticalRadius The vertical radius of the crescent. + * @param {number} outerRadius The outer radius of the crescent. + * @param {number} innerRadius The inner radius of the crescent. + * @param {number} thickness The thickness of the crescent. + * @param {number} subdivisionsDown number of steps around the crescent. + * @param {number} [startOffset] Where to start arc. Default 0. + * @param {number} [endOffset] Where to end arg. Default 1. + * @return {Object.} The created vertices. + * @memberOf module:twgl/primitives + * @function createCresentBuffers + */ + +/** + * Creates crescent BufferInfo. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} verticalRadius The vertical radius of the crescent. + * @param {number} outerRadius The outer radius of the crescent. + * @param {number} innerRadius The inner radius of the crescent. + * @param {number} thickness The thickness of the crescent. + * @param {number} subdivisionsDown number of steps around the crescent. + * @param {number} [startOffset] Where to start arc. Default 0. + * @param {number} [endOffset] Where to end arg. Default 1. + * @return {module:twgl.BufferInfo} The created BufferInfo. + * @memberOf module:twgl/primitives + * @function createCrescentBufferInfo + */ + +/** + * Creates crescent buffers. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} verticalRadius The vertical radius of the crescent. + * @param {number} outerRadius The outer radius of the crescent. + * @param {number} innerRadius The inner radius of the crescent. + * @param {number} thickness The thickness of the crescent. + * @param {number} subdivisionsDown number of steps around the crescent. + * @param {number} [startOffset] Where to start arc. Default 0. + * @param {number} [endOffset] Where to end arg. Default 1. + * @return {Object.} The created buffers. + * @memberOf module:twgl/primitives + * @function createCrescentBuffers + */ + +/** + * Creates crescent vertices. + * + * @param {number} verticalRadius The vertical radius of the crescent. + * @param {number} outerRadius The outer radius of the crescent. + * @param {number} innerRadius The inner radius of the crescent. + * @param {number} thickness The thickness of the crescent. + * @param {number} subdivisionsDown number of steps around the crescent. + * @param {number} [startOffset] Where to start arc. Default 0. + * @param {number} [endOffset] Where to end arg. Default 1. + * @return {Object.} The created vertices. + * @memberOf module:twgl/primitives + */ + function createCrescentVertices( + verticalRadius, + outerRadius, + innerRadius, + thickness, + subdivisionsDown, + startOffset, + endOffset) { + if (subdivisionsDown <= 0) { + throw new Error('subdivisionDown must be > 0'); + } + + startOffset = startOffset || 0; + endOffset = endOffset || 1; + + const subdivisionsThick = 2; + + const offsetRange = endOffset - startOffset; + const numVertices = (subdivisionsDown + 1) * 2 * (2 + subdivisionsThick); + const positions = createAugmentedTypedArray(3, numVertices); + const normals = createAugmentedTypedArray(3, numVertices); + const texcoords = createAugmentedTypedArray(2, numVertices); + + function lerp(a, b, s) { + return a + (b - a) * s; + } + + function createArc(arcRadius, x, normalMult, normalAdd, uMult, uAdd) { + for (let z = 0; z <= subdivisionsDown; z++) { + const uBack = x / (subdivisionsThick - 1); + const v = z / subdivisionsDown; + const xBack = (uBack - 0.5) * 2; + const angle = (startOffset + (v * offsetRange)) * Math.PI; + const s = Math.sin(angle); + const c = Math.cos(angle); + const radius = lerp(verticalRadius, arcRadius, s); + const px = xBack * thickness; + const py = c * verticalRadius; + const pz = s * radius; + positions.push(px, py, pz); + const n = add(multiply([0, s, c], normalMult), normalAdd); + normals.push(n); + texcoords.push(uBack * uMult + uAdd, v); + } + } + + // Generate the individual vertices in our vertex buffer. + for (let x = 0; x < subdivisionsThick; x++) { + const uBack = (x / (subdivisionsThick - 1) - 0.5) * 2; + createArc(outerRadius, x, [1, 1, 1], [0, 0, 0], 1, 0); + createArc(outerRadius, x, [0, 0, 0], [uBack, 0, 0], 0, 0); + createArc(innerRadius, x, [1, 1, 1], [0, 0, 0], 1, 0); + createArc(innerRadius, x, [0, 0, 0], [uBack, 0, 0], 0, 1); + } + + // Do outer surface. + const indices = createAugmentedTypedArray(3, (subdivisionsDown * 2) * (2 + subdivisionsThick), Uint16Array); + + function createSurface(leftArcOffset, rightArcOffset) { + for (let z = 0; z < subdivisionsDown; ++z) { + // Make triangle 1 of quad. + indices.push( + leftArcOffset + z + 0, + leftArcOffset + z + 1, + rightArcOffset + z + 0); + + // Make triangle 2 of quad. + indices.push( + leftArcOffset + z + 1, + rightArcOffset + z + 1, + rightArcOffset + z + 0); + } + } + + const numVerticesDown = subdivisionsDown + 1; + // front + createSurface(numVerticesDown * 0, numVerticesDown * 4); + // right + createSurface(numVerticesDown * 5, numVerticesDown * 7); + // back + createSurface(numVerticesDown * 6, numVerticesDown * 2); + // left + createSurface(numVerticesDown * 3, numVerticesDown * 1); + + return { + position: positions, + normal: normals, + texcoord: texcoords, + indices: indices, + }; +} + +/** + * Creates cylinder BufferInfo. The cylinder will be created around the origin + * along the y-axis. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} radius Radius of cylinder. + * @param {number} height Height of cylinder. + * @param {number} radialSubdivisions The number of subdivisions around the cylinder. + * @param {number} verticalSubdivisions The number of subdivisions down the cylinder. + * @param {boolean} [topCap] Create top cap. Default = true. + * @param {boolean} [bottomCap] Create bottom cap. Default = true. + * @return {module:twgl.BufferInfo} The created BufferInfo. + * @memberOf module:twgl/primitives + * @function createCylinderBufferInfo + */ + + /** + * Creates cylinder buffers. The cylinder will be created around the origin + * along the y-axis. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} radius Radius of cylinder. + * @param {number} height Height of cylinder. + * @param {number} radialSubdivisions The number of subdivisions around the cylinder. + * @param {number} verticalSubdivisions The number of subdivisions down the cylinder. + * @param {boolean} [topCap] Create top cap. Default = true. + * @param {boolean} [bottomCap] Create bottom cap. Default = true. + * @return {Object.} The created buffers. + * @memberOf module:twgl/primitives + * @function createCylinderBuffers + */ + + /** + * Creates cylinder vertices. The cylinder will be created around the origin + * along the y-axis. + * + * @param {number} radius Radius of cylinder. + * @param {number} height Height of cylinder. + * @param {number} radialSubdivisions The number of subdivisions around the cylinder. + * @param {number} verticalSubdivisions The number of subdivisions down the cylinder. + * @param {boolean} [topCap] Create top cap. Default = true. + * @param {boolean} [bottomCap] Create bottom cap. Default = true. + * @return {Object.} The created vertices. + * @memberOf module:twgl/primitives + */ +function createCylinderVertices( + radius, + height, + radialSubdivisions, + verticalSubdivisions, + topCap, + bottomCap) { + return createTruncatedConeVertices( + radius, + radius, + height, + radialSubdivisions, + verticalSubdivisions, + topCap, + bottomCap); +} + +/** + * Creates BufferInfo for a torus + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} radius radius of center of torus circle. + * @param {number} thickness radius of torus ring. + * @param {number} radialSubdivisions The number of subdivisions around the torus. + * @param {number} bodySubdivisions The number of subdivisions around the body torus. + * @param {boolean} [startAngle] start angle in radians. Default = 0. + * @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2. + * @return {module:twgl.BufferInfo} The created BufferInfo. + * @memberOf module:twgl/primitives + * @function createTorusBufferInfo + */ + +/** + * Creates buffers for a torus + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} radius radius of center of torus circle. + * @param {number} thickness radius of torus ring. + * @param {number} radialSubdivisions The number of subdivisions around the torus. + * @param {number} bodySubdivisions The number of subdivisions around the body torus. + * @param {boolean} [startAngle] start angle in radians. Default = 0. + * @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2. + * @return {Object.} The created buffers. + * @memberOf module:twgl/primitives + * @function createTorusBuffers + */ + +/** + * Creates vertices for a torus + * + * @param {number} radius radius of center of torus circle. + * @param {number} thickness radius of torus ring. + * @param {number} radialSubdivisions The number of subdivisions around the torus. + * @param {number} bodySubdivisions The number of subdivisions around the body torus. + * @param {boolean} [startAngle] start angle in radians. Default = 0. + * @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2. + * @return {Object.} The created vertices. + * @memberOf module:twgl/primitives + */ +function createTorusVertices( + radius, + thickness, + radialSubdivisions, + bodySubdivisions, + startAngle, + endAngle) { + if (radialSubdivisions < 3) { + throw new Error('radialSubdivisions must be 3 or greater'); + } + + if (bodySubdivisions < 3) { + throw new Error('verticalSubdivisions must be 3 or greater'); + } + + startAngle = startAngle || 0; + endAngle = endAngle || Math.PI * 2; + const range = endAngle - startAngle; + + const radialParts = radialSubdivisions + 1; + const bodyParts = bodySubdivisions + 1; + const numVertices = radialParts * bodyParts; + const positions = createAugmentedTypedArray(3, numVertices); + const normals = createAugmentedTypedArray(3, numVertices); + const texcoords = createAugmentedTypedArray(2, numVertices); + const indices = createAugmentedTypedArray(3, (radialSubdivisions) * (bodySubdivisions) * 2, Uint16Array); + + for (let slice = 0; slice < bodyParts; ++slice) { + const v = slice / bodySubdivisions; + const sliceAngle = v * Math.PI * 2; + const sliceSin = Math.sin(sliceAngle); + const ringRadius = radius + sliceSin * thickness; + const ny = Math.cos(sliceAngle); + const y = ny * thickness; + for (let ring = 0; ring < radialParts; ++ring) { + const u = ring / radialSubdivisions; + const ringAngle = startAngle + u * range; + const xSin = Math.sin(ringAngle); + const zCos = Math.cos(ringAngle); + const x = xSin * ringRadius; + const z = zCos * ringRadius; + const nx = xSin * sliceSin; + const nz = zCos * sliceSin; + positions.push(x, y, z); + normals.push(nx, ny, nz); + texcoords.push(u, 1 - v); + } + } + + for (let slice = 0; slice < bodySubdivisions; ++slice) { // eslint-disable-line + for (let ring = 0; ring < radialSubdivisions; ++ring) { // eslint-disable-line + const nextRingIndex = 1 + ring; + const nextSliceIndex = 1 + slice; + indices.push(radialParts * slice + ring, + radialParts * nextSliceIndex + ring, + radialParts * slice + nextRingIndex); + indices.push(radialParts * nextSliceIndex + ring, + radialParts * nextSliceIndex + nextRingIndex, + radialParts * slice + nextRingIndex); + } + } + + return { + position: positions, + normal: normals, + texcoord: texcoords, + indices: indices, + }; +} + + +/** + * Creates a disc BufferInfo. The disc will be in the xz plane, centered at + * the origin. When creating, at least 3 divisions, or pie + * pieces, need to be specified, otherwise the triangles making + * up the disc will be degenerate. You can also specify the + * number of radial pieces `stacks`. A value of 1 for + * stacks will give you a simple disc of pie pieces. If you + * want to create an annulus you can set `innerRadius` to a + * value > 0. Finally, `stackPower` allows you to have the widths + * increase or decrease as you move away from the center. This + * is particularly useful when using the disc as a ground plane + * with a fixed camera such that you don't need the resolution + * of small triangles near the perimeter. For example, a value + * of 2 will produce stacks whose outside radius increases with + * the square of the stack index. A value of 1 will give uniform + * stacks. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} radius Radius of the ground plane. + * @param {number} divisions Number of triangles in the ground plane (at least 3). + * @param {number} [stacks] Number of radial divisions (default=1). + * @param {number} [innerRadius] Default 0. + * @param {number} [stackPower] Power to raise stack size to for decreasing width. + * @return {module:twgl.BufferInfo} The created BufferInfo. + * @memberOf module:twgl/primitives + * @function createDiscBufferInfo + */ + +/** + * Creates disc buffers. The disc will be in the xz plane, centered at + * the origin. When creating, at least 3 divisions, or pie + * pieces, need to be specified, otherwise the triangles making + * up the disc will be degenerate. You can also specify the + * number of radial pieces `stacks`. A value of 1 for + * stacks will give you a simple disc of pie pieces. If you + * want to create an annulus you can set `innerRadius` to a + * value > 0. Finally, `stackPower` allows you to have the widths + * increase or decrease as you move away from the center. This + * is particularly useful when using the disc as a ground plane + * with a fixed camera such that you don't need the resolution + * of small triangles near the perimeter. For example, a value + * of 2 will produce stacks whose outside radius increases with + * the square of the stack index. A value of 1 will give uniform + * stacks. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext. + * @param {number} radius Radius of the ground plane. + * @param {number} divisions Number of triangles in the ground plane (at least 3). + * @param {number} [stacks] Number of radial divisions (default=1). + * @param {number} [innerRadius] Default 0. + * @param {number} [stackPower] Power to raise stack size to for decreasing width. + * @return {Object.} The created buffers. + * @memberOf module:twgl/primitives + * @function createDiscBuffers + */ + +/** + * Creates disc vertices. The disc will be in the xz plane, centered at + * the origin. When creating, at least 3 divisions, or pie + * pieces, need to be specified, otherwise the triangles making + * up the disc will be degenerate. You can also specify the + * number of radial pieces `stacks`. A value of 1 for + * stacks will give you a simple disc of pie pieces. If you + * want to create an annulus you can set `innerRadius` to a + * value > 0. Finally, `stackPower` allows you to have the widths + * increase or decrease as you move away from the center. This + * is particularly useful when using the disc as a ground plane + * with a fixed camera such that you don't need the resolution + * of small triangles near the perimeter. For example, a value + * of 2 will produce stacks whose outside radius increases with + * the square of the stack index. A value of 1 will give uniform + * stacks. + * + * @param {number} radius Radius of the ground plane. + * @param {number} divisions Number of triangles in the ground plane (at least 3). + * @param {number} [stacks] Number of radial divisions (default=1). + * @param {number} [innerRadius] Default 0. + * @param {number} [stackPower] Power to raise stack size to for decreasing width. + * @return {Object.} The created vertices. + * @memberOf module:twgl/primitives + */ +function createDiscVertices( + radius, + divisions, + stacks, + innerRadius, + stackPower) { + if (divisions < 3) { + throw new Error('divisions must be at least 3'); + } + + stacks = stacks ? stacks : 1; + stackPower = stackPower ? stackPower : 1; + innerRadius = innerRadius ? innerRadius : 0; + + // Note: We don't share the center vertex because that would + // mess up texture coordinates. + const numVertices = (divisions + 1) * (stacks + 1); + + const positions = createAugmentedTypedArray(3, numVertices); + const normals = createAugmentedTypedArray(3, numVertices); + const texcoords = createAugmentedTypedArray(2, numVertices); + const indices = createAugmentedTypedArray(3, stacks * divisions * 2, Uint16Array); + + let firstIndex = 0; + const radiusSpan = radius - innerRadius; + const pointsPerStack = divisions + 1; + + // Build the disk one stack at a time. + for (let stack = 0; stack <= stacks; ++stack) { + const stackRadius = innerRadius + radiusSpan * Math.pow(stack / stacks, stackPower); + + for (let i = 0; i <= divisions; ++i) { + const theta = 2.0 * Math.PI * i / divisions; + const x = stackRadius * Math.cos(theta); + const z = stackRadius * Math.sin(theta); + + positions.push(x, 0, z); + normals.push(0, 1, 0); + texcoords.push(1 - (i / divisions), stack / stacks); + if (stack > 0 && i !== divisions) { + // a, b, c and d are the indices of the vertices of a quad. unless + // the current stack is the one closest to the center, in which case + // the vertices a and b connect to the center vertex. + const a = firstIndex + (i + 1); + const b = firstIndex + i; + const c = firstIndex + i - pointsPerStack; + const d = firstIndex + (i + 1) - pointsPerStack; + + // Make a quad of the vertices a, b, c, d. + indices.push(a, b, c); + indices.push(a, c, d); + } + } + + firstIndex += divisions + 1; + } + + return { + position: positions, + normal: normals, + texcoord: texcoords, + indices: indices, + }; +} + +/** + * creates a random integer between 0 and range - 1 inclusive. + * @param {number} range + * @return {number} random value between 0 and range - 1 inclusive. + * @private + */ +function randInt(range) { + return Math.random() * range | 0; +} + +/** + * Used to supply random colors + * @callback RandomColorFunc + * @param {number} ndx index of triangle/quad if unindexed or index of vertex if indexed + * @param {number} channel 0 = red, 1 = green, 2 = blue, 3 = alpha + * @return {number} a number from 0 to 255 + * @memberOf module:twgl/primitives + */ + +/** + * @typedef {Object} RandomVerticesOptions + * @property {number} [vertsPerColor] Defaults to 3 for non-indexed vertices + * @property {module:twgl/primitives.RandomColorFunc} [rand] A function to generate random numbers + * @memberOf module:twgl/primitives + */ + +/** + * Creates an augmentedTypedArray of random vertex colors. + * If the vertices are indexed (have an indices array) then will + * just make random colors. Otherwise assumes they are triangles + * and makes one random color for every 3 vertices. + * @param {Object.} vertices Vertices as returned from one of the createXXXVertices functions. + * @param {module:twgl/primitives.RandomVerticesOptions} [options] options. + * @return {Object.} same vertices as passed in with `color` added. + * @memberOf module:twgl/primitives + */ +function makeRandomVertexColors(vertices, options) { + options = options || {}; + const numElements = vertices.position.numElements; + const vColors = createAugmentedTypedArray(4, numElements, Uint8Array); + const rand = options.rand || function(ndx, channel) { + return channel < 3 ? randInt(256) : 255; + }; + vertices.color = vColors; + if (vertices.indices) { + // just make random colors if index + for (let ii = 0; ii < numElements; ++ii) { + vColors.push(rand(ii, 0), rand(ii, 1), rand(ii, 2), rand(ii, 3)); + } + } else { + // make random colors per triangle + const numVertsPerColor = options.vertsPerColor || 3; + const numSets = numElements / numVertsPerColor; + for (let ii = 0; ii < numSets; ++ii) { // eslint-disable-line + const color = [rand(ii, 0), rand(ii, 1), rand(ii, 2), rand(ii, 3)]; + for (let jj = 0; jj < numVertsPerColor; ++jj) { + vColors.push(color); + } + } + } + return vertices; +} + +/** + * creates a function that calls fn to create vertices and then + * creates a buffers for them + * @private + */ +function createBufferFunc(fn) { + return function(gl) { + const arrays = fn.apply(this, Array.prototype.slice.call(arguments, 1)); + return createBuffersFromArrays(gl, arrays); + }; +} + +/** + * creates a function that calls fn to create vertices and then + * creates a bufferInfo object for them + * @private + */ +function createBufferInfoFunc(fn) { + return function(gl) { + const arrays = fn.apply(null, Array.prototype.slice.call(arguments, 1)); + return createBufferInfoFromArrays(gl, arrays); + }; +} + +const arraySpecPropertyNames = [ + "numComponents", + "size", + "type", + "normalize", + "stride", + "offset", + "attrib", + "name", + "attribName", +]; + +/** + * Copy elements from one array to another + * + * @param {Array|TypedArray} src source array + * @param {Array|TypedArray} dst dest array + * @param {number} dstNdx index in dest to copy src + * @param {number} [offset] offset to add to copied values + * @private + */ +function copyElements(src, dst, dstNdx, offset) { + offset = offset || 0; + const length = src.length; + for (let ii = 0; ii < length; ++ii) { + dst[dstNdx + ii] = src[ii] + offset; + } +} + +/** + * Creates an array of the same time + * + * @param {(number[]|ArrayBufferView|module:twgl.FullArraySpec)} srcArray array who's type to copy + * @param {number} length size of new array + * @return {(number[]|ArrayBufferView|module:twgl.FullArraySpec)} array with same type as srcArray + * @private + */ +function createArrayOfSameType(srcArray, length) { + const arraySrc = getArray$1(srcArray); + const newArray = new arraySrc.constructor(length); + let newArraySpec = newArray; + // If it appears to have been augmented make new one augmented + if (arraySrc.numComponents && arraySrc.numElements) { + augmentTypedArray(newArray, arraySrc.numComponents); + } + // If it was a full spec make new one a full spec + if (srcArray.data) { + newArraySpec = { + data: newArray, + }; + copyNamedProperties(arraySpecPropertyNames, srcArray, newArraySpec); + } + return newArraySpec; +} + +/** + * Concatenates sets of vertices + * + * Assumes the vertices match in composition. For example + * if one set of vertices has positions, normals, and indices + * all sets of vertices must have positions, normals, and indices + * and of the same type. + * + * Example: + * + * const cubeVertices = twgl.primitives.createCubeVertices(2); + * const sphereVertices = twgl.primitives.createSphereVertices(1, 10, 10); + * // move the sphere 2 units up + * twgl.primitives.reorientVertices( + * sphereVertices, twgl.m4.translation([0, 2, 0])); + * // merge the sphere with the cube + * const cubeSphereVertices = twgl.primitives.concatVertices( + * [cubeVertices, sphereVertices]); + * // turn them into WebGL buffers and attrib data + * const bufferInfo = twgl.createBufferInfoFromArrays(gl, cubeSphereVertices); + * + * @param {module:twgl.Arrays[]} arrays Array of arrays of vertices + * @return {module:twgl.Arrays} The concatenated vertices. + * @memberOf module:twgl/primitives + */ +function concatVertices(arrayOfArrays) { + const names = {}; + let baseName; + // get names of all arrays. + // and numElements for each set of vertices + for (let ii = 0; ii < arrayOfArrays.length; ++ii) { + const arrays = arrayOfArrays[ii]; + Object.keys(arrays).forEach(function(name) { // eslint-disable-line + if (!names[name]) { + names[name] = []; + } + if (!baseName && name !== 'indices') { + baseName = name; + } + const arrayInfo = arrays[name]; + const numComponents = getNumComponents$1(arrayInfo, name); + const array = getArray$1(arrayInfo); + const numElements = array.length / numComponents; + names[name].push(numElements); + }); + } + + // compute length of combined array + // and return one for reference + function getLengthOfCombinedArrays(name) { + let length = 0; + let arraySpec; + for (let ii = 0; ii < arrayOfArrays.length; ++ii) { + const arrays = arrayOfArrays[ii]; + const arrayInfo = arrays[name]; + const array = getArray$1(arrayInfo); + length += array.length; + if (!arraySpec || arrayInfo.data) { + arraySpec = arrayInfo; + } + } + return { + length: length, + spec: arraySpec, + }; + } + + function copyArraysToNewArray(name, base, newArray) { + let baseIndex = 0; + let offset = 0; + for (let ii = 0; ii < arrayOfArrays.length; ++ii) { + const arrays = arrayOfArrays[ii]; + const arrayInfo = arrays[name]; + const array = getArray$1(arrayInfo); + if (name === 'indices') { + copyElements(array, newArray, offset, baseIndex); + baseIndex += base[ii]; + } else { + copyElements(array, newArray, offset); + } + offset += array.length; + } + } + + const base = names[baseName]; + + const newArrays = {}; + Object.keys(names).forEach(function(name) { + const info = getLengthOfCombinedArrays(name); + const newArraySpec = createArrayOfSameType(info.spec, info.length); + copyArraysToNewArray(name, base, getArray$1(newArraySpec)); + newArrays[name] = newArraySpec; + }); + return newArrays; +} + +/** + * Creates a duplicate set of vertices + * + * This is useful for calling reorientVertices when you + * also want to keep the original available + * + * @param {module:twgl.Arrays} arrays of vertices + * @return {module:twgl.Arrays} The duplicated vertices. + * @memberOf module:twgl/primitives + */ +function duplicateVertices(arrays) { + const newArrays = {}; + Object.keys(arrays).forEach(function(name) { + const arraySpec = arrays[name]; + const srcArray = getArray$1(arraySpec); + const newArraySpec = createArrayOfSameType(arraySpec, srcArray.length); + copyElements(srcArray, getArray$1(newArraySpec), 0); + newArrays[name] = newArraySpec; + }); + return newArrays; +} + +const create3DFBufferInfo = createBufferInfoFunc(create3DFVertices); +const create3DFBuffers = createBufferFunc(create3DFVertices); +const createCubeBufferInfo = createBufferInfoFunc(createCubeVertices); +const createCubeBuffers = createBufferFunc(createCubeVertices); +const createPlaneBufferInfo = createBufferInfoFunc(createPlaneVertices); +const createPlaneBuffers = createBufferFunc(createPlaneVertices); +const createSphereBufferInfo = createBufferInfoFunc(createSphereVertices); +const createSphereBuffers = createBufferFunc(createSphereVertices); +const createTruncatedConeBufferInfo = createBufferInfoFunc(createTruncatedConeVertices); +const createTruncatedConeBuffers = createBufferFunc(createTruncatedConeVertices); +const createXYQuadBufferInfo = createBufferInfoFunc(createXYQuadVertices); +const createXYQuadBuffers = createBufferFunc(createXYQuadVertices); +const createCrescentBufferInfo = createBufferInfoFunc(createCrescentVertices); +const createCrescentBuffers = createBufferFunc(createCrescentVertices); +const createCylinderBufferInfo = createBufferInfoFunc(createCylinderVertices); +const createCylinderBuffers = createBufferFunc(createCylinderVertices); +const createTorusBufferInfo = createBufferInfoFunc(createTorusVertices); +const createTorusBuffers = createBufferFunc(createTorusVertices); +const createDiscBufferInfo = createBufferInfoFunc(createDiscVertices); +const createDiscBuffers = createBufferFunc(createDiscVertices); + +// these were mis-spelled until 4.12 +const createCresentBufferInfo = createCrescentBufferInfo; +const createCresentBuffers = createCrescentBuffers; +const createCresentVertices = createCrescentVertices; + +var primitives = /*#__PURE__*/Object.freeze({ + __proto__: null, + create3DFBufferInfo: create3DFBufferInfo, + create3DFBuffers: create3DFBuffers, + create3DFVertices: create3DFVertices, + createAugmentedTypedArray: createAugmentedTypedArray, + createCubeBufferInfo: createCubeBufferInfo, + createCubeBuffers: createCubeBuffers, + createCubeVertices: createCubeVertices, + createPlaneBufferInfo: createPlaneBufferInfo, + createPlaneBuffers: createPlaneBuffers, + createPlaneVertices: createPlaneVertices, + createSphereBufferInfo: createSphereBufferInfo, + createSphereBuffers: createSphereBuffers, + createSphereVertices: createSphereVertices, + createTruncatedConeBufferInfo: createTruncatedConeBufferInfo, + createTruncatedConeBuffers: createTruncatedConeBuffers, + createTruncatedConeVertices: createTruncatedConeVertices, + createXYQuadBufferInfo: createXYQuadBufferInfo, + createXYQuadBuffers: createXYQuadBuffers, + createXYQuadVertices: createXYQuadVertices, + createCresentBufferInfo: createCresentBufferInfo, + createCresentBuffers: createCresentBuffers, + createCresentVertices: createCresentVertices, + createCrescentBufferInfo: createCrescentBufferInfo, + createCrescentBuffers: createCrescentBuffers, + createCrescentVertices: createCrescentVertices, + createCylinderBufferInfo: createCylinderBufferInfo, + createCylinderBuffers: createCylinderBuffers, + createCylinderVertices: createCylinderVertices, + createTorusBufferInfo: createTorusBufferInfo, + createTorusBuffers: createTorusBuffers, + createTorusVertices: createTorusVertices, + createDiscBufferInfo: createDiscBufferInfo, + createDiscBuffers: createDiscBuffers, + createDiscVertices: createDiscVertices, + deindexVertices: deindexVertices, + flattenNormals: flattenNormals, + makeRandomVertexColors: makeRandomVertexColors, + reorientDirections: reorientDirections, + reorientNormals: reorientNormals, + reorientPositions: reorientPositions, + reorientVertices: reorientVertices, + concatVertices: concatVertices, + duplicateVertices: duplicateVertices +}); + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * Gets the gl version as a number + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @return {number} version of gl + * @private + */ +//function getVersionAsNumber(gl) { +// return parseFloat(gl.getParameter(gl.VERSION).substr(6)); +//} + +/** + * Check if context is WebGL 2.0 + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @return {bool} true if it's WebGL 2.0 + * @memberOf module:twgl + */ +function isWebGL2(gl) { + // This is the correct check but it's slow + // return gl.getParameter(gl.VERSION).indexOf("WebGL 2.0") === 0; + // This might also be the correct check but I'm assuming it's slow-ish + // return gl instanceof WebGL2RenderingContext; + return !!gl.texStorage2D; +} + +/** + * Check if context is WebGL 1.0 + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @return {bool} true if it's WebGL 1.0 + * @memberOf module:twgl + */ +function isWebGL1(gl) { + // This is the correct check but it's slow + // const version = getVersionAsNumber(gl); + // return version <= 1.0 && version > 0.0; // because as of 2016/5 Edge returns 0.96 + // This might also be the correct check but I'm assuming it's slow-ish + // return gl instanceof WebGLRenderingContext; + return !gl.texStorage2D; +} + +/** + * Gets a string for WebGL enum + * + * Note: Several enums are the same. Without more + * context (which function) it's impossible to always + * give the correct enum. As it is, for matching values + * it gives all enums. Checking the WebGL2RenderingContext + * that means + * + * 0 = ZERO | POINT | NONE | NO_ERROR + * 1 = ONE | LINES | SYNC_FLUSH_COMMANDS_BIT + * 32777 = BLEND_EQUATION_RGB | BLEND_EQUATION_RGB + * 36662 = COPY_READ_BUFFER | COPY_READ_BUFFER_BINDING + * 36663 = COPY_WRITE_BUFFER | COPY_WRITE_BUFFER_BINDING + * 36006 = FRAMEBUFFER_BINDING | DRAW_FRAMEBUFFER_BINDING + * + * It's also not useful for bits really unless you pass in individual bits. + * In other words + * + * const bits = gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT; + * twgl.glEnumToString(gl, bits); // not going to work + * + * Note that some enums only exist on extensions. If you + * want them to show up you need to pass the extension at least + * once. For example + * + * const ext = gl.getExtension('WEBGL_compressed_texture_s3tc'); + * if (ext) { + * twgl.glEnumToString(ext, 0); // just prime the function + * + * ..later.. + * + * const internalFormat = ext.COMPRESSED_RGB_S3TC_DXT1_EXT; + * console.log(twgl.glEnumToString(gl, internalFormat)); + * + * Notice I didn't have to pass the extension the second time. This means + * you can have place that generically gets an enum for texture formats for example. + * and as long as you primed the function with the extensions + * + * If you're using `twgl.addExtensionsToContext` to enable your extensions + * then twgl will automatically get the extension's enums. + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext or any extension object + * @param {number} value the value of the enum you want to look up. + * @return {string} enum string or hex value + * @memberOf module:twgl + * @function glEnumToString + */ +const glEnumToString = (function() { + const haveEnumsForType = {}; + const enums = {}; + + function addEnums(gl) { + const type = gl.constructor.name; + if (!haveEnumsForType[type]) { + for (const key in gl) { + if (typeof gl[key] === 'number') { + const existing = enums[gl[key]]; + enums[gl[key]] = existing ? `${existing} | ${key}` : key; + } + } + haveEnumsForType[type] = true; + } + } + + return function glEnumToString(gl, value) { + addEnums(gl); + return enums[value] || ("0x" + value.toString(16)); + }; +}()); + +var utils = /*#__PURE__*/Object.freeze({ + __proto__: null, + glEnumToString: glEnumToString, + isWebGL1: isWebGL1, + isWebGL2: isWebGL2 +}); + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ +const defaults$1 = { + textureColor: new Uint8Array([128, 192, 255, 255]), + textureOptions: {}, + crossOrigin: undefined, +}; +const isArrayBuffer$1 = isArrayBuffer; + +// Should we make this on demand? +let s_ctx; +function getShared2DContext() { + s_ctx = s_ctx || + ((typeof document !== 'undefined' && document.createElement) + ? document.createElement("canvas").getContext("2d") + : null); + return s_ctx; +} + +// NOTE: Chrome supports 2D canvas in a Worker (behind flag as of v64 but +// not only does Firefox NOT support it but Firefox freezes immediately +// if you try to create one instead of just returning null and continuing. +// : (global.OffscreenCanvas && (new global.OffscreenCanvas(1, 1)).getContext("2d")); // OffscreenCanvas may not support 2d + +// NOTE: We can maybe remove some of the need for the 2d canvas. In WebGL2 +// we can use the various unpack settings. Otherwise we could try using +// the ability of an ImageBitmap to be cut. Unfortunately cutting an ImageBitmap +// is async and the current TWGL code expects a non-Async result though that +// might not be a problem. ImageBitmap though is not available in Edge or Safari +// as of 2018-01-02 + +/* PixelFormat */ +const ALPHA = 0x1906; +const RGB = 0x1907; +const RGBA = 0x1908; +const LUMINANCE = 0x1909; +const LUMINANCE_ALPHA = 0x190A; +const DEPTH_COMPONENT = 0x1902; +const DEPTH_STENCIL = 0x84F9; + +/* TextureWrapMode */ +// const REPEAT = 0x2901; +// const MIRRORED_REPEAT = 0x8370; +const CLAMP_TO_EDGE = 0x812f; + +/* TextureMagFilter */ +const NEAREST = 0x2600; +const LINEAR = 0x2601; + +/* TextureMinFilter */ +// const NEAREST_MIPMAP_NEAREST = 0x2700; +// const LINEAR_MIPMAP_NEAREST = 0x2701; +// const NEAREST_MIPMAP_LINEAR = 0x2702; +// const LINEAR_MIPMAP_LINEAR = 0x2703; + +/* Texture Target */ +const TEXTURE_2D = 0x0de1; +const TEXTURE_CUBE_MAP = 0x8513; +const TEXTURE_3D = 0x806f; +const TEXTURE_2D_ARRAY = 0x8c1a; + +/* Cubemap Targets */ +const TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515; +const TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516; +const TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517; +const TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518; +const TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519; +const TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851a; + +/* Texture Parameters */ +const TEXTURE_MIN_FILTER = 0x2801; +const TEXTURE_MAG_FILTER = 0x2800; +const TEXTURE_WRAP_S = 0x2802; +const TEXTURE_WRAP_T = 0x2803; +const TEXTURE_WRAP_R = 0x8072; +const TEXTURE_MIN_LOD = 0x813a; +const TEXTURE_MAX_LOD = 0x813b; +const TEXTURE_BASE_LEVEL = 0x813c; +const TEXTURE_MAX_LEVEL = 0x813d; + + +/* Pixel store */ +const UNPACK_ALIGNMENT = 0x0cf5; +const UNPACK_ROW_LENGTH = 0x0cf2; +const UNPACK_IMAGE_HEIGHT = 0x806e; +const UNPACK_SKIP_PIXELS = 0x0cf4; +const UNPACK_SKIP_ROWS = 0x0cf3; +const UNPACK_SKIP_IMAGES = 0x806d; +const UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243; +const UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241; +const UNPACK_FLIP_Y_WEBGL = 0x9240; + +const R8 = 0x8229; +const R8_SNORM = 0x8F94; +const R16F = 0x822D; +const R32F = 0x822E; +const R8UI = 0x8232; +const R8I = 0x8231; +const RG16UI = 0x823A; +const RG16I = 0x8239; +const RG32UI = 0x823C; +const RG32I = 0x823B; +const RG8 = 0x822B; +const RG8_SNORM = 0x8F95; +const RG16F = 0x822F; +const RG32F = 0x8230; +const RG8UI = 0x8238; +const RG8I = 0x8237; +const R16UI = 0x8234; +const R16I = 0x8233; +const R32UI = 0x8236; +const R32I = 0x8235; +const RGB8 = 0x8051; +const SRGB8 = 0x8C41; +const RGB565 = 0x8D62; +const RGB8_SNORM = 0x8F96; +const R11F_G11F_B10F = 0x8C3A; +const RGB9_E5 = 0x8C3D; +const RGB16F = 0x881B; +const RGB32F = 0x8815; +const RGB8UI = 0x8D7D; +const RGB8I = 0x8D8F; +const RGB16UI = 0x8D77; +const RGB16I = 0x8D89; +const RGB32UI = 0x8D71; +const RGB32I = 0x8D83; +const RGBA8 = 0x8058; +const SRGB8_ALPHA8 = 0x8C43; +const RGBA8_SNORM = 0x8F97; +const RGB5_A1 = 0x8057; +const RGBA4 = 0x8056; +const RGB10_A2 = 0x8059; +const RGBA16F = 0x881A; +const RGBA32F = 0x8814; +const RGBA8UI = 0x8D7C; +const RGBA8I = 0x8D8E; +const RGB10_A2UI = 0x906F; +const RGBA16UI = 0x8D76; +const RGBA16I = 0x8D88; +const RGBA32I = 0x8D82; +const RGBA32UI = 0x8D70; + +const DEPTH_COMPONENT16 = 0x81A5; +const DEPTH_COMPONENT24 = 0x81A6; +const DEPTH_COMPONENT32F = 0x8CAC; +const DEPTH32F_STENCIL8 = 0x8CAD; +const DEPTH24_STENCIL8 = 0x88F0; + +/* DataType */ +const BYTE$2 = 0x1400; +const UNSIGNED_BYTE$2 = 0x1401; +const SHORT$2 = 0x1402; +const UNSIGNED_SHORT$2 = 0x1403; +const INT$2 = 0x1404; +const UNSIGNED_INT$2 = 0x1405; +const FLOAT$2 = 0x1406; +const UNSIGNED_SHORT_4_4_4_4$1 = 0x8033; +const UNSIGNED_SHORT_5_5_5_1$1 = 0x8034; +const UNSIGNED_SHORT_5_6_5$1 = 0x8363; +const HALF_FLOAT$1 = 0x140B; +const HALF_FLOAT_OES = 0x8D61; // Thanks Khronos for making this different >:( +const UNSIGNED_INT_2_10_10_10_REV$1 = 0x8368; +const UNSIGNED_INT_10F_11F_11F_REV$1 = 0x8C3B; +const UNSIGNED_INT_5_9_9_9_REV$1 = 0x8C3E; +const FLOAT_32_UNSIGNED_INT_24_8_REV$1 = 0x8DAD; +const UNSIGNED_INT_24_8$1 = 0x84FA; + +const RG = 0x8227; +const RG_INTEGER = 0x8228; +const RED = 0x1903; +const RED_INTEGER = 0x8D94; +const RGB_INTEGER = 0x8D98; +const RGBA_INTEGER = 0x8D99; + +const formatInfo = {}; +{ + // NOTE: this is named `numColorComponents` vs `numComponents` so we can let Uglify mangle + // the name. + const f = formatInfo; + f[ALPHA] = { numColorComponents: 1, }; + f[LUMINANCE] = { numColorComponents: 1, }; + f[LUMINANCE_ALPHA] = { numColorComponents: 2, }; + f[RGB] = { numColorComponents: 3, }; + f[RGBA] = { numColorComponents: 4, }; + f[RED] = { numColorComponents: 1, }; + f[RED_INTEGER] = { numColorComponents: 1, }; + f[RG] = { numColorComponents: 2, }; + f[RG_INTEGER] = { numColorComponents: 2, }; + f[RGB] = { numColorComponents: 3, }; + f[RGB_INTEGER] = { numColorComponents: 3, }; + f[RGBA] = { numColorComponents: 4, }; + f[RGBA_INTEGER] = { numColorComponents: 4, }; + f[DEPTH_COMPONENT] = { numColorComponents: 1, }; + f[DEPTH_STENCIL] = { numColorComponents: 2, }; +} + +/** + * @typedef {Object} TextureFormatDetails + * @property {number} textureFormat format to pass texImage2D and similar functions. + * @property {boolean} colorRenderable true if you can render to this format of texture. + * @property {boolean} textureFilterable true if you can filter the texture, false if you can ony use `NEAREST`. + * @property {number[]} type Array of possible types you can pass to texImage2D and similar function + * @property {Object.} bytesPerElementMap A map of types to bytes per element + * @private + */ + +let s_textureInternalFormatInfo; +function getTextureInternalFormatInfo(internalFormat) { + if (!s_textureInternalFormatInfo) { + // NOTE: these properties need unique names so we can let Uglify mangle the name. + const t = {}; + // unsized formats + t[ALPHA] = { textureFormat: ALPHA, colorRenderable: true, textureFilterable: true, bytesPerElement: [1, 2, 2, 4], type: [UNSIGNED_BYTE$2, HALF_FLOAT$1, HALF_FLOAT_OES, FLOAT$2], }; + t[LUMINANCE] = { textureFormat: LUMINANCE, colorRenderable: true, textureFilterable: true, bytesPerElement: [1, 2, 2, 4], type: [UNSIGNED_BYTE$2, HALF_FLOAT$1, HALF_FLOAT_OES, FLOAT$2], }; + t[LUMINANCE_ALPHA] = { textureFormat: LUMINANCE_ALPHA, colorRenderable: true, textureFilterable: true, bytesPerElement: [2, 4, 4, 8], type: [UNSIGNED_BYTE$2, HALF_FLOAT$1, HALF_FLOAT_OES, FLOAT$2], }; + t[RGB] = { textureFormat: RGB, colorRenderable: true, textureFilterable: true, bytesPerElement: [3, 6, 6, 12, 2], type: [UNSIGNED_BYTE$2, HALF_FLOAT$1, HALF_FLOAT_OES, FLOAT$2, UNSIGNED_SHORT_5_6_5$1], }; + t[RGBA] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4, 8, 8, 16, 2, 2], type: [UNSIGNED_BYTE$2, HALF_FLOAT$1, HALF_FLOAT_OES, FLOAT$2, UNSIGNED_SHORT_4_4_4_4$1, UNSIGNED_SHORT_5_5_5_1$1], }; + + // sized formats + t[R8] = { textureFormat: RED, colorRenderable: true, textureFilterable: true, bytesPerElement: [1], type: [UNSIGNED_BYTE$2], }; + t[R8_SNORM] = { textureFormat: RED, colorRenderable: false, textureFilterable: true, bytesPerElement: [1], type: [BYTE$2], }; + t[R16F] = { textureFormat: RED, colorRenderable: false, textureFilterable: true, bytesPerElement: [4, 2], type: [FLOAT$2, HALF_FLOAT$1], }; + t[R32F] = { textureFormat: RED, colorRenderable: false, textureFilterable: false, bytesPerElement: [4], type: [FLOAT$2], }; + t[R8UI] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [1], type: [UNSIGNED_BYTE$2], }; + t[R8I] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [1], type: [BYTE$2], }; + t[R16UI] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [UNSIGNED_SHORT$2], }; + t[R16I] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [SHORT$2], }; + t[R32UI] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_INT$2], }; + t[R32I] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [INT$2], }; + t[RG8] = { textureFormat: RG, colorRenderable: true, textureFilterable: true, bytesPerElement: [2], type: [UNSIGNED_BYTE$2], }; + t[RG8_SNORM] = { textureFormat: RG, colorRenderable: false, textureFilterable: true, bytesPerElement: [2], type: [BYTE$2], }; + t[RG16F] = { textureFormat: RG, colorRenderable: false, textureFilterable: true, bytesPerElement: [8, 4], type: [FLOAT$2, HALF_FLOAT$1], }; + t[RG32F] = { textureFormat: RG, colorRenderable: false, textureFilterable: false, bytesPerElement: [8], type: [FLOAT$2], }; + t[RG8UI] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [UNSIGNED_BYTE$2], }; + t[RG8I] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [BYTE$2], }; + t[RG16UI] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_SHORT$2], }; + t[RG16I] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [SHORT$2], }; + t[RG32UI] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [UNSIGNED_INT$2], }; + t[RG32I] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [INT$2], }; + t[RGB8] = { textureFormat: RGB, colorRenderable: true, textureFilterable: true, bytesPerElement: [3], type: [UNSIGNED_BYTE$2], }; + t[SRGB8] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [3], type: [UNSIGNED_BYTE$2], }; + t[RGB565] = { textureFormat: RGB, colorRenderable: true, textureFilterable: true, bytesPerElement: [3, 2], type: [UNSIGNED_BYTE$2, UNSIGNED_SHORT_5_6_5$1], }; + t[RGB8_SNORM] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [3], type: [BYTE$2], }; + t[R11F_G11F_B10F] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [12, 6, 4], type: [FLOAT$2, HALF_FLOAT$1, UNSIGNED_INT_10F_11F_11F_REV$1], }; + t[RGB9_E5] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [12, 6, 4], type: [FLOAT$2, HALF_FLOAT$1, UNSIGNED_INT_5_9_9_9_REV$1], }; + t[RGB16F] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [12, 6], type: [FLOAT$2, HALF_FLOAT$1], }; + t[RGB32F] = { textureFormat: RGB, colorRenderable: false, textureFilterable: false, bytesPerElement: [12], type: [FLOAT$2], }; + t[RGB8UI] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [3], type: [UNSIGNED_BYTE$2], }; + t[RGB8I] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [3], type: [BYTE$2], }; + t[RGB16UI] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [6], type: [UNSIGNED_SHORT$2], }; + t[RGB16I] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [6], type: [SHORT$2], }; + t[RGB32UI] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [12], type: [UNSIGNED_INT$2], }; + t[RGB32I] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [12], type: [INT$2], }; + t[RGBA8] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4], type: [UNSIGNED_BYTE$2], }; + t[SRGB8_ALPHA8] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4], type: [UNSIGNED_BYTE$2], }; + t[RGBA8_SNORM] = { textureFormat: RGBA, colorRenderable: false, textureFilterable: true, bytesPerElement: [4], type: [BYTE$2], }; + t[RGB5_A1] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4, 2, 4], type: [UNSIGNED_BYTE$2, UNSIGNED_SHORT_5_5_5_1$1, UNSIGNED_INT_2_10_10_10_REV$1], }; + t[RGBA4] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4, 2], type: [UNSIGNED_BYTE$2, UNSIGNED_SHORT_4_4_4_4$1], }; + t[RGB10_A2] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4], type: [UNSIGNED_INT_2_10_10_10_REV$1], }; + t[RGBA16F] = { textureFormat: RGBA, colorRenderable: false, textureFilterable: true, bytesPerElement: [16, 8], type: [FLOAT$2, HALF_FLOAT$1], }; + t[RGBA32F] = { textureFormat: RGBA, colorRenderable: false, textureFilterable: false, bytesPerElement: [16], type: [FLOAT$2], }; + t[RGBA8UI] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_BYTE$2], }; + t[RGBA8I] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [BYTE$2], }; + t[RGB10_A2UI] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_INT_2_10_10_10_REV$1], }; + t[RGBA16UI] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [UNSIGNED_SHORT$2], }; + t[RGBA16I] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [SHORT$2], }; + t[RGBA32I] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [16], type: [INT$2], }; + t[RGBA32UI] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [16], type: [UNSIGNED_INT$2], }; + // Sized Internal + t[DEPTH_COMPONENT16] = { textureFormat: DEPTH_COMPONENT, colorRenderable: true, textureFilterable: false, bytesPerElement: [2, 4], type: [UNSIGNED_SHORT$2, UNSIGNED_INT$2], }; + t[DEPTH_COMPONENT24] = { textureFormat: DEPTH_COMPONENT, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_INT$2], }; + t[DEPTH_COMPONENT32F] = { textureFormat: DEPTH_COMPONENT, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [FLOAT$2], }; + t[DEPTH24_STENCIL8] = { textureFormat: DEPTH_STENCIL, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_INT_24_8$1], }; + t[DEPTH32F_STENCIL8] = { textureFormat: DEPTH_STENCIL, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [FLOAT_32_UNSIGNED_INT_24_8_REV$1], }; + + Object.keys(t).forEach(function(internalFormat) { + const info = t[internalFormat]; + info.bytesPerElementMap = {}; + info.bytesPerElement.forEach(function(bytesPerElement, ndx) { + const type = info.type[ndx]; + info.bytesPerElementMap[type] = bytesPerElement; + }); + }); + s_textureInternalFormatInfo = t; + } + return s_textureInternalFormatInfo[internalFormat]; +} + +/** + * Gets the number of bytes per element for a given internalFormat / type + * @param {number} internalFormat The internalFormat parameter from texImage2D etc.. + * @param {number} type The type parameter for texImage2D etc.. + * @return {number} the number of bytes per element for the given internalFormat, type combo + * @memberOf module:twgl/textures + */ +function getBytesPerElementForInternalFormat(internalFormat, type) { + const info = getTextureInternalFormatInfo(internalFormat); + if (!info) { + throw "unknown internal format"; + } + const bytesPerElement = info.bytesPerElementMap[type]; + if (bytesPerElement === undefined) { + throw "unknown internal format"; + } + return bytesPerElement; +} + +/** + * Info related to a specific texture internalFormat as returned + * from {@link module:twgl/textures.getFormatAndTypeForInternalFormat}. + * + * @typedef {Object} TextureFormatInfo + * @property {number} format Format to pass to texImage2D and related functions + * @property {number} type Type to pass to texImage2D and related functions + * @memberOf module:twgl/textures + */ + +/** + * Gets the format and type for a given internalFormat + * + * @param {number} internalFormat The internal format + * @return {module:twgl/textures.TextureFormatInfo} the corresponding format and type, + * @memberOf module:twgl/textures + */ +function getFormatAndTypeForInternalFormat(internalFormat) { + const info = getTextureInternalFormatInfo(internalFormat); + if (!info) { + throw "unknown internal format"; + } + return { + format: info.textureFormat, + type: info.type[0], + }; +} + +/** + * Returns true if value is power of 2 + * @param {number} value number to check. + * @return true if value is power of 2 + * @private + */ +function isPowerOf2(value) { + return (value & (value - 1)) === 0; +} + +/** + * Gets whether or not we can generate mips for the given + * internal format. + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {number} width The width parameter from texImage2D etc.. + * @param {number} height The height parameter from texImage2D etc.. + * @param {number} internalFormat The internalFormat parameter from texImage2D etc.. + * @return {boolean} true if we can generate mips + * @memberOf module:twgl/textures + */ +function canGenerateMipmap(gl, width, height, internalFormat) { + if (!isWebGL2(gl)) { + return isPowerOf2(width) && isPowerOf2(height); + } + const info = getTextureInternalFormatInfo(internalFormat); + if (!info) { + throw "unknown internal format"; + } + return info.colorRenderable && info.textureFilterable; +} + +/** + * Gets whether or not we can generate mips for the given format + * @param {number} internalFormat The internalFormat parameter from texImage2D etc.. + * @return {boolean} true if we can generate mips + * @memberOf module:twgl/textures + */ +function canFilter(internalFormat) { + const info = getTextureInternalFormatInfo(internalFormat); + if (!info) { + throw "unknown internal format"; + } + return info.textureFilterable; +} + +/** + * Gets the number of components for a given image format. + * @param {number} format the format. + * @return {number} the number of components for the format. + * @memberOf module:twgl/textures + */ +function getNumComponentsForFormat(format) { + const info = formatInfo[format]; + if (!info) { + throw "unknown format: " + format; + } + return info.numColorComponents; +} + +/** + * Gets the texture type for a given array type. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @return {number} the gl texture type + * @private + */ +function getTextureTypeForArrayType(gl, src, defaultType) { + if (isArrayBuffer$1(src)) { + return getGLTypeForTypedArray(src); + } + return defaultType || UNSIGNED_BYTE$2; +} + +function guessDimensions(gl, target, width, height, numElements) { + if (numElements % 1 !== 0) { + throw "can't guess dimensions"; + } + if (!width && !height) { + const size = Math.sqrt(numElements / (target === TEXTURE_CUBE_MAP ? 6 : 1)); + if (size % 1 === 0) { + width = size; + height = size; + } else { + width = numElements; + height = 1; + } + } else if (!height) { + height = numElements / width; + if (height % 1) { + throw "can't guess dimensions"; + } + } else if (!width) { + width = numElements / height; + if (width % 1) { + throw "can't guess dimensions"; + } + } + return { + width: width, + height: height, + }; +} + +/** + * Sets the default texture color. + * + * The default texture color is used when loading textures from + * urls. Because the URL will be loaded async we'd like to be + * able to use the texture immediately. By putting a 1x1 pixel + * color in the texture we can start using the texture before + * the URL has loaded. + * + * @param {number[]} color Array of 4 values in the range 0 to 1 + * @deprecated see {@link module:twgl.setDefaults} + * @memberOf module:twgl/textures + */ +function setDefaultTextureColor(color) { + defaults$1.textureColor = new Uint8Array([color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255]); +} + +function setDefaults$1(newDefaults) { + copyExistingProperties(newDefaults, defaults$1); + if (newDefaults.textureColor) { + setDefaultTextureColor(newDefaults.textureColor); + } +} + +/** + * A function to generate the source for a texture. + * @callback TextureFunc + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @param {module:twgl.TextureOptions} options the texture options + * @return {*} Returns any of the things documented for `src` for {@link module:twgl.TextureOptions}. + * @memberOf module:twgl + */ + +/** + * Texture options passed to most texture functions. Each function will use whatever options + * are appropriate for its needs. This lets you pass the same options to all functions. + * + * Note: A `TexImageSource` is defined in the WebGL spec as a `HTMLImageElement`, `HTMLVideoElement`, + * `HTMLCanvasElement`, `ImageBitmap`, or `ImageData`. + * + * @typedef {Object} TextureOptions + * @property {number} [target] the type of texture `gl.TEXTURE_2D` or `gl.TEXTURE_CUBE_MAP`. Defaults to `gl.TEXTURE_2D`. + * @property {number} [level] the mip level to affect. Defaults to 0. Note, if set auto will be considered false unless explicitly set to true. + * @property {number} [width] the width of the texture. Only used if src is an array or typed array or null. + * @property {number} [height] the height of a texture. Only used if src is an array or typed array or null. + * @property {number} [depth] the depth of a texture. Only used if src is an array or type array or null and target is `TEXTURE_3D` . + * @property {number} [min] the min filter setting (eg. `gl.LINEAR`). Defaults to `gl.NEAREST_MIPMAP_LINEAR` + * or if texture is not a power of 2 on both dimensions then defaults to `gl.LINEAR`. + * @property {number} [mag] the mag filter setting (eg. `gl.LINEAR`). Defaults to `gl.LINEAR` + * @property {number} [minMag] both the min and mag filter settings. + * @property {number} [internalFormat] internal format for texture. Defaults to `gl.RGBA` + * @property {number} [format] format for texture. Defaults to `gl.RGBA`. + * @property {number} [type] type for texture. Defaults to `gl.UNSIGNED_BYTE` unless `src` is ArrayBufferView. If `src` + * is ArrayBufferView defaults to type that matches ArrayBufferView type. + * @property {number} [wrap] Texture wrapping for both S and T (and R if TEXTURE_3D or WebGLSampler). Defaults to `gl.REPEAT` for 2D unless src is WebGL1 and src not npot and `gl.CLAMP_TO_EDGE` for cube + * @property {number} [wrapS] Texture wrapping for S. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`. + * @property {number} [wrapT] Texture wrapping for T. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`. + * @property {number} [wrapR] Texture wrapping for R. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`. + * @property {number} [minLod] TEXTURE_MIN_LOD setting + * @property {number} [maxLod] TEXTURE_MAX_LOD setting + * @property {number} [baseLevel] TEXTURE_BASE_LEVEL setting + * @property {number} [maxLevel] TEXTURE_MAX_LEVEL setting + * @property {number} [unpackAlignment] The `gl.UNPACK_ALIGNMENT` used when uploading an array. Defaults to 1. + * @property {number[]|ArrayBufferView} [color] Color to initialize this texture with if loading an image asynchronously. + * The default use a blue 1x1 pixel texture. You can set another default by calling `twgl.setDefaults` + * or you can set an individual texture's initial color by setting this property. Example: `[1, .5, .5, 1]` = pink + * @property {number} [premultiplyAlpha] Whether or not to premultiply alpha. Defaults to whatever the current setting is. + * This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override + * the current setting for specific textures. + * @property {number} [flipY] Whether or not to flip the texture vertically on upload. Defaults to whatever the current setting is. + * This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override + * the current setting for specific textures. + * @property {number} [colorspaceConversion] Whether or not to let the browser do colorspace conversion of the texture on upload. Defaults to whatever the current setting is. + * This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override + * the current setting for specific textures. + * @property {boolean} [auto] If `undefined` or `true`, in WebGL1, texture filtering is set automatically for non-power of 2 images and + * mips are generated for power of 2 images. In WebGL2 mips are generated if they can be. Note: if `level` is set above + * then then `auto` is assumed to be `false` unless explicity set to `true`. + * @property {number[]} [cubeFaceOrder] The order that cube faces are pulled out of an img or set of images. The default is + * + * [gl.TEXTURE_CUBE_MAP_POSITIVE_X, + * gl.TEXTURE_CUBE_MAP_NEGATIVE_X, + * gl.TEXTURE_CUBE_MAP_POSITIVE_Y, + * gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, + * gl.TEXTURE_CUBE_MAP_POSITIVE_Z, + * gl.TEXTURE_CUBE_MAP_NEGATIVE_Z] + * + * @property {(number[]|ArrayBufferView|TexImageSource|TexImageSource[]|string|string[]|module:twgl.TextureFunc)} [src] source for texture + * + * If `string` then it's assumed to be a URL to an image. The image will be downloaded async. A usable + * 1x1 pixel texture will be returned immediately. The texture will be updated once the image has downloaded. + * If `target` is `gl.TEXTURE_CUBE_MAP` will attempt to divide image into 6 square pieces. 1x6, 6x1, 3x2, 2x3. + * The pieces will be uploaded in `cubeFaceOrder` + * + * If `string[]` or `TexImageSource[]` and target is `gl.TEXTURE_CUBE_MAP` then it must have 6 entries, one for each face of a cube map. + * + * If `string[]` or `TexImageSource[]` and target is `gl.TEXTURE_2D_ARRAY` then each entry is a slice of the a 2d array texture + * and will be scaled to the specified width and height OR to the size of the first image that loads. + * + * If `TexImageSource` then it wil be used immediately to create the contents of the texture. Examples `HTMLImageElement`, + * `HTMLCanvasElement`, `HTMLVideoElement`. + * + * If `number[]` or `ArrayBufferView` it's assumed to be data for a texture. If `width` or `height` is + * not specified it is guessed as follows. First the number of elements is computed by `src.length / numComponents` + * where `numComponents` is derived from `format`. If `target` is `gl.TEXTURE_CUBE_MAP` then `numElements` is divided + * by 6. Then + * + * * If neither `width` nor `height` are specified and `sqrt(numElements)` is an integer then width and height + * are set to `sqrt(numElements)`. Otherwise `width = numElements` and `height = 1`. + * + * * If only one of `width` or `height` is specified then the other equals `numElements / specifiedDimension`. + * + * If `number[]` will be converted to `type`. + * + * If `src` is a function it will be called with a `WebGLRenderingContext` and these options. + * Whatever it returns is subject to these rules. So it can return a string url, an `HTMLElement` + * an array etc... + * + * If `src` is undefined then an empty texture will be created of size `width` by `height`. + * + * @property {string} [crossOrigin] What to set the crossOrigin property of images when they are downloaded. + * default: undefined. Also see {@link module:twgl.setDefaults}. + * + * @memberOf module:twgl + */ + +// NOTE: While querying GL is considered slow it's not remotely as slow +// as uploading a texture. On top of that you're unlikely to call this in +// a perf critical loop. Even if upload a texture every frame that's unlikely +// to be more than 1 or 2 textures a frame. In other words, the benefits of +// making the API easy to use outweigh any supposed perf benefits +// +// Also note I get that having one global of these is bad practice. +// As long as it's used correctly it means no garbage which probably +// doesn't matter when dealing with textures but old habits die hard. +const lastPackState = {}; + +/** + * Saves any packing state that will be set based on the options. + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @private + */ +function savePackState(gl, options) { + if (options.colorspaceConversion !== undefined) { + lastPackState.colorspaceConversion = gl.getParameter(UNPACK_COLORSPACE_CONVERSION_WEBGL); + gl.pixelStorei(UNPACK_COLORSPACE_CONVERSION_WEBGL, options.colorspaceConversion); + } + if (options.premultiplyAlpha !== undefined) { + lastPackState.premultiplyAlpha = gl.getParameter(UNPACK_PREMULTIPLY_ALPHA_WEBGL); + gl.pixelStorei(UNPACK_PREMULTIPLY_ALPHA_WEBGL, options.premultiplyAlpha); + } + if (options.flipY !== undefined) { + lastPackState.flipY = gl.getParameter(UNPACK_FLIP_Y_WEBGL); + gl.pixelStorei(UNPACK_FLIP_Y_WEBGL, options.flipY); + } +} + +/** + * Restores any packing state that was set based on the options. + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @private + */ +function restorePackState(gl, options) { + if (options.colorspaceConversion !== undefined) { + gl.pixelStorei(UNPACK_COLORSPACE_CONVERSION_WEBGL, lastPackState.colorspaceConversion); + } + if (options.premultiplyAlpha !== undefined) { + gl.pixelStorei(UNPACK_PREMULTIPLY_ALPHA_WEBGL, lastPackState.premultiplyAlpha); + } + if (options.flipY !== undefined) { + gl.pixelStorei(UNPACK_FLIP_Y_WEBGL, lastPackState.flipY); + } +} + +/** + * Saves state related to data size + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @private + */ +function saveSkipState(gl) { + lastPackState.unpackAlignment = gl.getParameter(UNPACK_ALIGNMENT); + if (isWebGL2(gl)) { + lastPackState.unpackRowLength = gl.getParameter(UNPACK_ROW_LENGTH); + lastPackState.unpackImageHeight = gl.getParameter(UNPACK_IMAGE_HEIGHT); + lastPackState.unpackSkipPixels = gl.getParameter(UNPACK_SKIP_PIXELS); + lastPackState.unpackSkipRows = gl.getParameter(UNPACK_SKIP_ROWS); + lastPackState.unpackSkipImages = gl.getParameter(UNPACK_SKIP_IMAGES); + } +} + +/** + * Restores state related to data size + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @private + */ +function restoreSkipState(gl) { + gl.pixelStorei(UNPACK_ALIGNMENT, lastPackState.unpackAlignment); + if (isWebGL2(gl)) { + gl.pixelStorei(UNPACK_ROW_LENGTH, lastPackState.unpackRowLength); + gl.pixelStorei(UNPACK_IMAGE_HEIGHT, lastPackState.unpackImageHeight); + gl.pixelStorei(UNPACK_SKIP_PIXELS, lastPackState.unpackSkipPixels); + gl.pixelStorei(UNPACK_SKIP_ROWS, lastPackState.unpackSkipRows); + gl.pixelStorei(UNPACK_SKIP_IMAGES, lastPackState.unpackSkipImages); + } +} + + +/** + * Sets the parameters of a texture or sampler + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {number|WebGLSampler} target texture target or sampler + * @param {function()} parameteriFn texParameteri or samplerParameteri fn + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * This is often the same options you passed in when you created the texture. + * @private + */ +function setTextureSamplerParameters(gl, target, parameteriFn, options) { + if (options.minMag) { + parameteriFn.call(gl, target, TEXTURE_MIN_FILTER, options.minMag); + parameteriFn.call(gl, target, TEXTURE_MAG_FILTER, options.minMag); + } + if (options.min) { + parameteriFn.call(gl, target, TEXTURE_MIN_FILTER, options.min); + } + if (options.mag) { + parameteriFn.call(gl, target, TEXTURE_MAG_FILTER, options.mag); + } + if (options.wrap) { + parameteriFn.call(gl, target, TEXTURE_WRAP_S, options.wrap); + parameteriFn.call(gl, target, TEXTURE_WRAP_T, options.wrap); + if (target === TEXTURE_3D || isSampler(gl, target)) { + parameteriFn.call(gl, target, TEXTURE_WRAP_R, options.wrap); + } + } + if (options.wrapR) { + parameteriFn.call(gl, target, TEXTURE_WRAP_R, options.wrapR); + } + if (options.wrapS) { + parameteriFn.call(gl, target, TEXTURE_WRAP_S, options.wrapS); + } + if (options.wrapT) { + parameteriFn.call(gl, target, TEXTURE_WRAP_T, options.wrapT); + } + if (options.minLod) { + parameteriFn.call(gl, target, TEXTURE_MIN_LOD, options.minLod); + } + if (options.maxLod) { + parameteriFn.call(gl, target, TEXTURE_MAX_LOD, options.maxLod); + } + if (options.baseLevel) { + parameteriFn.call(gl, target, TEXTURE_BASE_LEVEL, options.baseLevel); + } + if (options.maxLevel) { + parameteriFn.call(gl, target, TEXTURE_MAX_LEVEL, options.maxLevel); + } +} + +/** + * Sets the texture parameters of a texture. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * This is often the same options you passed in when you created the texture. + * @memberOf module:twgl/textures + */ +function setTextureParameters(gl, tex, options) { + const target = options.target || TEXTURE_2D; + gl.bindTexture(target, tex); + setTextureSamplerParameters(gl, target, gl.texParameteri, options); +} + +/** + * Sets the sampler parameters of a sampler. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLSampler} sampler the WebGLSampler to set parameters for + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @memberOf module:twgl/textures + */ +function setSamplerParameters(gl, sampler, options) { + setTextureSamplerParameters(gl, sampler, gl.samplerParameteri, options); +} + +/** + * Creates a new sampler object and sets parameters. + * + * Example: + * + * const sampler = twgl.createSampler(gl, { + * minMag: gl.NEAREST, // sets both TEXTURE_MIN_FILTER and TEXTURE_MAG_FILTER + * wrap: gl.CLAMP_TO_NEAREST, // sets both TEXTURE_WRAP_S and TEXTURE_WRAP_T and TEXTURE_WRAP_R + * }); + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {Object.} options A object of TextureOptions one per sampler. + * @return {Object.} the created samplers by name + * @private + */ +function createSampler(gl, options) { + const sampler = gl.createSampler(); + setSamplerParameters(gl, sampler, options); + return sampler; +} + +/** + * Creates a multiple sampler objects and sets parameters on each. + * + * Example: + * + * const samplers = twgl.createSamplers(gl, { + * nearest: { + * minMag: gl.NEAREST, + * }, + * nearestClampS: { + * minMag: gl.NEAREST, + * wrapS: gl.CLAMP_TO_NEAREST, + * }, + * linear: { + * minMag: gl.LINEAR, + * }, + * nearestClamp: { + * minMag: gl.NEAREST, + * wrap: gl.CLAMP_TO_EDGE, + * }, + * linearClamp: { + * minMag: gl.LINEAR, + * wrap: gl.CLAMP_TO_EDGE, + * }, + * linearClampT: { + * minMag: gl.LINEAR, + * wrapT: gl.CLAMP_TO_EDGE, + * }, + * }); + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set on the sampler + * @private + */ +function createSamplers(gl, samplerOptions) { + const samplers = {}; + Object.keys(samplerOptions).forEach(function(name) { + samplers[name] = createSampler(gl, samplerOptions[name]); + }); + return samplers; +} + +/** + * Makes a 1x1 pixel + * If no color is passed in uses the default color which can be set by calling `setDefaultTextureColor`. + * @param {(number[]|ArrayBufferView)} [color] The color using 0-1 values + * @return {Uint8Array} Unit8Array with color. + * @private + */ +function make1Pixel(color) { + color = color || defaults$1.textureColor; + if (isArrayBuffer$1(color)) { + return color; + } + return new Uint8Array([color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255]); +} + +/** + * Sets filtering or generates mips for texture based on width or height + * If width or height is not passed in uses `options.width` and//or `options.height` + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set. + * This is often the same options you passed in when you created the texture. + * @param {number} [width] width of texture + * @param {number} [height] height of texture + * @param {number} [internalFormat] The internalFormat parameter from texImage2D etc.. + * @memberOf module:twgl/textures + */ +function setTextureFilteringForSize(gl, tex, options, width, height, internalFormat) { + options = options || defaults$1.textureOptions; + internalFormat = internalFormat || RGBA; + const target = options.target || TEXTURE_2D; + width = width || options.width; + height = height || options.height; + gl.bindTexture(target, tex); + if (canGenerateMipmap(gl, width, height, internalFormat)) { + gl.generateMipmap(target); + } else { + const filtering = canFilter(internalFormat) ? LINEAR : NEAREST; + gl.texParameteri(target, TEXTURE_MIN_FILTER, filtering); + gl.texParameteri(target, TEXTURE_MAG_FILTER, filtering); + gl.texParameteri(target, TEXTURE_WRAP_S, CLAMP_TO_EDGE); + gl.texParameteri(target, TEXTURE_WRAP_T, CLAMP_TO_EDGE); + } +} + +function shouldAutomaticallySetTextureFilteringForSize(options) { + return options.auto === true || (options.auto === undefined && options.level === undefined); +} + +/** + * Gets an array of cubemap face enums + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * This is often the same options you passed in when you created the texture. + * @return {number[]} cubemap face enums + * @private + */ +function getCubeFaceOrder(gl, options) { + options = options || {}; + return options.cubeFaceOrder || [ + TEXTURE_CUBE_MAP_POSITIVE_X, + TEXTURE_CUBE_MAP_NEGATIVE_X, + TEXTURE_CUBE_MAP_POSITIVE_Y, + TEXTURE_CUBE_MAP_NEGATIVE_Y, + TEXTURE_CUBE_MAP_POSITIVE_Z, + TEXTURE_CUBE_MAP_NEGATIVE_Z, + ]; +} + +/** + * @typedef {Object} FaceInfo + * @property {number} face gl enum for texImage2D + * @property {number} ndx face index (0 - 5) into source data + * @ignore + */ + +/** + * Gets an array of FaceInfos + * There's a bug in some NVidia drivers that will crash the driver if + * `gl.TEXTURE_CUBE_MAP_POSITIVE_X` is not uploaded first. So, we take + * the user's desired order from his faces to WebGL and make sure we + * do the faces in WebGL order + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @return {FaceInfo[]} cubemap face infos. Arguably the `face` property of each element is redundant but + * it's needed internally to sort the array of `ndx` properties by `face`. + * @private + */ +function getCubeFacesWithNdx(gl, options) { + const faces = getCubeFaceOrder(gl, options); + // work around bug in NVidia drivers. We have to upload the first face first else the driver crashes :( + const facesWithNdx = faces.map(function(face, ndx) { + return { face: face, ndx: ndx }; + }); + facesWithNdx.sort(function(a, b) { + return a.face - b.face; + }); + return facesWithNdx; +} + +/** + * Set a texture from the contents of an element. Will also set + * texture filtering or generate mips based on the dimensions of the element + * unless `options.auto === false`. If `target === gl.TEXTURE_CUBE_MAP` will + * attempt to slice image into 1x6, 2x3, 3x2, or 6x1 images, one for each face. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {HTMLElement} element a canvas, img, or video element. + * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set. + * This is often the same options you passed in when you created the texture. + * @memberOf module:twgl/textures + * @kind function + */ +function setTextureFromElement(gl, tex, element, options) { + options = options || defaults$1.textureOptions; + const target = options.target || TEXTURE_2D; + const level = options.level || 0; + let width = element.width; + let height = element.height; + const internalFormat = options.internalFormat || options.format || RGBA; + const formatType = getFormatAndTypeForInternalFormat(internalFormat); + const format = options.format || formatType.format; + const type = options.type || formatType.type; + savePackState(gl, options); + gl.bindTexture(target, tex); + if (target === TEXTURE_CUBE_MAP) { + // guess the parts + const imgWidth = element.width; + const imgHeight = element.height; + let size; + let slices; + if (imgWidth / 6 === imgHeight) { + // It's 6x1 + size = imgHeight; + slices = [0, 0, 1, 0, 2, 0, 3, 0, 4, 0, 5, 0]; + } else if (imgHeight / 6 === imgWidth) { + // It's 1x6 + size = imgWidth; + slices = [0, 0, 0, 1, 0, 2, 0, 3, 0, 4, 0, 5]; + } else if (imgWidth / 3 === imgHeight / 2) { + // It's 3x2 + size = imgWidth / 3; + slices = [0, 0, 1, 0, 2, 0, 0, 1, 1, 1, 2, 1]; + } else if (imgWidth / 2 === imgHeight / 3) { + // It's 2x3 + size = imgWidth / 2; + slices = [0, 0, 1, 0, 0, 1, 1, 1, 0, 2, 1, 2]; + } else { + throw "can't figure out cube map from element: " + (element.src ? element.src : element.nodeName); + } + const ctx = getShared2DContext(); + if (ctx) { + ctx.canvas.width = size; + ctx.canvas.height = size; + width = size; + height = size; + getCubeFacesWithNdx(gl, options).forEach(function(f) { + const xOffset = slices[f.ndx * 2 + 0] * size; + const yOffset = slices[f.ndx * 2 + 1] * size; + ctx.drawImage(element, xOffset, yOffset, size, size, 0, 0, size, size); + gl.texImage2D(f.face, level, internalFormat, format, type, ctx.canvas); + }); + // Free up the canvas memory + ctx.canvas.width = 1; + ctx.canvas.height = 1; + } else if (typeof createImageBitmap !== 'undefined') { + // NOTE: It seems like we should prefer ImageBitmap because unlike canvas it's + // note lossy? (alpha is not premultiplied? although I'm not sure what + width = size; + height = size; + getCubeFacesWithNdx(gl, options).forEach(function(f) { + const xOffset = slices[f.ndx * 2 + 0] * size; + const yOffset = slices[f.ndx * 2 + 1] * size; + // We can't easily use a default texture color here as it would have to match + // the type across all faces where as with a 2D one there's only one face + // so we're replacing everything all at once. It also has to be the correct size. + // On the other hand we need all faces to be the same size so as one face loads + // the rest match else the texture will be un-renderable. + gl.texImage2D(f.face, level, internalFormat, size, size, 0, format, type, null); + createImageBitmap(element, xOffset, yOffset, size, size, { + premultiplyAlpha: 'none', + colorSpaceConversion: 'none', + }) + .then(function(imageBitmap) { + savePackState(gl, options); + gl.bindTexture(target, tex); + gl.texImage2D(f.face, level, internalFormat, format, type, imageBitmap); + restorePackState(gl, options); + if (shouldAutomaticallySetTextureFilteringForSize(options)) { + setTextureFilteringForSize(gl, tex, options, width, height, internalFormat); + } + }); + }); + } + } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) { + const smallest = Math.min(element.width, element.height); + const largest = Math.max(element.width, element.height); + const depth = largest / smallest; + if (depth % 1 !== 0) { + throw "can not compute 3D dimensions of element"; + } + const xMult = element.width === largest ? 1 : 0; + const yMult = element.height === largest ? 1 : 0; + saveSkipState(gl); + gl.pixelStorei(UNPACK_ALIGNMENT, 1); + gl.pixelStorei(UNPACK_ROW_LENGTH, element.width); + gl.pixelStorei(UNPACK_IMAGE_HEIGHT, 0); + gl.pixelStorei(UNPACK_SKIP_IMAGES, 0); + gl.texImage3D(target, level, internalFormat, smallest, smallest, smallest, 0, format, type, null); + for (let d = 0; d < depth; ++d) { + const srcX = d * smallest * xMult; + const srcY = d * smallest * yMult; + gl.pixelStorei(UNPACK_SKIP_PIXELS, srcX); + gl.pixelStorei(UNPACK_SKIP_ROWS, srcY); + gl.texSubImage3D(target, level, 0, 0, d, smallest, smallest, 1, format, type, element); + } + restoreSkipState(gl); + } else { + gl.texImage2D(target, level, internalFormat, format, type, element); + } + restorePackState(gl, options); + if (shouldAutomaticallySetTextureFilteringForSize(options)) { + setTextureFilteringForSize(gl, tex, options, width, height, internalFormat); + } + setTextureParameters(gl, tex, options); +} + +function noop() { +} + +/** + * Checks whether the url's origin is the same so that we can set the `crossOrigin` + * @param {string} url url to image + * @returns {boolean} true if the window's origin is the same as image's url + * @private + */ +function urlIsSameOrigin(url) { + if (typeof document !== 'undefined') { + // for IE really + const a = document.createElement('a'); + a.href = url; + return a.hostname === location.hostname && + a.port === location.port && + a.protocol === location.protocol; + } else { + const localOrigin = (new URL(location.href)).origin; + const urlOrigin = (new URL(url, location.href)).origin; + return urlOrigin === localOrigin; + } +} + +function setToAnonymousIfUndefinedAndURLIsNotSameOrigin(url, crossOrigin) { + return crossOrigin === undefined && !urlIsSameOrigin(url) + ? 'anonymous' + : crossOrigin; +} + +/** + * Loads an image + * @param {string} url url to image + * @param {string} crossOrigin + * @param {function(err, img)} [callback] a callback that's passed an error and the image. The error will be non-null + * if there was an error + * @return {HTMLImageElement} the image being loaded. + * @private + */ +function loadImage(url, crossOrigin, callback) { + callback = callback || noop; + let img; + crossOrigin = crossOrigin !== undefined ? crossOrigin : defaults$1.crossOrigin; + crossOrigin = setToAnonymousIfUndefinedAndURLIsNotSameOrigin(url, crossOrigin); + if (typeof Image !== 'undefined') { + img = new Image(); + if (crossOrigin !== undefined) { + img.crossOrigin = crossOrigin; + } + + const clearEventHandlers = function clearEventHandlers() { + img.removeEventListener('error', onError); // eslint-disable-line + img.removeEventListener('load', onLoad); // eslint-disable-line + img = null; + }; + + const onError = function onError() { + const msg = "couldn't load image: " + url; + error(msg); + callback(msg, img); + clearEventHandlers(); + }; + + const onLoad = function onLoad() { + callback(null, img); + clearEventHandlers(); + }; + + img.addEventListener('error', onError); + img.addEventListener('load', onLoad); + img.src = url; + return img; + } else if (typeof ImageBitmap !== 'undefined') { + let err; + let bm; + const cb = function cb() { + callback(err, bm); + }; + + const options = {}; + if (crossOrigin) { + options.mode = 'cors'; // TODO: not sure how to translate image.crossOrigin + } + fetch(url, options).then(function(response) { + if (!response.ok) { + throw response; + } + return response.blob(); + }).then(function(blob) { + return createImageBitmap(blob, { + premultiplyAlpha: 'none', + colorSpaceConversion: 'none', + }); + }).then(function(bitmap) { + // not sure if this works. We don't want + // to catch the user's error. So, call + // the callback in a timeout so we're + // not in this scope inside the promise. + bm = bitmap; + setTimeout(cb); + }).catch(function(e) { + err = e; + setTimeout(cb); + }); + img = null; + } + return img; +} + +/** + * check if object is a TexImageSource + * + * @param {Object} obj Object to test + * @return {boolean} true if object is a TexImageSource + * @private + */ +function isTexImageSource(obj) { + return (typeof ImageBitmap !== 'undefined' && obj instanceof ImageBitmap) || + (typeof ImageData !== 'undefined' && obj instanceof ImageData) || + (typeof HTMLElement !== 'undefined' && obj instanceof HTMLElement); +} + +/** + * if obj is an TexImageSource then just + * uses it otherwise if obj is a string + * then load it first. + * + * @param {string|TexImageSource} obj + * @param {string} crossOrigin + * @param {function(err, img)} [callback] a callback that's passed an error and the image. The error will be non-null + * if there was an error + * @private + */ +function loadAndUseImage(obj, crossOrigin, callback) { + if (isTexImageSource(obj)) { + setTimeout(function() { + callback(null, obj); + }); + return obj; + } + + return loadImage(obj, crossOrigin, callback); +} + +/** + * Sets a texture to a 1x1 pixel color. If `options.color === false` is nothing happens. If it's not set + * the default texture color is used which can be set by calling `setDefaultTextureColor`. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set. + * This is often the same options you passed in when you created the texture. + * @memberOf module:twgl/textures + */ +function setTextureTo1PixelColor(gl, tex, options) { + options = options || defaults$1.textureOptions; + const target = options.target || TEXTURE_2D; + gl.bindTexture(target, tex); + if (options.color === false) { + return; + } + // Assume it's a URL + // Put 1x1 pixels in texture. That makes it renderable immediately regardless of filtering. + const color = make1Pixel(options.color); + if (target === TEXTURE_CUBE_MAP) { + for (let ii = 0; ii < 6; ++ii) { + gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, RGBA, 1, 1, 0, RGBA, UNSIGNED_BYTE$2, color); + } + } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) { + gl.texImage3D(target, 0, RGBA, 1, 1, 1, 0, RGBA, UNSIGNED_BYTE$2, color); + } else { + gl.texImage2D(target, 0, RGBA, 1, 1, 0, RGBA, UNSIGNED_BYTE$2, color); + } +} + +/** + * The src image(s) used to create a texture. + * + * When you call {@link module:twgl.createTexture} or {@link module:twgl.createTextures} + * you can pass in urls for images to load into the textures. If it's a single url + * then this will be a single HTMLImageElement. If it's an array of urls used for a cubemap + * this will be a corresponding array of images for the cubemap. + * + * @typedef {HTMLImageElement|HTMLImageElement[]} TextureSrc + * @memberOf module:twgl + */ + +/** + * A callback for when an image finished downloading and been uploaded into a texture + * @callback TextureReadyCallback + * @param {*} err If truthy there was an error. + * @param {WebGLTexture} texture the texture. + * @param {module:twgl.TextureSrc} source image(s) used to as the src for the texture + * @memberOf module:twgl + */ + +/** + * A callback for when all images have finished downloading and been uploaded into their respective textures + * @callback TexturesReadyCallback + * @param {*} err If truthy there was an error. + * @param {Object.} textures the created textures by name. Same as returned by {@link module:twgl.createTextures}. + * @param {Object.} sources the image(s) used for the texture by name. + * @memberOf module:twgl + */ + +/** + * A callback for when an image finished downloading and been uploaded into a texture + * @callback CubemapReadyCallback + * @param {*} err If truthy there was an error. + * @param {WebGLTexture} tex the texture. + * @param {HTMLImageElement[]} imgs the images for each face. + * @memberOf module:twgl + */ + +/** + * A callback for when an image finished downloading and been uploaded into a texture + * @callback ThreeDReadyCallback + * @param {*} err If truthy there was an error. + * @param {WebGLTexture} tex the texture. + * @param {HTMLImageElement[]} imgs the images for each slice. + * @memberOf module:twgl + */ + +/** + * Loads a texture from an image from a Url as specified in `options.src` + * If `options.color !== false` will set the texture to a 1x1 pixel color so that the texture is + * immediately useable. It will be updated with the contents of the image once the image has finished + * downloading. Filtering options will be set as appropriate for image unless `options.auto === false`. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set. + * @param {module:twgl.TextureReadyCallback} [callback] A function to be called when the image has finished loading. err will + * be non null if there was an error. + * @return {HTMLImageElement} the image being downloaded. + * @memberOf module:twgl/textures + */ +function loadTextureFromUrl(gl, tex, options, callback) { + callback = callback || noop; + options = options || defaults$1.textureOptions; + setTextureTo1PixelColor(gl, tex, options); + // Because it's async we need to copy the options. + options = Object.assign({}, options); + const img = loadAndUseImage(options.src, options.crossOrigin, function(err, img) { + if (err) { + callback(err, tex, img); + } else { + setTextureFromElement(gl, tex, img, options); + callback(null, tex, img); + } + }); + return img; +} + +/** + * Loads a cubemap from 6 urls or TexImageSources as specified in `options.src`. Will set the cubemap to a 1x1 pixel color + * so that it is usable immediately unless `option.color === false`. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @param {module:twgl.CubemapReadyCallback} [callback] A function to be called when all the images have finished loading. err will + * be non null if there was an error. + * @memberOf module:twgl/textures + */ +function loadCubemapFromUrls(gl, tex, options, callback) { + callback = callback || noop; + const urls = options.src; + if (urls.length !== 6) { + throw "there must be 6 urls for a cubemap"; + } + const level = options.level || 0; + const internalFormat = options.internalFormat || options.format || RGBA; + const formatType = getFormatAndTypeForInternalFormat(internalFormat); + const format = options.format || formatType.format; + const type = options.type || UNSIGNED_BYTE$2; + const target = options.target || TEXTURE_2D; + if (target !== TEXTURE_CUBE_MAP) { + throw "target must be TEXTURE_CUBE_MAP"; + } + setTextureTo1PixelColor(gl, tex, options); + // Because it's async we need to copy the options. + options = Object.assign({}, options); + let numToLoad = 6; + const errors = []; + const faces = getCubeFaceOrder(gl, options); + let imgs; // eslint-disable-line + + function uploadImg(faceTarget) { + return function(err, img) { + --numToLoad; + if (err) { + errors.push(err); + } else { + if (img.width !== img.height) { + errors.push("cubemap face img is not a square: " + img.src); + } else { + savePackState(gl, options); + gl.bindTexture(target, tex); + + // So assuming this is the first image we now have one face that's img sized + // and 5 faces that are 1x1 pixel so size the other faces + if (numToLoad === 5) { + // use the default order + getCubeFaceOrder().forEach(function(otherTarget) { + // Should we re-use the same face or a color? + gl.texImage2D(otherTarget, level, internalFormat, format, type, img); + }); + } else { + gl.texImage2D(faceTarget, level, internalFormat, format, type, img); + } + + restorePackState(gl, options); + if (shouldAutomaticallySetTextureFilteringForSize(options)) { + gl.generateMipmap(target); + } + } + } + + if (numToLoad === 0) { + callback(errors.length ? errors : undefined, tex, imgs); + } + }; + } + + imgs = urls.map(function(url, ndx) { + return loadAndUseImage(url, options.crossOrigin, uploadImg(faces[ndx])); + }); +} + +/** + * Loads a 2d array or 3d texture from urls OR TexImageSources as specified in `options.src`. + * Will set the texture to a 1x1 pixel color + * so that it is usable immediately unless `option.color === false`. + * + * If the width and height is not specified the width and height of the first + * image loaded will be used. Note that since images are loaded async + * which image downloads first is unknown. + * + * If an image is not the same size as the width and height it will be scaled + * to that width and height. + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @param {module:twgl.ThreeDReadyCallback} [callback] A function to be called when all the images have finished loading. err will + * be non null if there was an error. + * @memberOf module:twgl/textures + */ +function loadSlicesFromUrls(gl, tex, options, callback) { + callback = callback || noop; + const urls = options.src; + const internalFormat = options.internalFormat || options.format || RGBA; + const formatType = getFormatAndTypeForInternalFormat(internalFormat); + const format = options.format || formatType.format; + const type = options.type || UNSIGNED_BYTE$2; + const target = options.target || TEXTURE_2D_ARRAY; + if (target !== TEXTURE_3D && target !== TEXTURE_2D_ARRAY) { + throw "target must be TEXTURE_3D or TEXTURE_2D_ARRAY"; + } + setTextureTo1PixelColor(gl, tex, options); + // Because it's async we need to copy the options. + options = Object.assign({}, options); + let numToLoad = urls.length; + const errors = []; + let imgs; // eslint-disable-line + const level = options.level || 0; + let width = options.width; + let height = options.height; + const depth = urls.length; + let firstImage = true; + + function uploadImg(slice) { + return function(err, img) { + --numToLoad; + if (err) { + errors.push(err); + } else { + savePackState(gl, options); + gl.bindTexture(target, tex); + + if (firstImage) { + firstImage = false; + width = options.width || img.width; + height = options.height || img.height; + gl.texImage3D(target, level, internalFormat, width, height, depth, 0, format, type, null); + + // put it in every slice otherwise some slices will be 0,0,0,0 + for (let s = 0; s < depth; ++s) { + gl.texSubImage3D(target, level, 0, 0, s, width, height, 1, format, type, img); + } + } else { + let src = img; + let ctx; + if (img.width !== width || img.height !== height) { + // Size the image to fix + ctx = getShared2DContext(); + src = ctx.canvas; + ctx.canvas.width = width; + ctx.canvas.height = height; + ctx.drawImage(img, 0, 0, width, height); + } + + gl.texSubImage3D(target, level, 0, 0, slice, width, height, 1, format, type, src); + + // free the canvas memory + if (ctx && src === ctx.canvas) { + ctx.canvas.width = 0; + ctx.canvas.height = 0; + } + } + + restorePackState(gl, options); + if (shouldAutomaticallySetTextureFilteringForSize(options)) { + gl.generateMipmap(target); + } + } + + if (numToLoad === 0) { + callback(errors.length ? errors : undefined, tex, imgs); + } + }; + } + + imgs = urls.map(function(url, ndx) { + return loadAndUseImage(url, options.crossOrigin, uploadImg(ndx)); + }); +} + +/** + * Sets a texture from an array or typed array. If the width or height is not provided will attempt to + * guess the size. See {@link module:twgl.TextureOptions}. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {(number[]|ArrayBufferView)} src An array or typed arry with texture data. + * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set. + * This is often the same options you passed in when you created the texture. + * @memberOf module:twgl/textures + */ +function setTextureFromArray(gl, tex, src, options) { + options = options || defaults$1.textureOptions; + const target = options.target || TEXTURE_2D; + gl.bindTexture(target, tex); + let width = options.width; + let height = options.height; + let depth = options.depth; + const level = options.level || 0; + const internalFormat = options.internalFormat || options.format || RGBA; + const formatType = getFormatAndTypeForInternalFormat(internalFormat); + const format = options.format || formatType.format; + const type = options.type || getTextureTypeForArrayType(gl, src, formatType.type); + if (!isArrayBuffer$1(src)) { + const Type = getTypedArrayTypeForGLType(type); + src = new Type(src); + } else if (src instanceof Uint8ClampedArray) { + src = new Uint8Array(src.buffer); + } + + const bytesPerElement = getBytesPerElementForInternalFormat(internalFormat, type); + const numElements = src.byteLength / bytesPerElement; // TODO: check UNPACK_ALIGNMENT? + if (numElements % 1) { + throw "length wrong size for format: " + glEnumToString(gl, format); + } + let dimensions; + if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) { + if (!width && !height && !depth) { + const size = Math.cbrt(numElements); + if (size % 1 !== 0) { + throw "can't guess cube size of array of numElements: " + numElements; + } + width = size; + height = size; + depth = size; + } else if (width && (!height || !depth)) { + dimensions = guessDimensions(gl, target, height, depth, numElements / width); + height = dimensions.width; + depth = dimensions.height; + } else if (height && (!width || !depth)) { + dimensions = guessDimensions(gl, target, width, depth, numElements / height); + width = dimensions.width; + depth = dimensions.height; + } else { + dimensions = guessDimensions(gl, target, width, height, numElements / depth); + width = dimensions.width; + height = dimensions.height; + } + } else { + dimensions = guessDimensions(gl, target, width, height, numElements); + width = dimensions.width; + height = dimensions.height; + } + saveSkipState(gl); + gl.pixelStorei(UNPACK_ALIGNMENT, options.unpackAlignment || 1); + savePackState(gl, options); + if (target === TEXTURE_CUBE_MAP) { + const elementsPerElement = bytesPerElement / src.BYTES_PER_ELEMENT; + const faceSize = numElements / 6 * elementsPerElement; + + getCubeFacesWithNdx(gl, options).forEach(f => { + const offset = faceSize * f.ndx; + const data = src.subarray(offset, offset + faceSize); + gl.texImage2D(f.face, level, internalFormat, width, height, 0, format, type, data); + }); + } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) { + gl.texImage3D(target, level, internalFormat, width, height, depth, 0, format, type, src); + } else { + gl.texImage2D(target, level, internalFormat, width, height, 0, format, type, src); + } + restorePackState(gl, options); + restoreSkipState(gl); + return { + width: width, + height: height, + depth: depth, + type: type, + }; +} + +/** + * Sets a texture with no contents of a certain size. In other words calls `gl.texImage2D` with `null`. + * You must set `options.width` and `options.height`. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @memberOf module:twgl/textures + */ +function setEmptyTexture(gl, tex, options) { + const target = options.target || TEXTURE_2D; + gl.bindTexture(target, tex); + const level = options.level || 0; + const internalFormat = options.internalFormat || options.format || RGBA; + const formatType = getFormatAndTypeForInternalFormat(internalFormat); + const format = options.format || formatType.format; + const type = options.type || formatType.type; + savePackState(gl, options); + if (target === TEXTURE_CUBE_MAP) { + for (let ii = 0; ii < 6; ++ii) { + gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, level, internalFormat, options.width, options.height, 0, format, type, null); + } + } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) { + gl.texImage3D(target, level, internalFormat, options.width, options.height, options.depth, 0, format, type, null); + } else { + gl.texImage2D(target, level, internalFormat, options.width, options.height, 0, format, type, null); + } + restorePackState(gl, options); +} + +/** + * Creates a texture based on the options passed in. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set. + * @param {module:twgl.TextureReadyCallback} [callback] A callback called when an image has been downloaded and uploaded to the texture. + * @return {WebGLTexture} the created texture. + * @memberOf module:twgl/textures + */ +function createTexture(gl, options, callback) { + callback = callback || noop; + options = options || defaults$1.textureOptions; + const tex = gl.createTexture(); + const target = options.target || TEXTURE_2D; + let width = options.width || 1; + let height = options.height || 1; + const internalFormat = options.internalFormat || RGBA; + gl.bindTexture(target, tex); + if (target === TEXTURE_CUBE_MAP) { + // this should have been the default for cubemaps :( + gl.texParameteri(target, TEXTURE_WRAP_S, CLAMP_TO_EDGE); + gl.texParameteri(target, TEXTURE_WRAP_T, CLAMP_TO_EDGE); + } + let src = options.src; + if (src) { + if (typeof src === "function") { + src = src(gl, options); + } + if (typeof (src) === "string") { + loadTextureFromUrl(gl, tex, options, callback); + } else if (isArrayBuffer$1(src) || + (Array.isArray(src) && ( + typeof src[0] === 'number' || + Array.isArray(src[0]) || + isArrayBuffer$1(src[0])) + ) + ) { + const dimensions = setTextureFromArray(gl, tex, src, options); + width = dimensions.width; + height = dimensions.height; + } else if (Array.isArray(src) && (typeof (src[0]) === 'string' || isTexImageSource(src[0]))) { + if (target === TEXTURE_CUBE_MAP) { + loadCubemapFromUrls(gl, tex, options, callback); + } else { + loadSlicesFromUrls(gl, tex, options, callback); + } + } else if (isTexImageSource(src)) { + setTextureFromElement(gl, tex, src, options); + width = src.width; + height = src.height; + } else { + throw "unsupported src type"; + } + } else { + setEmptyTexture(gl, tex, options); + } + if (shouldAutomaticallySetTextureFilteringForSize(options)) { + setTextureFilteringForSize(gl, tex, options, width, height, internalFormat); + } + setTextureParameters(gl, tex, options); + return tex; +} + +/** + * Resizes a texture based on the options passed in. + * + * Note: This is not a generic resize anything function. + * It's mostly used by {@link module:twgl.resizeFramebufferInfo} + * It will use `options.src` if it exists to try to determine a `type` + * otherwise it will assume `gl.UNSIGNED_BYTE`. No data is provided + * for the texture. Texture parameters will be set accordingly + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the texture to resize + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @param {number} [width] the new width. If not passed in will use `options.width` + * @param {number} [height] the new height. If not passed in will use `options.height` + * @param {number} [depth] the new depth. If not passed in will use `options.depth` + * @memberOf module:twgl/textures + */ +function resizeTexture(gl, tex, options, width, height, depth) { + width = width || options.width; + height = height || options.height; + depth = depth || options.depth; + const target = options.target || TEXTURE_2D; + gl.bindTexture(target, tex); + const level = options.level || 0; + const internalFormat = options.internalFormat || options.format || RGBA; + const formatType = getFormatAndTypeForInternalFormat(internalFormat); + const format = options.format || formatType.format; + let type; + const src = options.src; + if (!src) { + type = options.type || formatType.type; + } else if (isArrayBuffer$1(src) || (Array.isArray(src) && typeof (src[0]) === 'number')) { + type = options.type || getTextureTypeForArrayType(gl, src, formatType.type); + } else { + type = options.type || formatType.type; + } + if (target === TEXTURE_CUBE_MAP) { + for (let ii = 0; ii < 6; ++ii) { + gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, level, internalFormat, width, height, 0, format, type, null); + } + } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) { + gl.texImage3D(target, level, internalFormat, width, height, depth, 0, format, type, null); + } else { + gl.texImage2D(target, level, internalFormat, width, height, 0, format, type, null); + } +} + +/** + * Check if a src is an async request. + * if src is a string we're going to download an image + * if src is an array of strings we're going to download cubemap images + * @param {*} src The src from a TextureOptions + * @returns {bool} true if src is async. + * @private + */ +function isAsyncSrc(src) { + return typeof src === 'string' || + (Array.isArray(src) && typeof src[0] === 'string'); +} + +/** + * Creates a bunch of textures based on the passed in options. + * + * Example: + * + * const textures = twgl.createTextures(gl, { + * // a power of 2 image + * hftIcon: { src: "images/hft-icon-16.png", mag: gl.NEAREST }, + * // a non-power of 2 image + * clover: { src: "images/clover.jpg" }, + * // From a canvas + * fromCanvas: { src: ctx.canvas }, + * // A cubemap from 6 images + * yokohama: { + * target: gl.TEXTURE_CUBE_MAP, + * src: [ + * 'images/yokohama/posx.jpg', + * 'images/yokohama/negx.jpg', + * 'images/yokohama/posy.jpg', + * 'images/yokohama/negy.jpg', + * 'images/yokohama/posz.jpg', + * 'images/yokohama/negz.jpg', + * ], + * }, + * // A cubemap from 1 image (can be 1x6, 2x3, 3x2, 6x1) + * goldengate: { + * target: gl.TEXTURE_CUBE_MAP, + * src: 'images/goldengate.jpg', + * }, + * // A 2x2 pixel texture from a JavaScript array + * checker: { + * mag: gl.NEAREST, + * min: gl.LINEAR, + * src: [ + * 255,255,255,255, + * 192,192,192,255, + * 192,192,192,255, + * 255,255,255,255, + * ], + * }, + * // a 1x2 pixel texture from a typed array. + * stripe: { + * mag: gl.NEAREST, + * min: gl.LINEAR, + * format: gl.LUMINANCE, + * src: new Uint8Array([ + * 255, + * 128, + * 255, + * 128, + * 255, + * 128, + * 255, + * 128, + * ]), + * width: 1, + * }, + * }); + * + * Now + * + * * `textures.hftIcon` will be a 2d texture + * * `textures.clover` will be a 2d texture + * * `textures.fromCanvas` will be a 2d texture + * * `textures.yohohama` will be a cubemap texture + * * `textures.goldengate` will be a cubemap texture + * * `textures.checker` will be a 2d texture + * * `textures.stripe` will be a 2d texture + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {Object.} options A object of TextureOptions one per texture. + * @param {module:twgl.TexturesReadyCallback} [callback] A callback called when all textures have been downloaded. + * @return {Object.} the created textures by name + * @memberOf module:twgl/textures + */ +function createTextures(gl, textureOptions, callback) { + callback = callback || noop; + let numDownloading = 0; + const errors = []; + const textures = {}; + const images = {}; + + function callCallbackIfReady() { + if (numDownloading === 0) { + setTimeout(function() { + callback(errors.length ? errors : undefined, textures, images); + }, 0); + } + } + + Object.keys(textureOptions).forEach(function(name) { + const options = textureOptions[name]; + let onLoadFn; + if (isAsyncSrc(options.src)) { + onLoadFn = function(err, tex, img) { + images[name] = img; + --numDownloading; + if (err) { + errors.push(err); + } + callCallbackIfReady(); + }; + ++numDownloading; + } + textures[name] = createTexture(gl, options, onLoadFn); + }); + + // queue the callback if there are no images to download. + // We do this because if your code is structured to wait for + // images to download but then you comment out all the async + // images your code would break. + callCallbackIfReady(); + + return textures; +} + +var textures = /*#__PURE__*/Object.freeze({ + __proto__: null, + setTextureDefaults_: setDefaults$1, + createSampler: createSampler, + createSamplers: createSamplers, + setSamplerParameters: setSamplerParameters, + createTexture: createTexture, + setEmptyTexture: setEmptyTexture, + setTextureFromArray: setTextureFromArray, + loadTextureFromUrl: loadTextureFromUrl, + setTextureFromElement: setTextureFromElement, + setTextureFilteringForSize: setTextureFilteringForSize, + setTextureParameters: setTextureParameters, + setDefaultTextureColor: setDefaultTextureColor, + createTextures: createTextures, + resizeTexture: resizeTexture, + canGenerateMipmap: canGenerateMipmap, + canFilter: canFilter, + getNumComponentsForFormat: getNumComponentsForFormat, + getBytesPerElementForInternalFormat: getBytesPerElementForInternalFormat, + getFormatAndTypeForInternalFormat: getFormatAndTypeForInternalFormat +}); + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * Low level shader program related functions + * + * You should generally not need to use these functions. They are provided + * for those cases where you're doing something out of the ordinary + * and you need lower level access. + * + * For backward compatibility they are available at both `twgl.programs` and `twgl` + * itself + * + * See {@link module:twgl} for core functions + * + * @module twgl/programs + */ + +const error$1 = error; +const warn$1 = warn; +function getElementById(id) { + return (typeof document !== 'undefined' && document.getElementById) + ? document.getElementById(id) + : null; +} + +const TEXTURE0 = 0x84c0; +const DYNAMIC_DRAW = 0x88e8; + +const ARRAY_BUFFER$1 = 0x8892; +const ELEMENT_ARRAY_BUFFER$1 = 0x8893; +const UNIFORM_BUFFER = 0x8a11; +const TRANSFORM_FEEDBACK_BUFFER = 0x8c8e; + +const TRANSFORM_FEEDBACK = 0x8e22; + +const COMPILE_STATUS = 0x8b81; +const LINK_STATUS = 0x8b82; +const FRAGMENT_SHADER = 0x8b30; +const VERTEX_SHADER = 0x8b31; +const SEPARATE_ATTRIBS = 0x8c8d; + +const ACTIVE_UNIFORMS = 0x8b86; +const ACTIVE_ATTRIBUTES = 0x8b89; +const TRANSFORM_FEEDBACK_VARYINGS = 0x8c83; +const ACTIVE_UNIFORM_BLOCKS = 0x8a36; +const UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = 0x8a44; +const UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = 0x8a46; +const UNIFORM_BLOCK_DATA_SIZE = 0x8a40; +const UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = 0x8a43; + +const FLOAT$3 = 0x1406; +const FLOAT_VEC2 = 0x8B50; +const FLOAT_VEC3 = 0x8B51; +const FLOAT_VEC4 = 0x8B52; +const INT$3 = 0x1404; +const INT_VEC2 = 0x8B53; +const INT_VEC3 = 0x8B54; +const INT_VEC4 = 0x8B55; +const BOOL = 0x8B56; +const BOOL_VEC2 = 0x8B57; +const BOOL_VEC3 = 0x8B58; +const BOOL_VEC4 = 0x8B59; +const FLOAT_MAT2 = 0x8B5A; +const FLOAT_MAT3 = 0x8B5B; +const FLOAT_MAT4 = 0x8B5C; +const SAMPLER_2D = 0x8B5E; +const SAMPLER_CUBE = 0x8B60; +const SAMPLER_3D = 0x8B5F; +const SAMPLER_2D_SHADOW = 0x8B62; +const FLOAT_MAT2x3 = 0x8B65; +const FLOAT_MAT2x4 = 0x8B66; +const FLOAT_MAT3x2 = 0x8B67; +const FLOAT_MAT3x4 = 0x8B68; +const FLOAT_MAT4x2 = 0x8B69; +const FLOAT_MAT4x3 = 0x8B6A; +const SAMPLER_2D_ARRAY = 0x8DC1; +const SAMPLER_2D_ARRAY_SHADOW = 0x8DC4; +const SAMPLER_CUBE_SHADOW = 0x8DC5; +const UNSIGNED_INT$3 = 0x1405; +const UNSIGNED_INT_VEC2 = 0x8DC6; +const UNSIGNED_INT_VEC3 = 0x8DC7; +const UNSIGNED_INT_VEC4 = 0x8DC8; +const INT_SAMPLER_2D = 0x8DCA; +const INT_SAMPLER_3D = 0x8DCB; +const INT_SAMPLER_CUBE = 0x8DCC; +const INT_SAMPLER_2D_ARRAY = 0x8DCF; +const UNSIGNED_INT_SAMPLER_2D = 0x8DD2; +const UNSIGNED_INT_SAMPLER_3D = 0x8DD3; +const UNSIGNED_INT_SAMPLER_CUBE = 0x8DD4; +const UNSIGNED_INT_SAMPLER_2D_ARRAY = 0x8DD7; + +const TEXTURE_2D$1 = 0x0DE1; +const TEXTURE_CUBE_MAP$1 = 0x8513; +const TEXTURE_3D$1 = 0x806F; +const TEXTURE_2D_ARRAY$1 = 0x8C1A; + +const typeMap = {}; + +/** + * Returns the corresponding bind point for a given sampler type + */ +function getBindPointForSamplerType(gl, type) { + return typeMap[type].bindPoint; +} + +// This kind of sucks! If you could compose functions as in `var fn = gl[name];` +// this code could be a lot smaller but that is sadly really slow (T_T) + +function floatSetter(gl, location) { + return function(v) { + gl.uniform1f(location, v); + }; +} + +function floatArraySetter(gl, location) { + return function(v) { + gl.uniform1fv(location, v); + }; +} + +function floatVec2Setter(gl, location) { + return function(v) { + gl.uniform2fv(location, v); + }; +} + +function floatVec3Setter(gl, location) { + return function(v) { + gl.uniform3fv(location, v); + }; +} + +function floatVec4Setter(gl, location) { + return function(v) { + gl.uniform4fv(location, v); + }; +} + +function intSetter(gl, location) { + return function(v) { + gl.uniform1i(location, v); + }; +} + +function intArraySetter(gl, location) { + return function(v) { + gl.uniform1iv(location, v); + }; +} + +function intVec2Setter(gl, location) { + return function(v) { + gl.uniform2iv(location, v); + }; +} + +function intVec3Setter(gl, location) { + return function(v) { + gl.uniform3iv(location, v); + }; +} + +function intVec4Setter(gl, location) { + return function(v) { + gl.uniform4iv(location, v); + }; +} + +function uintSetter(gl, location) { + return function(v) { + gl.uniform1ui(location, v); + }; +} + +function uintArraySetter(gl, location) { + return function(v) { + gl.uniform1uiv(location, v); + }; +} + +function uintVec2Setter(gl, location) { + return function(v) { + gl.uniform2uiv(location, v); + }; +} + +function uintVec3Setter(gl, location) { + return function(v) { + gl.uniform3uiv(location, v); + }; +} + +function uintVec4Setter(gl, location) { + return function(v) { + gl.uniform4uiv(location, v); + }; +} + +function floatMat2Setter(gl, location) { + return function(v) { + gl.uniformMatrix2fv(location, false, v); + }; +} + +function floatMat3Setter(gl, location) { + return function(v) { + gl.uniformMatrix3fv(location, false, v); + }; +} + +function floatMat4Setter(gl, location) { + return function(v) { + gl.uniformMatrix4fv(location, false, v); + }; +} + +function floatMat23Setter(gl, location) { + return function(v) { + gl.uniformMatrix2x3fv(location, false, v); + }; +} + +function floatMat32Setter(gl, location) { + return function(v) { + gl.uniformMatrix3x2fv(location, false, v); + }; +} + +function floatMat24Setter(gl, location) { + return function(v) { + gl.uniformMatrix2x4fv(location, false, v); + }; +} + +function floatMat42Setter(gl, location) { + return function(v) { + gl.uniformMatrix4x2fv(location, false, v); + }; +} + +function floatMat34Setter(gl, location) { + return function(v) { + gl.uniformMatrix3x4fv(location, false, v); + }; +} + +function floatMat43Setter(gl, location) { + return function(v) { + gl.uniformMatrix4x3fv(location, false, v); + }; +} + +function samplerSetter(gl, type, unit, location) { + const bindPoint = getBindPointForSamplerType(gl, type); + return isWebGL2(gl) ? function(textureOrPair) { + let texture; + let sampler; + if (isTexture(gl, textureOrPair)) { + texture = textureOrPair; + sampler = null; + } else { + texture = textureOrPair.texture; + sampler = textureOrPair.sampler; + } + gl.uniform1i(location, unit); + gl.activeTexture(TEXTURE0 + unit); + gl.bindTexture(bindPoint, texture); + gl.bindSampler(unit, sampler); + } : function(texture) { + gl.uniform1i(location, unit); + gl.activeTexture(TEXTURE0 + unit); + gl.bindTexture(bindPoint, texture); + }; +} + +function samplerArraySetter(gl, type, unit, location, size) { + const bindPoint = getBindPointForSamplerType(gl, type); + const units = new Int32Array(size); + for (let ii = 0; ii < size; ++ii) { + units[ii] = unit + ii; + } + + return isWebGL2(gl) ? function(textures) { + gl.uniform1iv(location, units); + textures.forEach(function(textureOrPair, index) { + gl.activeTexture(TEXTURE0 + units[index]); + let texture; + let sampler; + if (isTexture(gl, textureOrPair)) { + texture = textureOrPair; + sampler = null; + } else { + texture = textureOrPair.texture; + sampler = textureOrPair.sampler; + } + gl.bindSampler(unit, sampler); + gl.bindTexture(bindPoint, texture); + }); + } : function(textures) { + gl.uniform1iv(location, units); + textures.forEach(function(texture, index) { + gl.activeTexture(TEXTURE0 + units[index]); + gl.bindTexture(bindPoint, texture); + }); + }; +} + +typeMap[FLOAT$3] = { Type: Float32Array, size: 4, setter: floatSetter, arraySetter: floatArraySetter, }; +typeMap[FLOAT_VEC2] = { Type: Float32Array, size: 8, setter: floatVec2Setter, }; +typeMap[FLOAT_VEC3] = { Type: Float32Array, size: 12, setter: floatVec3Setter, }; +typeMap[FLOAT_VEC4] = { Type: Float32Array, size: 16, setter: floatVec4Setter, }; +typeMap[INT$3] = { Type: Int32Array, size: 4, setter: intSetter, arraySetter: intArraySetter, }; +typeMap[INT_VEC2] = { Type: Int32Array, size: 8, setter: intVec2Setter, }; +typeMap[INT_VEC3] = { Type: Int32Array, size: 12, setter: intVec3Setter, }; +typeMap[INT_VEC4] = { Type: Int32Array, size: 16, setter: intVec4Setter, }; +typeMap[UNSIGNED_INT$3] = { Type: Uint32Array, size: 4, setter: uintSetter, arraySetter: uintArraySetter, }; +typeMap[UNSIGNED_INT_VEC2] = { Type: Uint32Array, size: 8, setter: uintVec2Setter, }; +typeMap[UNSIGNED_INT_VEC3] = { Type: Uint32Array, size: 12, setter: uintVec3Setter, }; +typeMap[UNSIGNED_INT_VEC4] = { Type: Uint32Array, size: 16, setter: uintVec4Setter, }; +typeMap[BOOL] = { Type: Uint32Array, size: 4, setter: intSetter, arraySetter: intArraySetter, }; +typeMap[BOOL_VEC2] = { Type: Uint32Array, size: 8, setter: intVec2Setter, }; +typeMap[BOOL_VEC3] = { Type: Uint32Array, size: 12, setter: intVec3Setter, }; +typeMap[BOOL_VEC4] = { Type: Uint32Array, size: 16, setter: intVec4Setter, }; +typeMap[FLOAT_MAT2] = { Type: Float32Array, size: 16, setter: floatMat2Setter, }; +typeMap[FLOAT_MAT3] = { Type: Float32Array, size: 36, setter: floatMat3Setter, }; +typeMap[FLOAT_MAT4] = { Type: Float32Array, size: 64, setter: floatMat4Setter, }; +typeMap[FLOAT_MAT2x3] = { Type: Float32Array, size: 24, setter: floatMat23Setter, }; +typeMap[FLOAT_MAT2x4] = { Type: Float32Array, size: 32, setter: floatMat24Setter, }; +typeMap[FLOAT_MAT3x2] = { Type: Float32Array, size: 24, setter: floatMat32Setter, }; +typeMap[FLOAT_MAT3x4] = { Type: Float32Array, size: 48, setter: floatMat34Setter, }; +typeMap[FLOAT_MAT4x2] = { Type: Float32Array, size: 32, setter: floatMat42Setter, }; +typeMap[FLOAT_MAT4x3] = { Type: Float32Array, size: 48, setter: floatMat43Setter, }; +typeMap[SAMPLER_2D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D$1, }; +typeMap[SAMPLER_CUBE] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_CUBE_MAP$1, }; +typeMap[SAMPLER_3D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_3D$1, }; +typeMap[SAMPLER_2D_SHADOW] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D$1, }; +typeMap[SAMPLER_2D_ARRAY] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D_ARRAY$1, }; +typeMap[SAMPLER_2D_ARRAY_SHADOW] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D_ARRAY$1, }; +typeMap[SAMPLER_CUBE_SHADOW] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_CUBE_MAP$1, }; +typeMap[INT_SAMPLER_2D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D$1, }; +typeMap[INT_SAMPLER_3D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_3D$1, }; +typeMap[INT_SAMPLER_CUBE] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_CUBE_MAP$1, }; +typeMap[INT_SAMPLER_2D_ARRAY] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D_ARRAY$1, }; +typeMap[UNSIGNED_INT_SAMPLER_2D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D$1, }; +typeMap[UNSIGNED_INT_SAMPLER_3D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_3D$1, }; +typeMap[UNSIGNED_INT_SAMPLER_CUBE] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_CUBE_MAP$1, }; +typeMap[UNSIGNED_INT_SAMPLER_2D_ARRAY] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D_ARRAY$1, }; + +function floatAttribSetter(gl, index) { + return function(b) { + if (b.value) { + gl.disableVertexAttribArray(index); + switch (b.value.length) { + case 4: + gl.vertexAttrib4fv(index, b.value); + break; + case 3: + gl.vertexAttrib3fv(index, b.value); + break; + case 2: + gl.vertexAttrib2fv(index, b.value); + break; + case 1: + gl.vertexAttrib1fv(index, b.value); + break; + default: + throw new Error('the length of a float constant value must be between 1 and 4!'); + } + } else { + gl.bindBuffer(ARRAY_BUFFER$1, b.buffer); + gl.enableVertexAttribArray(index); + gl.vertexAttribPointer( + index, b.numComponents || b.size, b.type || FLOAT$3, b.normalize || false, b.stride || 0, b.offset || 0); + if (b.divisor !== undefined) { + gl.vertexAttribDivisor(index, b.divisor); + } + } + }; +} + +function intAttribSetter(gl, index) { + return function(b) { + if (b.value) { + gl.disableVertexAttribArray(index); + if (b.value.length === 4) { + gl.vertexAttrib4iv(index, b.value); + } else { + throw new Error('The length of an integer constant value must be 4!'); + } + } else { + gl.bindBuffer(ARRAY_BUFFER$1, b.buffer); + gl.enableVertexAttribArray(index); + gl.vertexAttribIPointer( + index, b.numComponents || b.size, b.type || INT$3, b.stride || 0, b.offset || 0); + if (b.divisor !== undefined) { + gl.vertexAttribDivisor(index, b.divisor); + } + } + }; +} + +function uintAttribSetter(gl, index) { + return function(b) { + if (b.value) { + gl.disableVertexAttribArray(index); + if (b.value.length === 4) { + gl.vertexAttrib4uiv(index, b.value); + } else { + throw new Error('The length of an unsigned integer constant value must be 4!'); + } + } else { + gl.bindBuffer(ARRAY_BUFFER$1, b.buffer); + gl.enableVertexAttribArray(index); + gl.vertexAttribIPointer( + index, b.numComponents || b.size, b.type || UNSIGNED_INT$3, b.stride || 0, b.offset || 0); + if (b.divisor !== undefined) { + gl.vertexAttribDivisor(index, b.divisor); + } + } + }; +} + +function matAttribSetter(gl, index, typeInfo) { + const defaultSize = typeInfo.size; + const count = typeInfo.count; + + return function(b) { + gl.bindBuffer(ARRAY_BUFFER$1, b.buffer); + const numComponents = b.size || b.numComponents || defaultSize; + const size = numComponents / count; + const type = b.type || FLOAT$3; + const typeInfo = typeMap[type]; + const stride = typeInfo.size * numComponents; + const normalize = b.normalize || false; + const offset = b.offset || 0; + const rowOffset = stride / count; + for (let i = 0; i < count; ++i) { + gl.enableVertexAttribArray(index + i); + gl.vertexAttribPointer( + index + i, size, type, normalize, stride, offset + rowOffset * i); + if (b.divisor !== undefined) { + gl.vertexAttribDivisor(index + i, b.divisor); + } + } + }; +} + + + +const attrTypeMap = {}; +attrTypeMap[FLOAT$3] = { size: 4, setter: floatAttribSetter, }; +attrTypeMap[FLOAT_VEC2] = { size: 8, setter: floatAttribSetter, }; +attrTypeMap[FLOAT_VEC3] = { size: 12, setter: floatAttribSetter, }; +attrTypeMap[FLOAT_VEC4] = { size: 16, setter: floatAttribSetter, }; +attrTypeMap[INT$3] = { size: 4, setter: intAttribSetter, }; +attrTypeMap[INT_VEC2] = { size: 8, setter: intAttribSetter, }; +attrTypeMap[INT_VEC3] = { size: 12, setter: intAttribSetter, }; +attrTypeMap[INT_VEC4] = { size: 16, setter: intAttribSetter, }; +attrTypeMap[UNSIGNED_INT$3] = { size: 4, setter: uintAttribSetter, }; +attrTypeMap[UNSIGNED_INT_VEC2] = { size: 8, setter: uintAttribSetter, }; +attrTypeMap[UNSIGNED_INT_VEC3] = { size: 12, setter: uintAttribSetter, }; +attrTypeMap[UNSIGNED_INT_VEC4] = { size: 16, setter: uintAttribSetter, }; +attrTypeMap[BOOL] = { size: 4, setter: intAttribSetter, }; +attrTypeMap[BOOL_VEC2] = { size: 8, setter: intAttribSetter, }; +attrTypeMap[BOOL_VEC3] = { size: 12, setter: intAttribSetter, }; +attrTypeMap[BOOL_VEC4] = { size: 16, setter: intAttribSetter, }; +attrTypeMap[FLOAT_MAT2] = { size: 4, setter: matAttribSetter, count: 2, }; +attrTypeMap[FLOAT_MAT3] = { size: 9, setter: matAttribSetter, count: 3, }; +attrTypeMap[FLOAT_MAT4] = { size: 16, setter: matAttribSetter, count: 4, }; + +/** + * Error Callback + * @callback ErrorCallback + * @param {string} msg error message. + * @param {number} [lineOffset] amount to add to line number + * @memberOf module:twgl + */ + +function addLineNumbers(src, lineOffset) { + lineOffset = lineOffset || 0; + ++lineOffset; + + return src.split("\n").map(function(line, ndx) { + return (ndx + lineOffset) + ": " + line; + }).join("\n"); +} + +const spaceRE = /^[ \t]*\n/; + +/** + * Loads a shader. + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {string} shaderSource The shader source. + * @param {number} shaderType The type of shader. + * @param {module:twgl.ErrorCallback} opt_errorCallback callback for errors. + * @return {WebGLShader} The created shader. + * @private + */ +function loadShader(gl, shaderSource, shaderType, opt_errorCallback) { + const errFn = opt_errorCallback || error$1; + // Create the shader object + const shader = gl.createShader(shaderType); + + // Remove the first end of line because WebGL 2.0 requires + // #version 300 es + // as the first line. No whitespace allowed before that line + // so + // + // + // + // Has one line before it which is invalid according to GLSL ES 3.00 + // + let lineOffset = 0; + if (spaceRE.test(shaderSource)) { + lineOffset = 1; + shaderSource = shaderSource.replace(spaceRE, ''); + } + + // Load the shader source + gl.shaderSource(shader, shaderSource); + + // Compile the shader + gl.compileShader(shader); + + // Check the compile status + const compiled = gl.getShaderParameter(shader, COMPILE_STATUS); + if (!compiled) { + // Something went wrong during compilation; get the error + const lastError = gl.getShaderInfoLog(shader); + errFn(addLineNumbers(shaderSource, lineOffset) + "\n*** Error compiling shader: " + lastError); + gl.deleteShader(shader); + return null; + } + + return shader; +} + +/** + * @typedef {Object} ProgramOptions + * @property {function(string)} [errorCallback] callback for errors + * @property {Object.} [attribLocations] a attribute name to location map + * @property {(module:twgl.BufferInfo|Object.|string[])} [transformFeedbackVaryings] If passed + * a BufferInfo will use the attribs names inside. If passed an object of AttribInfos will use the names from that object. Otherwise + * you can pass an array of names. + * @property {number} [transformFeedbackMode] the mode to pass `gl.transformFeedbackVaryings`. Defaults to `SEPARATE_ATTRIBS`. + * @memberOf module:twgl + */ + +/** + * Gets the program options based on all these optional arguments + * @param {module:twgl.ProgramOptions|string[]} [opt_attribs] Options for the program or an array of attribs names. Locations will be assigned by index if not passed in + * @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations. + * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console + * on error. If you want something else pass an callback. It's passed an error message. + * @return {module:twgl.ProgramOptions} an instance of ProgramOptions based on the arguments passed in + * @private + */ +function getProgramOptions(opt_attribs, opt_locations, opt_errorCallback) { + let transformFeedbackVaryings; + let transformFeedbackMode; + if (typeof opt_locations === 'function') { + opt_errorCallback = opt_locations; + opt_locations = undefined; + } + if (typeof opt_attribs === 'function') { + opt_errorCallback = opt_attribs; + opt_attribs = undefined; + } else if (opt_attribs && !Array.isArray(opt_attribs)) { + // If we have an errorCallback we can just return this object + // Otherwise we need to construct one with default errorCallback + if (opt_attribs.errorCallback) { + return opt_attribs; + } + const opt = opt_attribs; + opt_errorCallback = opt.errorCallback; + opt_attribs = opt.attribLocations; + transformFeedbackVaryings = opt.transformFeedbackVaryings; + transformFeedbackMode = opt.transformFeedbackMode; + } + + const options = { + errorCallback: opt_errorCallback || error$1, + transformFeedbackVaryings: transformFeedbackVaryings, + transformFeedbackMode: transformFeedbackMode, + }; + + if (opt_attribs) { + let attribLocations = {}; + if (Array.isArray(opt_attribs)) { + opt_attribs.forEach(function(attrib, ndx) { + attribLocations[attrib] = opt_locations ? opt_locations[ndx] : ndx; + }); + } else { + attribLocations = opt_attribs; + } + options.attribLocations = attribLocations; + } + + return options; +} + +const defaultShaderType = [ + "VERTEX_SHADER", + "FRAGMENT_SHADER", +]; + +function getShaderTypeFromScriptType(gl, scriptType) { + if (scriptType.indexOf("frag") >= 0) { + return FRAGMENT_SHADER; + } else if (scriptType.indexOf("vert") >= 0) { + return VERTEX_SHADER; + } + return undefined; +} + +function deleteShaders(gl, shaders) { + shaders.forEach(function(shader) { + gl.deleteShader(shader); + }); +} + +/** + * Creates a program, attaches (and/or compiles) shaders, binds attrib locations, links the + * program and calls useProgram. + * + * NOTE: There are 4 signatures for this function + * + * twgl.createProgram(gl, [vs, fs], options); + * twgl.createProgram(gl, [vs, fs], opt_errFunc); + * twgl.createProgram(gl, [vs, fs], opt_attribs, opt_errFunc); + * twgl.createProgram(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc); + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {WebGLShader[]|string[]} shaders The shaders to attach, or element ids for their source, or strings that contain their source + * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in + * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback. + * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console + * on error. If you want something else pass an callback. It's passed an error message. + * @return {WebGLProgram?} the created program or null if error. + * @memberOf module:twgl/programs + */ +function createProgram( + gl, shaders, opt_attribs, opt_locations, opt_errorCallback) { + const progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback); + const realShaders = []; + const newShaders = []; + for (let ndx = 0; ndx < shaders.length; ++ndx) { + let shader = shaders[ndx]; + if (typeof (shader) === 'string') { + const elem = getElementById(shader); + const src = elem ? elem.text : shader; + let type = gl[defaultShaderType[ndx]]; + if (elem && elem.type) { + type = getShaderTypeFromScriptType(gl, elem.type) || type; + } + shader = loadShader(gl, src, type, progOptions.errorCallback); + newShaders.push(shader); + } + if (isShader(gl, shader)) { + realShaders.push(shader); + } + } + + if (realShaders.length !== shaders.length) { + progOptions.errorCallback("not enough shaders for program"); + deleteShaders(gl, newShaders); + return null; + } + + const program = gl.createProgram(); + realShaders.forEach(function(shader) { + gl.attachShader(program, shader); + }); + if (progOptions.attribLocations) { + Object.keys(progOptions.attribLocations).forEach(function(attrib) { + gl.bindAttribLocation(program, progOptions.attribLocations[attrib], attrib); + }); + } + let varyings = progOptions.transformFeedbackVaryings; + if (varyings) { + if (varyings.attribs) { + varyings = varyings.attribs; + } + if (!Array.isArray(varyings)) { + varyings = Object.keys(varyings); + } + gl.transformFeedbackVaryings(program, varyings, progOptions.transformFeedbackMode || SEPARATE_ATTRIBS); + } + gl.linkProgram(program); + + // Check the link status + const linked = gl.getProgramParameter(program, LINK_STATUS); + if (!linked) { + // something went wrong with the link + const lastError = gl.getProgramInfoLog(program); + progOptions.errorCallback("Error in program linking:" + lastError); + + gl.deleteProgram(program); + deleteShaders(gl, newShaders); + return null; + } + return program; +} + +/** + * Loads a shader from a script tag. + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {string} scriptId The id of the script tag. + * @param {number} [opt_shaderType] The type of shader. If not passed in it will + * be derived from the type of the script tag. + * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. + * @return {WebGLShader?} The created shader or null if error. + * @private + */ +function createShaderFromScript( + gl, scriptId, opt_shaderType, opt_errorCallback) { + let shaderSource = ""; + const shaderScript = getElementById(scriptId); + if (!shaderScript) { + throw new Error(`unknown script element: ${scriptId}`); + } + shaderSource = shaderScript.text; + + const shaderType = opt_shaderType || getShaderTypeFromScriptType(gl, shaderScript.type); + if (!shaderType) { + throw new Error('unknown shader type'); + } + + return loadShader(gl, shaderSource, shaderType, opt_errorCallback); +} + +/** + * Creates a program from 2 script tags. + * + * NOTE: There are 4 signatures for this function + * + * twgl.createProgramFromScripts(gl, [vs, fs], opt_options); + * twgl.createProgramFromScripts(gl, [vs, fs], opt_errFunc); + * twgl.createProgramFromScripts(gl, [vs, fs], opt_attribs, opt_errFunc); + * twgl.createProgramFromScripts(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc); + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext + * to use. + * @param {string[]} shaderScriptIds Array of ids of the script + * tags for the shaders. The first is assumed to be the + * vertex shader, the second the fragment shader. + * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in + * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback. + * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console + * on error. If you want something else pass an callback. It's passed an error message. + * @return {WebGLProgram?} the created program or null if error. + * @memberOf module:twgl/programs + */ +function createProgramFromScripts( + gl, shaderScriptIds, opt_attribs, opt_locations, opt_errorCallback) { + const progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback); + const shaders = []; + for (let ii = 0; ii < shaderScriptIds.length; ++ii) { + const shader = createShaderFromScript( + gl, shaderScriptIds[ii], gl[defaultShaderType[ii]], progOptions.errorCallback); + if (!shader) { + return null; + } + shaders.push(shader); + } + return createProgram(gl, shaders, progOptions); +} + +/** + * Creates a program from 2 sources. + * + * NOTE: There are 4 signatures for this function + * + * twgl.createProgramFromSource(gl, [vs, fs], opt_options); + * twgl.createProgramFromSource(gl, [vs, fs], opt_errFunc); + * twgl.createProgramFromSource(gl, [vs, fs], opt_attribs, opt_errFunc); + * twgl.createProgramFromSource(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc); + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext + * to use. + * @param {string[]} shaderSources Array of sources for the + * shaders. The first is assumed to be the vertex shader, + * the second the fragment shader. + * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in + * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback. + * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console + * on error. If you want something else pass an callback. It's passed an error message. + * @return {WebGLProgram?} the created program or null if error. + * @memberOf module:twgl/programs + */ +function createProgramFromSources( + gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) { + const progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback); + const shaders = []; + for (let ii = 0; ii < shaderSources.length; ++ii) { + const shader = loadShader( + gl, shaderSources[ii], gl[defaultShaderType[ii]], progOptions.errorCallback); + if (!shader) { + return null; + } + shaders.push(shader); + } + return createProgram(gl, shaders, progOptions); +} + +/** + * Returns true if attribute/uniform is a reserved/built in + * + * It makes no sense to me why GL returns these because it's + * illegal to call `gl.getUniformLocation` and `gl.getAttribLocation` + * with names that start with `gl_` (and `webgl_` in WebGL) + * + * I can only assume they are there because they might count + * when computing the number of uniforms/attributes used when you want to + * know if you are near the limit. That doesn't really make sense + * to me but the fact that these get returned are in the spec. + * + * @param {WebGLActiveInfo} info As returned from `gl.getActiveUniform` or + * `gl.getActiveAttrib`. + * @return {bool} true if it's reserved + * @private + */ +function isBuiltIn(info) { + const name = info.name; + return name.startsWith("gl_") || name.startsWith("webgl_"); +} + +/** + * Creates setter functions for all uniforms of a shader + * program. + * + * @see {@link module:twgl.setUniforms} + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {WebGLProgram} program the program to create setters for. + * @returns {Object.} an object with a setter by name for each uniform + * @memberOf module:twgl/programs + */ +function createUniformSetters(gl, program) { + let textureUnit = 0; + + /** + * Creates a setter for a uniform of the given program with it's + * location embedded in the setter. + * @param {WebGLProgram} program + * @param {WebGLUniformInfo} uniformInfo + * @returns {function} the created setter. + */ + function createUniformSetter(program, uniformInfo) { + const location = gl.getUniformLocation(program, uniformInfo.name); + const isArray = (uniformInfo.size > 1 && uniformInfo.name.substr(-3) === "[0]"); + const type = uniformInfo.type; + const typeInfo = typeMap[type]; + if (!typeInfo) { + throw new Error(`unknown type: 0x${type.toString(16)}`); // we should never get here. + } + let setter; + if (typeInfo.bindPoint) { + // it's a sampler + const unit = textureUnit; + textureUnit += uniformInfo.size; + if (isArray) { + setter = typeInfo.arraySetter(gl, type, unit, location, uniformInfo.size); + } else { + setter = typeInfo.setter(gl, type, unit, location, uniformInfo.size); + } + } else { + if (typeInfo.arraySetter && isArray) { + setter = typeInfo.arraySetter(gl, location); + } else { + setter = typeInfo.setter(gl, location); + } + } + setter.location = location; + return setter; + } + + const uniformSetters = { }; + const numUniforms = gl.getProgramParameter(program, ACTIVE_UNIFORMS); + + for (let ii = 0; ii < numUniforms; ++ii) { + const uniformInfo = gl.getActiveUniform(program, ii); + if (isBuiltIn(uniformInfo)) { + continue; + } + let name = uniformInfo.name; + // remove the array suffix. + if (name.substr(-3) === "[0]") { + name = name.substr(0, name.length - 3); + } + const setter = createUniformSetter(program, uniformInfo); + uniformSetters[name] = setter; + } + return uniformSetters; +} + +/** + * @typedef {Object} TransformFeedbackInfo + * @property {number} index index of transform feedback + * @property {number} type GL type + * @property {number} size 1 - 4 + * @memberOf module:twgl + */ + +/** + * Create TransformFeedbackInfo for passing to bindTransformFeedbackInfo. + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {WebGLProgram} program an existing WebGLProgram. + * @return {Object} + * @memberOf module:twgl + */ +function createTransformFeedbackInfo(gl, program) { + const info = {}; + const numVaryings = gl.getProgramParameter(program, TRANSFORM_FEEDBACK_VARYINGS); + for (let ii = 0; ii < numVaryings; ++ii) { + const varying = gl.getTransformFeedbackVarying(program, ii); + info[varying.name] = { + index: ii, + type: varying.type, + size: varying.size, + }; + } + return info; +} + +/** + * Binds buffers for transform feedback. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {(module:twgl.ProgramInfo|Object)} transformFeedbackInfo A ProgramInfo or TransformFeedbackInfo. + * @param {(module:twgl.BufferInfo|Object)} [bufferInfo] A BufferInfo or set of AttribInfos. + * @memberOf module:twgl + */ +function bindTransformFeedbackInfo(gl, transformFeedbackInfo, bufferInfo) { + if (transformFeedbackInfo.transformFeedbackInfo) { + transformFeedbackInfo = transformFeedbackInfo.transformFeedbackInfo; + } + if (bufferInfo.attribs) { + bufferInfo = bufferInfo.attribs; + } + for (const name in bufferInfo) { + const varying = transformFeedbackInfo[name]; + if (varying) { + const buf = bufferInfo[name]; + if (buf.offset) { + gl.bindBufferRange(TRANSFORM_FEEDBACK_BUFFER, varying.index, buf.buffer, buf.offset, buf.size); + } else { + gl.bindBufferBase(TRANSFORM_FEEDBACK_BUFFER, varying.index, buf.buffer); + } + } + } +} + +/** + * Creates a transform feedback and sets the buffers + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {module:twgl.ProgramInfo} programInfo A ProgramInfo as returned from {@link module:twgl.createProgramInfo} + * @param {(module:twgl.BufferInfo|Object)} [bufferInfo] A BufferInfo or set of AttribInfos. + * @return {WebGLTransformFeedback} the created transform feedback + * @memberOf module:twgl + */ +function createTransformFeedback(gl, programInfo, bufferInfo) { + const tf = gl.createTransformFeedback(); + gl.bindTransformFeedback(TRANSFORM_FEEDBACK, tf); + gl.useProgram(programInfo.program); + bindTransformFeedbackInfo(gl, programInfo, bufferInfo); + gl.bindTransformFeedback(TRANSFORM_FEEDBACK, null); + return tf; +} + +/** + * @typedef {Object} UniformData + * @property {number} type The WebGL type enum for this uniform + * @property {number} size The number of elements for this uniform + * @property {number} blockNdx The block index this uniform appears in + * @property {number} offset The byte offset in the block for this uniform's value + * @memberOf module:twgl + */ + +/** + * The specification for one UniformBlockObject + * + * @typedef {Object} BlockSpec + * @property {number} index The index of the block. + * @property {number} size The size in bytes needed for the block + * @property {number[]} uniformIndices The indices of the uniforms used by the block. These indices + * correspond to entries in a UniformData array in the {@link module:twgl.UniformBlockSpec}. + * @property {bool} usedByVertexShader Self explanatory + * @property {bool} usedByFragmentShader Self explanatory + * @property {bool} used Self explanatory + * @memberOf module:twgl + */ + +/** + * A `UniformBlockSpec` represents the data needed to create and bind + * UniformBlockObjects for a given program + * + * @typedef {Object} UniformBlockSpec + * @property {Object. blockSpecs The BlockSpec for each block by block name + * @property {UniformData[]} uniformData An array of data for each uniform by uniform index. + * @memberOf module:twgl + */ + +/** + * Creates a UniformBlockSpec for the given program. + * + * A UniformBlockSpec represents the data needed to create and bind + * UniformBlockObjects + * + * @param {WebGL2RenderingContext} gl A WebGL2 Rendering Context + * @param {WebGLProgram} program A WebGLProgram for a successfully linked program + * @return {module:twgl.UniformBlockSpec} The created UniformBlockSpec + * @memberOf module:twgl/programs + */ +function createUniformBlockSpecFromProgram(gl, program) { + const numUniforms = gl.getProgramParameter(program, ACTIVE_UNIFORMS); + const uniformData = []; + const uniformIndices = []; + + for (let ii = 0; ii < numUniforms; ++ii) { + uniformIndices.push(ii); + uniformData.push({}); + const uniformInfo = gl.getActiveUniform(program, ii); + if (isBuiltIn(uniformInfo)) { + break; + } + // REMOVE [0]? + uniformData[ii].name = uniformInfo.name; + } + + [ + [ "UNIFORM_TYPE", "type" ], + [ "UNIFORM_SIZE", "size" ], // num elements + [ "UNIFORM_BLOCK_INDEX", "blockNdx" ], + [ "UNIFORM_OFFSET", "offset", ], + ].forEach(function(pair) { + const pname = pair[0]; + const key = pair[1]; + gl.getActiveUniforms(program, uniformIndices, gl[pname]).forEach(function(value, ndx) { + uniformData[ndx][key] = value; + }); + }); + + const blockSpecs = {}; + + const numUniformBlocks = gl.getProgramParameter(program, ACTIVE_UNIFORM_BLOCKS); + for (let ii = 0; ii < numUniformBlocks; ++ii) { + const name = gl.getActiveUniformBlockName(program, ii); + const blockSpec = { + index: ii, + usedByVertexShader: gl.getActiveUniformBlockParameter(program, ii, UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER), + usedByFragmentShader: gl.getActiveUniformBlockParameter(program, ii, UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER), + size: gl.getActiveUniformBlockParameter(program, ii, UNIFORM_BLOCK_DATA_SIZE), + uniformIndices: gl.getActiveUniformBlockParameter(program, ii, UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES), + }; + blockSpec.used = blockSpec.usedByVertexShader || blockSpec.usedByFragmentShader; + blockSpecs[name] = blockSpec; + } + + return { + blockSpecs: blockSpecs, + uniformData: uniformData, + }; +} + +const arraySuffixRE = /\[\d+\]\.$/; // better way to check? + +/** + * Represents a UniformBlockObject including an ArrayBuffer with all the uniform values + * and a corresponding WebGLBuffer to hold those values on the GPU + * + * @typedef {Object} UniformBlockInfo + * @property {string} name The name of the block + * @property {ArrayBuffer} array The array buffer that contains the uniform values + * @property {Float32Array} asFloat A float view on the array buffer. This is useful + * inspecting the contents of the buffer in the debugger. + * @property {WebGLBuffer} buffer A WebGL buffer that will hold a copy of the uniform values for rendering. + * @property {number} [offset] offset into buffer + * @property {Object.} uniforms A uniform name to ArrayBufferView map. + * each Uniform has a correctly typed `ArrayBufferView` into array at the correct offset + * and length of that uniform. So for example a float uniform would have a 1 float `Float32Array` + * view. A single mat4 would have a 16 element `Float32Array` view. An ivec2 would have an + * `Int32Array` view, etc. + * @memberOf module:twgl + */ + +/** + * Creates a `UniformBlockInfo` for the specified block + * + * Note: **If the blockName matches no existing blocks a warning is printed to the console and a dummy + * `UniformBlockInfo` is returned**. This is because when debugging GLSL + * it is common to comment out large portions of a shader or for example set + * the final output to a constant. When that happens blocks get optimized out. + * If this function did not create dummy blocks your code would crash when debugging. + * + * @param {WebGL2RenderingContext} gl A WebGL2RenderingContext + * @param {WebGLProgram} program A WebGLProgram + * @param {module:twgl.UniformBlockSpec} uniformBlockSpec. A UniformBlockSpec as returned + * from {@link module:twgl.createUniformBlockSpecFromProgram}. + * @param {string} blockName The name of the block. + * @return {module:twgl.UniformBlockInfo} The created UniformBlockInfo + * @memberOf module:twgl/programs + */ +function createUniformBlockInfoFromProgram(gl, program, uniformBlockSpec, blockName) { + const blockSpecs = uniformBlockSpec.blockSpecs; + const uniformData = uniformBlockSpec.uniformData; + const blockSpec = blockSpecs[blockName]; + if (!blockSpec) { + warn$1("no uniform block object named:", blockName); + return { + name: blockName, + uniforms: {}, + }; + } + const array = new ArrayBuffer(blockSpec.size); + const buffer = gl.createBuffer(); + const uniformBufferIndex = blockSpec.index; + gl.bindBuffer(UNIFORM_BUFFER, buffer); + gl.uniformBlockBinding(program, blockSpec.index, uniformBufferIndex); + + let prefix = blockName + "."; + if (arraySuffixRE.test(prefix)) { + prefix = prefix.replace(arraySuffixRE, "."); + } + const uniforms = {}; + blockSpec.uniformIndices.forEach(function(uniformNdx) { + const data = uniformData[uniformNdx]; + const typeInfo = typeMap[data.type]; + const Type = typeInfo.Type; + const length = data.size * typeInfo.size; + let name = data.name; + if (name.substr(0, prefix.length) === prefix) { + name = name.substr(prefix.length); + } + uniforms[name] = new Type(array, data.offset, length / Type.BYTES_PER_ELEMENT); + }); + return { + name: blockName, + array: array, + asFloat: new Float32Array(array), // for debugging + buffer: buffer, + uniforms: uniforms, + }; +} + +/** + * Creates a `UniformBlockInfo` for the specified block + * + * Note: **If the blockName matches no existing blocks a warning is printed to the console and a dummy + * `UniformBlockInfo` is returned**. This is because when debugging GLSL + * it is common to comment out large portions of a shader or for example set + * the final output to a constant. When that happens blocks get optimized out. + * If this function did not create dummy blocks your code would crash when debugging. + * + * @param {WebGL2RenderingContext} gl A WebGL2RenderingContext + * @param {module:twgl.ProgramInfo} programInfo a `ProgramInfo` + * as returned from {@link module:twgl.createProgramInfo} + * @param {string} blockName The name of the block. + * @return {module:twgl.UniformBlockInfo} The created UniformBlockInfo + * @memberOf module:twgl/programs + */ +function createUniformBlockInfo(gl, programInfo, blockName) { + return createUniformBlockInfoFromProgram(gl, programInfo.program, programInfo.uniformBlockSpec, blockName); +} + +/** + * Binds a uniform block to the matching uniform block point. + * Matches by blocks by name so blocks must have the same name not just the same + * structure. + * + * If you have changed any values and you upload the values into the corresponding WebGLBuffer + * call {@link module:twgl.setUniformBlock} instead. + * + * @param {WebGL2RenderingContext} gl A WebGL 2 rendering context. + * @param {(module:twgl.ProgramInfo|module:twgl.UniformBlockSpec)} programInfo a `ProgramInfo` + * as returned from {@link module:twgl.createProgramInfo} or or `UniformBlockSpec` as + * returned from {@link module:twgl.createUniformBlockSpecFromProgram}. + * @param {module:twgl.UniformBlockInfo} uniformBlockInfo a `UniformBlockInfo` as returned from + * {@link module:twgl.createUniformBlockInfo}. + * @return {bool} true if buffer was bound. If the programInfo has no block with the same block name + * no buffer is bound. + * @memberOf module:twgl/programs + */ +function bindUniformBlock(gl, programInfo, uniformBlockInfo) { + const uniformBlockSpec = programInfo.uniformBlockSpec || programInfo; + const blockSpec = uniformBlockSpec.blockSpecs[uniformBlockInfo.name]; + if (blockSpec) { + const bufferBindIndex = blockSpec.index; + gl.bindBufferRange(UNIFORM_BUFFER, bufferBindIndex, uniformBlockInfo.buffer, uniformBlockInfo.offset || 0, uniformBlockInfo.array.byteLength); + return true; + } + return false; +} + +/** + * Uploads the current uniform values to the corresponding WebGLBuffer + * and binds that buffer to the program's corresponding bind point for the uniform block object. + * + * If you haven't changed any values and you only need to bind the uniform block object + * call {@link module:twgl.bindUniformBlock} instead. + * + * @param {WebGL2RenderingContext} gl A WebGL 2 rendering context. + * @param {(module:twgl.ProgramInfo|module:twgl.UniformBlockSpec)} programInfo a `ProgramInfo` + * as returned from {@link module:twgl.createProgramInfo} or or `UniformBlockSpec` as + * returned from {@link module:twgl.createUniformBlockSpecFromProgram}. + * @param {module:twgl.UniformBlockInfo} uniformBlockInfo a `UniformBlockInfo` as returned from + * {@link module:twgl.createUniformBlockInfo}. + * @memberOf module:twgl/programs + */ +function setUniformBlock(gl, programInfo, uniformBlockInfo) { + if (bindUniformBlock(gl, programInfo, uniformBlockInfo)) { + gl.bufferData(UNIFORM_BUFFER, uniformBlockInfo.array, DYNAMIC_DRAW); + } +} + +/** + * Sets values of a uniform block object + * + * @param {module:twgl.UniformBlockInfo} uniformBlockInfo A UniformBlockInfo as returned by {@link module:twgl.createUniformBlockInfo}. + * @param {Object.} values A uniform name to value map where the value is correct for the given + * type of uniform. So for example given a block like + * + * uniform SomeBlock { + * float someFloat; + * vec2 someVec2; + * vec3 someVec3Array[2]; + * int someInt; + * } + * + * You can set the values of the uniform block with + * + * twgl.setBlockUniforms(someBlockInfo, { + * someFloat: 12.3, + * someVec2: [1, 2], + * someVec3Array: [1, 2, 3, 4, 5, 6], + * someInt: 5, + * } + * + * Arrays can be JavaScript arrays or typed arrays + * + * Any name that doesn't match will be ignored + * @memberOf module:twgl/programs + */ +function setBlockUniforms(uniformBlockInfo, values) { + const uniforms = uniformBlockInfo.uniforms; + for (const name in values) { + const array = uniforms[name]; + if (array) { + const value = values[name]; + if (value.length) { + array.set(value); + } else { + array[0] = value; + } + } + } +} + +/** + * Set uniforms and binds related textures. + * + * example: + * + * const programInfo = createProgramInfo( + * gl, ["some-vs", "some-fs"]); + * + * const tex1 = gl.createTexture(); + * const tex2 = gl.createTexture(); + * + * ... assume we setup the textures with data ... + * + * const uniforms = { + * u_someSampler: tex1, + * u_someOtherSampler: tex2, + * u_someColor: [1,0,0,1], + * u_somePosition: [0,1,1], + * u_someMatrix: [ + * 1,0,0,0, + * 0,1,0,0, + * 0,0,1,0, + * 0,0,0,0, + * ], + * }; + * + * gl.useProgram(program); + * + * This will automatically bind the textures AND set the + * uniforms. + * + * twgl.setUniforms(programInfo, uniforms); + * + * For the example above it is equivalent to + * + * var texUnit = 0; + * gl.activeTexture(gl.TEXTURE0 + texUnit); + * gl.bindTexture(gl.TEXTURE_2D, tex1); + * gl.uniform1i(u_someSamplerLocation, texUnit++); + * gl.activeTexture(gl.TEXTURE0 + texUnit); + * gl.bindTexture(gl.TEXTURE_2D, tex2); + * gl.uniform1i(u_someSamplerLocation, texUnit++); + * gl.uniform4fv(u_someColorLocation, [1, 0, 0, 1]); + * gl.uniform3fv(u_somePositionLocation, [0, 1, 1]); + * gl.uniformMatrix4fv(u_someMatrix, false, [ + * 1,0,0,0, + * 0,1,0,0, + * 0,0,1,0, + * 0,0,0,0, + * ]); + * + * Note it is perfectly reasonable to call `setUniforms` multiple times. For example + * + * const uniforms = { + * u_someSampler: tex1, + * u_someOtherSampler: tex2, + * }; + * + * const moreUniforms { + * u_someColor: [1,0,0,1], + * u_somePosition: [0,1,1], + * u_someMatrix: [ + * 1,0,0,0, + * 0,1,0,0, + * 0,0,1,0, + * 0,0,0,0, + * ], + * }; + * + * twgl.setUniforms(programInfo, uniforms); + * twgl.setUniforms(programInfo, moreUniforms); + * + * You can also add WebGLSamplers to uniform samplers as in + * + * const uniforms = { + * u_someSampler: { + * texture: someWebGLTexture, + * sampler: someWebGLSampler, + * }, + * }; + * + * In which case both the sampler and texture will be bound to the + * same unit. + * + * @param {(module:twgl.ProgramInfo|Object.)} setters a `ProgramInfo` as returned from `createProgramInfo` or the setters returned from + * `createUniformSetters`. + * @param {Object.} values an object with values for the + * uniforms. + * You can pass multiple objects by putting them in an array or by calling with more arguments.For example + * + * const sharedUniforms = { + * u_fogNear: 10, + * u_projection: ... + * ... + * }; + * + * const localUniforms = { + * u_world: ... + * u_diffuseColor: ... + * }; + * + * twgl.setUniforms(programInfo, sharedUniforms, localUniforms); + * + * // is the same as + * + * twgl.setUniforms(programInfo, [sharedUniforms, localUniforms]); + * + * // is the same as + * + * twgl.setUniforms(programInfo, sharedUniforms); + * twgl.setUniforms(programInfo, localUniforms}; + * + * @memberOf module:twgl/programs + */ +function setUniforms(setters, values) { // eslint-disable-line + const actualSetters = setters.uniformSetters || setters; + const numArgs = arguments.length; + for (let aNdx = 1; aNdx < numArgs; ++aNdx) { + const values = arguments[aNdx]; + if (Array.isArray(values)) { + const numValues = values.length; + for (let ii = 0; ii < numValues; ++ii) { + setUniforms(actualSetters, values[ii]); + } + } else { + for (const name in values) { + const setter = actualSetters[name]; + if (setter) { + setter(values[name]); + } + } + } + } +} + +/** + * Alias for `setUniforms` + * @function + * @param {(module:twgl.ProgramInfo|Object.)} setters a `ProgramInfo` as returned from `createProgramInfo` or the setters returned from + * `createUniformSetters`. + * @param {Object.} values an object with values for the + * @memberOf module:twgl/programs + */ +const setUniformsAndBindTextures = setUniforms; + +/** + * Creates setter functions for all attributes of a shader + * program. You can pass this to {@link module:twgl.setBuffersAndAttributes} to set all your buffers and attributes. + * + * @see {@link module:twgl.setAttributes} for example + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {WebGLProgram} program the program to create setters for. + * @return {Object.} an object with a setter for each attribute by name. + * @memberOf module:twgl/programs + */ +function createAttributeSetters(gl, program) { + const attribSetters = { + }; + + const numAttribs = gl.getProgramParameter(program, ACTIVE_ATTRIBUTES); + for (let ii = 0; ii < numAttribs; ++ii) { + const attribInfo = gl.getActiveAttrib(program, ii); + if (isBuiltIn(attribInfo)) { + continue; + } + const index = gl.getAttribLocation(program, attribInfo.name); + const typeInfo = attrTypeMap[attribInfo.type]; + const setter = typeInfo.setter(gl, index, typeInfo); + setter.location = index; + attribSetters[attribInfo.name] = setter; + } + + return attribSetters; +} + +/** + * Sets attributes and binds buffers (deprecated... use {@link module:twgl.setBuffersAndAttributes}) + * + * Example: + * + * const program = createProgramFromScripts( + * gl, ["some-vs", "some-fs"); + * + * const attribSetters = createAttributeSetters(program); + * + * const positionBuffer = gl.createBuffer(); + * const texcoordBuffer = gl.createBuffer(); + * + * const attribs = { + * a_position: {buffer: positionBuffer, numComponents: 3}, + * a_texcoord: {buffer: texcoordBuffer, numComponents: 2}, + * }; + * + * gl.useProgram(program); + * + * This will automatically bind the buffers AND set the + * attributes. + * + * setAttributes(attribSetters, attribs); + * + * Properties of attribs. For each attrib you can add + * properties: + * + * * type: the type of data in the buffer. Default = gl.FLOAT + * * normalize: whether or not to normalize the data. Default = false + * * stride: the stride. Default = 0 + * * offset: offset into the buffer. Default = 0 + * * divisor: the divisor for instances. Default = undefined + * + * For example if you had 3 value float positions, 2 value + * float texcoord and 4 value uint8 colors you'd setup your + * attribs like this + * + * const attribs = { + * a_position: {buffer: positionBuffer, numComponents: 3}, + * a_texcoord: {buffer: texcoordBuffer, numComponents: 2}, + * a_color: { + * buffer: colorBuffer, + * numComponents: 4, + * type: gl.UNSIGNED_BYTE, + * normalize: true, + * }, + * }; + * + * @param {Object.} setters Attribute setters as returned from createAttributeSetters + * @param {Object.} buffers AttribInfos mapped by attribute name. + * @memberOf module:twgl/programs + * @deprecated use {@link module:twgl.setBuffersAndAttributes} + */ +function setAttributes(setters, buffers) { + for (const name in buffers) { + const setter = setters[name]; + if (setter) { + setter(buffers[name]); + } + } +} + +/** + * Sets attributes and buffers including the `ELEMENT_ARRAY_BUFFER` if appropriate + * + * Example: + * + * const programInfo = createProgramInfo( + * gl, ["some-vs", "some-fs"); + * + * const arrays = { + * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], }, + * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], }, + * }; + * + * const bufferInfo = createBufferInfoFromArrays(gl, arrays); + * + * gl.useProgram(programInfo.program); + * + * This will automatically bind the buffers AND set the + * attributes. + * + * setBuffersAndAttributes(gl, programInfo, bufferInfo); + * + * For the example above it is equivalent to + * + * gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); + * gl.enableVertexAttribArray(a_positionLocation); + * gl.vertexAttribPointer(a_positionLocation, 3, gl.FLOAT, false, 0, 0); + * gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer); + * gl.enableVertexAttribArray(a_texcoordLocation); + * gl.vertexAttribPointer(a_texcoordLocation, 4, gl.FLOAT, false, 0, 0); + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext. + * @param {(module:twgl.ProgramInfo|Object.)} setters A `ProgramInfo` as returned from {@link module:twgl.createProgramInfo} or Attribute setters as returned from {@link module:twgl.createAttributeSetters} + * @param {(module:twgl.BufferInfo|module:twgl.VertexArrayInfo)} buffers a `BufferInfo` as returned from {@link module:twgl.createBufferInfoFromArrays}. + * or a `VertexArrayInfo` as returned from {@link module:twgl.createVertexArrayInfo} + * @memberOf module:twgl/programs + */ +function setBuffersAndAttributes(gl, programInfo, buffers) { + if (buffers.vertexArrayObject) { + gl.bindVertexArray(buffers.vertexArrayObject); + } else { + setAttributes(programInfo.attribSetters || programInfo, buffers.attribs); + if (buffers.indices) { + gl.bindBuffer(ELEMENT_ARRAY_BUFFER$1, buffers.indices); + } + } +} + +/** + * @typedef {Object} ProgramInfo + * @property {WebGLProgram} program A shader program + * @property {Object} uniformSetters object of setters as returned from createUniformSetters, + * @property {Object} attribSetters object of setters as returned from createAttribSetters, + * @property {module:twgl.UniformBlockSpec} [uniformBlockSpace] a uniform block spec for making UniformBlockInfos with createUniformBlockInfo etc.. + * @property {Object} [transformFeedbackInfo] info for transform feedbacks + * @memberOf module:twgl + */ + +/** + * Creates a ProgramInfo from an existing program. + * + * A ProgramInfo contains + * + * programInfo = { + * program: WebGLProgram, + * uniformSetters: object of setters as returned from createUniformSetters, + * attribSetters: object of setters as returned from createAttribSetters, + * } + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext + * to use. + * @param {WebGLProgram} program an existing WebGLProgram. + * @return {module:twgl.ProgramInfo} The created ProgramInfo. + * @memberOf module:twgl/programs + */ +function createProgramInfoFromProgram(gl, program) { + const uniformSetters = createUniformSetters(gl, program); + const attribSetters = createAttributeSetters(gl, program); + const programInfo = { + program: program, + uniformSetters: uniformSetters, + attribSetters: attribSetters, + }; + + if (isWebGL2(gl)) { + programInfo.uniformBlockSpec = createUniformBlockSpecFromProgram(gl, program); + programInfo.transformFeedbackInfo = createTransformFeedbackInfo(gl, program); + } + + return programInfo; +} + +/** + * Creates a ProgramInfo from 2 sources. + * + * A ProgramInfo contains + * + * programInfo = { + * program: WebGLProgram, + * uniformSetters: object of setters as returned from createUniformSetters, + * attribSetters: object of setters as returned from createAttribSetters, + * } + * + * NOTE: There are 4 signatures for this function + * + * twgl.createProgramInfo(gl, [vs, fs], options); + * twgl.createProgramInfo(gl, [vs, fs], opt_errFunc); + * twgl.createProgramInfo(gl, [vs, fs], opt_attribs, opt_errFunc); + * twgl.createProgramInfo(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc); + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext + * to use. + * @param {string[]} shaderSources Array of sources for the + * shaders or ids. The first is assumed to be the vertex shader, + * the second the fragment shader. + * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in + * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback. + * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console + * on error. If you want something else pass an callback. It's passed an error message. + * @return {module:twgl.ProgramInfo?} The created ProgramInfo or null if it failed to link or compile + * @memberOf module:twgl/programs + */ +function createProgramInfo( + gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) { + const progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback); + let good = true; + shaderSources = shaderSources.map(function(source) { + // Lets assume if there is no \n it's an id + if (source.indexOf("\n") < 0) { + const script = getElementById(source); + if (!script) { + progOptions.errorCallback("no element with id: " + source); + good = false; + } else { + source = script.text; + } + } + return source; + }); + if (!good) { + return null; + } + const program = createProgramFromSources(gl, shaderSources, progOptions); + if (!program) { + return null; + } + return createProgramInfoFromProgram(gl, program); +} + +var programs = /*#__PURE__*/Object.freeze({ + __proto__: null, + createAttributeSetters: createAttributeSetters, + createProgram: createProgram, + createProgramFromScripts: createProgramFromScripts, + createProgramFromSources: createProgramFromSources, + createProgramInfo: createProgramInfo, + createProgramInfoFromProgram: createProgramInfoFromProgram, + createUniformSetters: createUniformSetters, + createUniformBlockSpecFromProgram: createUniformBlockSpecFromProgram, + createUniformBlockInfoFromProgram: createUniformBlockInfoFromProgram, + createUniformBlockInfo: createUniformBlockInfo, + createTransformFeedback: createTransformFeedback, + createTransformFeedbackInfo: createTransformFeedbackInfo, + bindTransformFeedbackInfo: bindTransformFeedbackInfo, + setAttributes: setAttributes, + setBuffersAndAttributes: setBuffersAndAttributes, + setUniforms: setUniforms, + setUniformsAndBindTextures: setUniformsAndBindTextures, + setUniformBlock: setUniformBlock, + setBlockUniforms: setBlockUniforms, + bindUniformBlock: bindUniformBlock +}); + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +const TRIANGLES = 0x0004; +const UNSIGNED_SHORT$3 = 0x1403; + +/** + * Drawing related functions + * + * For backward compatibility they are available at both `twgl.draw` and `twgl` + * itself + * + * See {@link module:twgl} for core functions + * + * @module twgl/draw + */ + +/** + * Calls `gl.drawElements` or `gl.drawArrays`, whichever is appropriate + * + * normally you'd call `gl.drawElements` or `gl.drawArrays` yourself + * but calling this means if you switch from indexed data to non-indexed + * data you don't have to remember to update your draw call. + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @param {(module:twgl.BufferInfo|module:twgl.VertexArrayInfo)} bufferInfo A BufferInfo as returned from {@link module:twgl.createBufferInfoFromArrays} or + * a VertexArrayInfo as returned from {@link module:twgl.createVertexArrayInfo} + * @param {number} [type] eg (gl.TRIANGLES, gl.LINES, gl.POINTS, gl.TRIANGLE_STRIP, ...). Defaults to `gl.TRIANGLES` + * @param {number} [count] An optional count. Defaults to bufferInfo.numElements + * @param {number} [offset] An optional offset. Defaults to 0. + * @param {number} [instanceCount] An optional instanceCount. if set then `drawArraysInstanced` or `drawElementsInstanced` will be called + * @memberOf module:twgl/draw + */ +function drawBufferInfo(gl, bufferInfo, type, count, offset, instanceCount) { + type = type === undefined ? TRIANGLES : type; + const indices = bufferInfo.indices; + const elementType = bufferInfo.elementType; + const numElements = count === undefined ? bufferInfo.numElements : count; + offset = offset === undefined ? 0 : offset; + if (elementType || indices) { + if (instanceCount !== undefined) { + gl.drawElementsInstanced(type, numElements, elementType === undefined ? UNSIGNED_SHORT$3 : bufferInfo.elementType, offset, instanceCount); + } else { + gl.drawElements(type, numElements, elementType === undefined ? UNSIGNED_SHORT$3 : bufferInfo.elementType, offset); + } + } else { + if (instanceCount !== undefined) { + gl.drawArraysInstanced(type, offset, numElements, instanceCount); + } else { + gl.drawArrays(type, offset, numElements); + } + } +} + +/** + * A DrawObject is useful for putting objects in to an array and passing them to {@link module:twgl.drawObjectList}. + * + * You need either a `BufferInfo` or a `VertexArrayInfo`. + * + * @typedef {Object} DrawObject + * @property {boolean} [active] whether or not to draw. Default = `true` (must be `false` to be not true). In other words `undefined` = `true` + * @property {number} [type] type to draw eg. `gl.TRIANGLES`, `gl.LINES`, etc... + * @property {module:twgl.ProgramInfo} programInfo A ProgramInfo as returned from {@link module:twgl.createProgramInfo} + * @property {module:twgl.BufferInfo} [bufferInfo] A BufferInfo as returned from {@link module:twgl.createBufferInfoFromArrays} + * @property {module:twgl.VertexArrayInfo} [vertexArrayInfo] A VertexArrayInfo as returned from {@link module:twgl.createVertexArrayInfo} + * @property {Object} uniforms The values for the uniforms. + * You can pass multiple objects by putting them in an array. For example + * + * var sharedUniforms = { + * u_fogNear: 10, + * u_projection: ... + * ... + * }; + * + * var localUniforms = { + * u_world: ... + * u_diffuseColor: ... + * }; + * + * var drawObj = { + * ... + * uniforms: [sharedUniforms, localUniforms], + * }; + * + * @property {number} [offset] the offset to pass to `gl.drawArrays` or `gl.drawElements`. Defaults to 0. + * @property {number} [count] the count to pass to `gl.drawArrays` or `gl.drawElements`. Defaults to bufferInfo.numElements. + * @property {number} [instanceCount] the number of instances. Defaults to undefined. + * @memberOf module:twgl + */ + +/** + * Draws a list of objects + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @param {DrawObject[]} objectsToDraw an array of objects to draw. + * @memberOf module:twgl/draw + */ +function drawObjectList(gl, objectsToDraw) { + let lastUsedProgramInfo = null; + let lastUsedBufferInfo = null; + + objectsToDraw.forEach(function(object) { + if (object.active === false) { + return; + } + + const programInfo = object.programInfo; + const bufferInfo = object.vertexArrayInfo || object.bufferInfo; + let bindBuffers = false; + const type = object.type === undefined ? TRIANGLES : object.type; + + if (programInfo !== lastUsedProgramInfo) { + lastUsedProgramInfo = programInfo; + gl.useProgram(programInfo.program); + + // We have to rebind buffers when changing programs because we + // only bind buffers the program uses. So if 2 programs use the same + // bufferInfo but the 1st one uses only positions the when the + // we switch to the 2nd one some of the attributes will not be on. + bindBuffers = true; + } + + // Setup all the needed attributes. + if (bindBuffers || bufferInfo !== lastUsedBufferInfo) { + if (lastUsedBufferInfo && lastUsedBufferInfo.vertexArrayObject && !bufferInfo.vertexArrayObject) { + gl.bindVertexArray(null); + } + lastUsedBufferInfo = bufferInfo; + setBuffersAndAttributes(gl, programInfo, bufferInfo); + } + + // Set the uniforms. + setUniforms(programInfo, object.uniforms); + + // Draw + drawBufferInfo(gl, bufferInfo, type, object.count, object.offset, object.instanceCount); + }); + + if (lastUsedBufferInfo && lastUsedBufferInfo.vertexArrayObject) { + gl.bindVertexArray(null); + } +} + +var draw = /*#__PURE__*/Object.freeze({ + __proto__: null, + drawBufferInfo: drawBufferInfo, + drawObjectList: drawObjectList +}); + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +const FRAMEBUFFER = 0x8d40; +const RENDERBUFFER = 0x8d41; +const TEXTURE_2D$2 = 0x0de1; + +const UNSIGNED_BYTE$3 = 0x1401; + +/* PixelFormat */ +const DEPTH_COMPONENT$1 = 0x1902; +const RGBA$1 = 0x1908; + +/* Framebuffer Object. */ +const RGBA4$1 = 0x8056; +const RGB5_A1$1 = 0x8057; +const RGB565$1 = 0x8D62; +const DEPTH_COMPONENT16$1 = 0x81A5; +const STENCIL_INDEX = 0x1901; +const STENCIL_INDEX8 = 0x8D48; +const DEPTH_STENCIL$1 = 0x84F9; +const COLOR_ATTACHMENT0 = 0x8CE0; +const DEPTH_ATTACHMENT = 0x8D00; +const STENCIL_ATTACHMENT = 0x8D20; +const DEPTH_STENCIL_ATTACHMENT = 0x821A; +const CLAMP_TO_EDGE$1 = 0x812F; +const LINEAR$1 = 0x2601; + +/** + * The options for a framebuffer attachment. + * + * Note: For a `format` that is a texture include all the texture + * options from {@link module:twgl.TextureOptions} for example + * `min`, `mag`, `clamp`, etc... Note that unlike {@link module:twgl.TextureOptions} + * `auto` defaults to `false` for attachment textures but `min` and `mag` default + * to `gl.LINEAR` and `wrap` defaults to `CLAMP_TO_EDGE` + * + * @typedef {Object} AttachmentOptions + * @property {number} [attach] The attachment point. Defaults + * to `gl.COLOR_ATTACHMENT0 + ndx` unless type is a depth or stencil type + * then it's gl.DEPTH_ATTACHMENT or `gl.DEPTH_STENCIL_ATTACHMENT` depending + * on the format or attachment type. + * @property {number} [format] The format. If one of `gl.RGBA4`, + * `gl.RGB565`, `gl.RGB5_A1`, `gl.DEPTH_COMPONENT16`, + * `gl.STENCIL_INDEX8` or `gl.DEPTH_STENCIL` then will create a + * renderbuffer. Otherwise will create a texture. Default = `gl.RGBA` + * @property {number} [type] The type. Used for texture. Default = `gl.UNSIGNED_BYTE`. + * @property {number} [target] The texture target for `gl.framebufferTexture2D`. + * Defaults to `gl.TEXTURE_2D`. Set to appropriate face for cube maps. + * @property {number} [level] level for `gl.framebufferTexture2D`. Defaults to 0. + * @property {number} [layer] layer for `gl.framebufferTextureLayer`. Defaults to undefined. + * If set then `gl.framebufferTextureLayer` is called, if not then `gl.framebufferTexture2D` + * @property {WebGLObject} [attachment] An existing renderbuffer or texture. + * If provided will attach this Object. This allows you to share + * attachments across framebuffers. + * @memberOf module:twgl + * @mixes module:twgl.TextureOptions + */ + +const defaultAttachments = [ + { format: RGBA$1, type: UNSIGNED_BYTE$3, min: LINEAR$1, wrap: CLAMP_TO_EDGE$1, }, + { format: DEPTH_STENCIL$1, }, +]; + +const attachmentsByFormat = {}; +attachmentsByFormat[DEPTH_STENCIL$1] = DEPTH_STENCIL_ATTACHMENT; +attachmentsByFormat[STENCIL_INDEX] = STENCIL_ATTACHMENT; +attachmentsByFormat[STENCIL_INDEX8] = STENCIL_ATTACHMENT; +attachmentsByFormat[DEPTH_COMPONENT$1] = DEPTH_ATTACHMENT; +attachmentsByFormat[DEPTH_COMPONENT16$1] = DEPTH_ATTACHMENT; + +function getAttachmentPointForFormat(format) { + return attachmentsByFormat[format]; +} + +const renderbufferFormats = {}; +renderbufferFormats[RGBA4$1] = true; +renderbufferFormats[RGB5_A1$1] = true; +renderbufferFormats[RGB565$1] = true; +renderbufferFormats[DEPTH_STENCIL$1] = true; +renderbufferFormats[DEPTH_COMPONENT16$1] = true; +renderbufferFormats[STENCIL_INDEX] = true; +renderbufferFormats[STENCIL_INDEX8] = true; + +function isRenderbufferFormat(format) { + return renderbufferFormats[format]; +} + +/** + * @typedef {Object} FramebufferInfo + * @property {WebGLFramebuffer} framebuffer The WebGLFramebuffer for this framebufferInfo + * @property {WebGLObject[]} attachments The created attachments in the same order as passed in to {@link module:twgl.createFramebufferInfo}. + * @property {number} width The width of the framebuffer and its attachments + * @property {number} height The width of the framebuffer and its attachments + * @memberOf module:twgl + */ + +/** + * Creates a framebuffer and attachments. + * + * This returns a {@link module:twgl.FramebufferInfo} because it needs to return the attachments as well as the framebuffer. + * + * The simplest usage + * + * // create an RGBA/UNSIGNED_BYTE texture and DEPTH_STENCIL renderbuffer + * const fbi = twgl.createFramebufferInfo(gl); + * + * More complex usage + * + * // create an RGB565 renderbuffer and a STENCIL_INDEX8 renderbuffer + * const attachments = [ + * { format: RGB565, mag: NEAREST }, + * { format: STENCIL_INDEX8 }, + * ] + * const fbi = twgl.createFramebufferInfo(gl, attachments); + * + * Passing in a specific size + * + * const width = 256; + * const height = 256; + * const fbi = twgl.createFramebufferInfo(gl, attachments, width, height); + * + * **Note!!** It is up to you to check if the framebuffer is renderable by calling `gl.checkFramebufferStatus`. + * [WebGL1 only guarantees 3 combinations of attachments work](https://www.khronos.org/registry/webgl/specs/latest/1.0/#6.6). + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {module:twgl.AttachmentOptions[]} [attachments] which attachments to create. If not provided the default is a framebuffer with an + * `RGBA`, `UNSIGNED_BYTE` texture `COLOR_ATTACHMENT0` and a `DEPTH_STENCIL` renderbuffer `DEPTH_STENCIL_ATTACHMENT`. + * @param {number} [width] the width for the attachments. Default = size of drawingBuffer + * @param {number} [height] the height for the attachments. Default = size of drawingBuffer + * @return {module:twgl.FramebufferInfo} the framebuffer and attachments. + * @memberOf module:twgl/framebuffers + */ +function createFramebufferInfo(gl, attachments, width, height) { + const target = FRAMEBUFFER; + const fb = gl.createFramebuffer(); + gl.bindFramebuffer(target, fb); + width = width || gl.drawingBufferWidth; + height = height || gl.drawingBufferHeight; + attachments = attachments || defaultAttachments; + let colorAttachmentCount = 0; + const framebufferInfo = { + framebuffer: fb, + attachments: [], + width: width, + height: height, + }; + attachments.forEach(function(attachmentOptions) { + let attachment = attachmentOptions.attachment; + const format = attachmentOptions.format; + let attachmentPoint = getAttachmentPointForFormat(format); + if (!attachmentPoint) { + attachmentPoint = COLOR_ATTACHMENT0 + colorAttachmentCount++; + } + if (!attachment) { + if (isRenderbufferFormat(format)) { + attachment = gl.createRenderbuffer(); + gl.bindRenderbuffer(RENDERBUFFER, attachment); + gl.renderbufferStorage(RENDERBUFFER, format, width, height); + } else { + const textureOptions = Object.assign({}, attachmentOptions); + textureOptions.width = width; + textureOptions.height = height; + if (textureOptions.auto === undefined) { + textureOptions.auto = false; + textureOptions.min = textureOptions.min || textureOptions.minMag || LINEAR$1; + textureOptions.mag = textureOptions.mag || textureOptions.minMag || LINEAR$1; + textureOptions.wrapS = textureOptions.wrapS || textureOptions.wrap || CLAMP_TO_EDGE$1; + textureOptions.wrapT = textureOptions.wrapT || textureOptions.wrap || CLAMP_TO_EDGE$1; + } + attachment = createTexture(gl, textureOptions); + } + } + if (isRenderbuffer(gl, attachment)) { + gl.framebufferRenderbuffer(target, attachmentPoint, RENDERBUFFER, attachment); + } else if (isTexture(gl, attachment)) { + if (attachmentOptions.layer !== undefined) { + gl.framebufferTextureLayer( + target, + attachmentPoint, + attachment, + attachmentOptions.level || 0, + attachmentOptions.layer); + } else { + gl.framebufferTexture2D( + target, + attachmentPoint, + attachmentOptions.texTarget || TEXTURE_2D$2, + attachment, + attachmentOptions.level || 0); + } + } else { + throw new Error('unknown attachment type'); + } + framebufferInfo.attachments.push(attachment); + }); + return framebufferInfo; +} + +/** + * Resizes the attachments of a framebuffer. + * + * You need to pass in the same `attachments` as you passed in {@link module:twgl.createFramebufferInfo} + * because TWGL has no idea the format/type of each attachment. + * + * The simplest usage + * + * // create an RGBA/UNSIGNED_BYTE texture and DEPTH_STENCIL renderbuffer + * const fbi = twgl.createFramebufferInfo(gl); + * + * ... + * + * function render() { + * if (twgl.resizeCanvasToDisplaySize(gl.canvas)) { + * // resize the attachments + * twgl.resizeFramebufferInfo(gl, fbi); + * } + * + * More complex usage + * + * // create an RGB565 renderbuffer and a STENCIL_INDEX8 renderbuffer + * const attachments = [ + * { format: RGB565, mag: NEAREST }, + * { format: STENCIL_INDEX8 }, + * ] + * const fbi = twgl.createFramebufferInfo(gl, attachments); + * + * ... + * + * function render() { + * if (twgl.resizeCanvasToDisplaySize(gl.canvas)) { + * // resize the attachments to match + * twgl.resizeFramebufferInfo(gl, fbi, attachments); + * } + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {module:twgl.FramebufferInfo} framebufferInfo a framebufferInfo as returned from {@link module:twgl.createFramebufferInfo}. + * @param {module:twgl.AttachmentOptions[]} [attachments] the same attachments options as passed to {@link module:twgl.createFramebufferInfo}. + * @param {number} [width] the width for the attachments. Default = size of drawingBuffer + * @param {number} [height] the height for the attachments. Default = size of drawingBuffer + * @memberOf module:twgl/framebuffers + */ +function resizeFramebufferInfo(gl, framebufferInfo, attachments, width, height) { + width = width || gl.drawingBufferWidth; + height = height || gl.drawingBufferHeight; + framebufferInfo.width = width; + framebufferInfo.height = height; + attachments = attachments || defaultAttachments; + attachments.forEach(function(attachmentOptions, ndx) { + const attachment = framebufferInfo.attachments[ndx]; + const format = attachmentOptions.format; + if (isRenderbuffer(gl, attachment)) { + gl.bindRenderbuffer(RENDERBUFFER, attachment); + gl.renderbufferStorage(RENDERBUFFER, format, width, height); + } else if (isTexture(gl, attachment)) { + resizeTexture(gl, attachment, attachmentOptions, width, height); + } else { + throw new Error('unknown attachment type'); + } + }); +} + +/** + * Binds a framebuffer + * + * This function pretty much solely exists because I spent hours + * trying to figure out why something I wrote wasn't working only + * to realize I forget to set the viewport dimensions. + * My hope is this function will fix that. + * + * It is effectively the same as + * + * gl.bindFramebuffer(gl.FRAMEBUFFER, someFramebufferInfo.framebuffer); + * gl.viewport(0, 0, someFramebufferInfo.width, someFramebufferInfo.height); + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {module:twgl.FramebufferInfo|null} [framebufferInfo] a framebufferInfo as returned from {@link module:twgl.createFramebufferInfo}. + * If falsy will bind the canvas. + * @param {number} [target] The target. If not passed `gl.FRAMEBUFFER` will be used. + * @memberOf module:twgl/framebuffers + */ + +function bindFramebufferInfo(gl, framebufferInfo, target) { + target = target || FRAMEBUFFER; + if (framebufferInfo) { + gl.bindFramebuffer(target, framebufferInfo.framebuffer); + gl.viewport(0, 0, framebufferInfo.width, framebufferInfo.height); + } else { + gl.bindFramebuffer(target, null); + gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); + } +} + +var framebuffers = /*#__PURE__*/Object.freeze({ + __proto__: null, + bindFramebufferInfo: bindFramebufferInfo, + createFramebufferInfo: createFramebufferInfo, + resizeFramebufferInfo: resizeFramebufferInfo +}); + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * vertex array object related functions + * + * You should generally not need to use these functions. They are provided + * for those cases where you're doing something out of the ordinary + * and you need lower level access. + * + * For backward compatibility they are available at both `twgl.attributes` and `twgl` + * itself + * + * See {@link module:twgl} for core functions + * + * @module twgl/vertexArrays + */ + +const ELEMENT_ARRAY_BUFFER$2 = 0x8893; + +/** + * @typedef {Object} VertexArrayInfo + * @property {number} numElements The number of elements to pass to `gl.drawArrays` or `gl.drawElements`. + * @property {number} [elementType] The type of indices `UNSIGNED_BYTE`, `UNSIGNED_SHORT` etc.. + * @property {WebGLVertexArrayObject} [vertexArrayObject] a vertex array object + * @memberOf module:twgl + */ + +/** + * Creates a VertexArrayInfo from a BufferInfo and one or more ProgramInfos + * + * This can be passed to {@link module:twgl.setBuffersAndAttributes} and to + * {@link module:twgl:drawBufferInfo}. + * + * > **IMPORTANT:** Vertex Array Objects are **not** a direct analog for a BufferInfo. Vertex Array Objects + * assign buffers to specific attributes at creation time. That means they can only be used with programs + * who's attributes use the same attribute locations for the same purposes. + * + * > Bind your attribute locations by passing an array of attribute names to {@link module:twgl.createProgramInfo} + * or use WebGL 2's GLSL ES 3's `layout(location = )` to make sure locations match. + * + * also + * + * > **IMPORTANT:** After calling twgl.setBuffersAndAttribute with a BufferInfo that uses a Vertex Array Object + * that Vertex Array Object will be bound. That means **ANY MANIPULATION OF ELEMENT_ARRAY_BUFFER or ATTRIBUTES** + * will affect the Vertex Array Object state. + * + * > Call `gl.bindVertexArray(null)` to get back manipulating the global attributes and ELEMENT_ARRAY_BUFFER. + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @param {module:twgl.ProgramInfo|module:twgl.ProgramInfo[]} programInfo a programInfo or array of programInfos + * @param {module:twgl.BufferInfo} bufferInfo BufferInfo as returned from createBufferInfoFromArrays etc... + * + * You need to make sure every attribute that will be used is bound. So for example assume shader 1 + * uses attributes A, B, C and shader 2 uses attributes A, B, D. If you only pass in the programInfo + * for shader 1 then only attributes A, B, and C will have their attributes set because TWGL doesn't + * now attribute D's location. + * + * So, you can pass in both shader 1 and shader 2's programInfo + * + * @return {module:twgl.VertexArrayInfo} The created VertexArrayInfo + * + * @memberOf module:twgl/vertexArrays + */ +function createVertexArrayInfo(gl, programInfos, bufferInfo) { + const vao = gl.createVertexArray(); + gl.bindVertexArray(vao); + if (!programInfos.length) { + programInfos = [programInfos]; + } + programInfos.forEach(function(programInfo) { + setBuffersAndAttributes(gl, programInfo, bufferInfo); + }); + gl.bindVertexArray(null); + return { + numElements: bufferInfo.numElements, + elementType: bufferInfo.elementType, + vertexArrayObject: vao, + }; +} + +/** + * Creates a vertex array object and then sets the attributes on it + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {Object.} setters Attribute setters as returned from createAttributeSetters + * @param {Object.} attribs AttribInfos mapped by attribute name. + * @param {WebGLBuffer} [indices] an optional ELEMENT_ARRAY_BUFFER of indices + * @memberOf module:twgl/vertexArrays + */ +function createVAOAndSetAttributes(gl, setters, attribs, indices) { + const vao = gl.createVertexArray(); + gl.bindVertexArray(vao); + setAttributes(setters, attribs); + if (indices) { + gl.bindBuffer(ELEMENT_ARRAY_BUFFER$2, indices); + } + // We unbind this because otherwise any change to ELEMENT_ARRAY_BUFFER + // like when creating buffers for other stuff will mess up this VAO's binding + gl.bindVertexArray(null); + return vao; +} + +/** + * Creates a vertex array object and then sets the attributes + * on it + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext + * to use. + * @param {Object.| module:twgl.ProgramInfo} programInfo as returned from createProgramInfo or Attribute setters as returned from createAttributeSetters + * @param {module:twgl.BufferInfo} bufferInfo BufferInfo as returned from createBufferInfoFromArrays etc... + * @param {WebGLBuffer} [indices] an optional ELEMENT_ARRAY_BUFFER of indices + * @memberOf module:twgl/vertexArrays + */ +function createVAOFromBufferInfo(gl, programInfo, bufferInfo) { + return createVAOAndSetAttributes(gl, programInfo.attribSetters || programInfo, bufferInfo.attribs, bufferInfo.indices); +} + +var vertexArrays = /*#__PURE__*/Object.freeze({ + __proto__: null, + createVertexArrayInfo: createVertexArrayInfo, + createVAOAndSetAttributes: createVAOAndSetAttributes, + createVAOFromBufferInfo: createVAOFromBufferInfo +}); + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ +const defaults$2 = { + addExtensionsToContext: true, +}; + +/** + * Various default settings for twgl. + * + * Note: You can call this any number of times. Example: + * + * twgl.setDefaults({ textureColor: [1, 0, 0, 1] }); + * twgl.setDefaults({ attribPrefix: 'a_' }); + * + * is equivalent to + * + * twgl.setDefaults({ + * textureColor: [1, 0, 0, 1], + * attribPrefix: 'a_', + * }); + * + * @typedef {Object} Defaults + * @property {string} [attribPrefix] The prefix to stick on attributes + * + * When writing shaders I prefer to name attributes with `a_`, uniforms with `u_` and varyings with `v_` + * as it makes it clear where they came from. But, when building geometry I prefer using un-prefixed names. + * + * In other words I'll create arrays of geometry like this + * + * const arrays = { + * position: ... + * normal: ... + * texcoord: ... + * }; + * + * But need those mapped to attributes and my attributes start with `a_`. + * + * Default: `""` + * + * @property {number[]} [textureColor] Array of 4 values in the range 0 to 1 + * + * The default texture color is used when loading textures from + * urls. Because the URL will be loaded async we'd like to be + * able to use the texture immediately. By putting a 1x1 pixel + * color in the texture we can start using the texture before + * the URL has loaded. + * + * Default: `[0.5, 0.75, 1, 1]` + * + * @property {string} [crossOrigin] + * + * If not undefined sets the crossOrigin attribute on images + * that twgl creates when downloading images for textures. + * + * Also see {@link module:twgl.TextureOptions}. + * + * @property {bool} [addExtensionsToContext] + * + * If true, then, when twgl will try to add any supported WebGL extensions + * directly to the context under their normal GL names. For example + * if ANGLE_instances_arrays exists then twgl would enable it, + * add the functions `vertexAttribDivisor`, `drawArraysInstanced`, + * `drawElementsInstanced`, and the constant `VERTEX_ATTRIB_ARRAY_DIVISOR` + * to the `WebGLRenderingContext`. + * + * @memberOf module:twgl + */ + +/** + * Sets various defaults for twgl. + * + * In the interest of terseness which is kind of the point + * of twgl I've integrated a few of the older functions here + * + * @param {module:twgl.Defaults} newDefaults The default settings. + * @memberOf module:twgl + */ +function setDefaults$2(newDefaults) { + copyExistingProperties(newDefaults, defaults$2); + setDefaults(newDefaults); // eslint-disable-line + setDefaults$1(newDefaults); // eslint-disable-line +} + +const prefixRE = /^(.*?)_/; +function addExtensionToContext(gl, extensionName) { + glEnumToString(gl, 0); + const ext = gl.getExtension(extensionName); + if (ext) { + const enums = {}; + const fnSuffix = prefixRE.exec(extensionName)[1]; + const enumSuffix = '_' + fnSuffix; + for (const key in ext) { + const value = ext[key]; + const isFunc = typeof (value) === 'function'; + const suffix = isFunc ? fnSuffix : enumSuffix; + let name = key; + // examples of where this is not true are WEBGL_compressed_texture_s3tc + // and WEBGL_compressed_texture_pvrtc + if (key.endsWith(suffix)) { + name = key.substring(0, key.length - suffix.length); + } + if (gl[name] !== undefined) { + if (!isFunc && gl[name] !== value) { + warn(name, gl[name], value, key); + } + } else { + if (isFunc) { + gl[name] = function(origFn) { + return function() { + return origFn.apply(ext, arguments); + }; + }(value); + } else { + gl[name] = value; + enums[name] = value; + } + } + } + // pass the modified enums to glEnumToString + enums.constructor = { + name: ext.constructor.name, + }; + glEnumToString(enums, 0); + } + return ext; +} + +/* + * If you're wondering why the code doesn't just iterate + * over all extensions using `gl.getExtensions` is that it's possible + * some future extension is incompatible with this code. Rather than + * have thing suddenly break it seems better to manually add to this + * list. + * + */ +const supportedExtensions = [ + 'ANGLE_instanced_arrays', + 'EXT_blend_minmax', + 'EXT_color_buffer_float', + 'EXT_color_buffer_half_float', + 'EXT_disjoint_timer_query', + 'EXT_disjoint_timer_query_webgl2', + 'EXT_frag_depth', + 'EXT_sRGB', + 'EXT_shader_texture_lod', + 'EXT_texture_filter_anisotropic', + 'OES_element_index_uint', + 'OES_standard_derivatives', + 'OES_texture_float', + 'OES_texture_float_linear', + 'OES_texture_half_float', + 'OES_texture_half_float_linear', + 'OES_vertex_array_object', + 'WEBGL_color_buffer_float', + 'WEBGL_compressed_texture_atc', + 'WEBGL_compressed_texture_etc1', + 'WEBGL_compressed_texture_pvrtc', + 'WEBGL_compressed_texture_s3tc', + 'WEBGL_compressed_texture_s3tc_srgb', + 'WEBGL_depth_texture', + 'WEBGL_draw_buffers', +]; + +/** + * Attempts to enable all of the following extensions + * and add their functions and constants to the + * `WebGLRenderingContext` using their normal non-extension like names. + * + * ANGLE_instanced_arrays + * EXT_blend_minmax + * EXT_color_buffer_float + * EXT_color_buffer_half_float + * EXT_disjoint_timer_query + * EXT_disjoint_timer_query_webgl2 + * EXT_frag_depth + * EXT_sRGB + * EXT_shader_texture_lod + * EXT_texture_filter_anisotropic + * OES_element_index_uint + * OES_standard_derivatives + * OES_texture_float + * OES_texture_float_linear + * OES_texture_half_float + * OES_texture_half_float_linear + * OES_vertex_array_object + * WEBGL_color_buffer_float + * WEBGL_compressed_texture_atc + * WEBGL_compressed_texture_etc1 + * WEBGL_compressed_texture_pvrtc + * WEBGL_compressed_texture_s3tc + * WEBGL_compressed_texture_s3tc_srgb + * WEBGL_depth_texture + * WEBGL_draw_buffers + * + * For example if `ANGLE_instanced_arrays` exists then the functions + * `drawArraysInstanced`, `drawElementsInstanced`, `vertexAttribDivisor` + * and the constant `VERTEX_ATTRIB_ARRAY_DIVISOR` are added to the + * `WebGLRenderingContext`. + * + * Note that if you want to know if the extension exists you should + * probably call `gl.getExtension` for each extension. Alternatively + * you can check for the existence of the functions or constants that + * are expected to be added. For example + * + * if (gl.drawBuffers) { + * // Either WEBGL_draw_buffers was enabled OR you're running in WebGL2 + * .... + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @memberOf module:twgl + */ +function addExtensionsToContext(gl) { + for (let ii = 0; ii < supportedExtensions.length; ++ii) { + addExtensionToContext(gl, supportedExtensions[ii]); + } +} + +/** + * Creates a webgl context. + * @param {HTMLCanvasElement} canvas The canvas tag to get + * context from. If one is not passed in one will be + * created. + * @return {WebGLRenderingContext} The created context. + * @private + */ +function create3DContext(canvas, opt_attribs) { + const names = ["webgl", "experimental-webgl"]; + let context = null; + for (let ii = 0; ii < names.length; ++ii) { + context = canvas.getContext(names[ii], opt_attribs); + if (context) { + if (defaults$2.addExtensionsToContext) { + addExtensionsToContext(context); + } + break; + } + } + return context; +} + +/** + * Gets a WebGL1 context. + * + * Note: Will attempt to enable Vertex Array Objects + * and add WebGL2 entry points. (unless you first set defaults with + * `twgl.setDefaults({enableVertexArrayObjects: false})`; + * + * @param {HTMLCanvasElement} canvas a canvas element. + * @param {WebGLContextAttributes} [opt_attribs] optional webgl context creation attributes + * @return {WebGLRenderingContext} The created context. + * @memberOf module:twgl + */ +function getWebGLContext(canvas, opt_attribs) { + const gl = create3DContext(canvas, opt_attribs); + return gl; +} + +/** + * Creates a webgl context. + * + * Will return a WebGL2 context if possible. + * + * You can check if it's WebGL2 with + * + * twgl.isWebGL2(gl); + * + * @param {HTMLCanvasElement} canvas The canvas tag to get + * context from. If one is not passed in one will be + * created. + * @return {WebGLRenderingContext} The created context. + */ +function createContext(canvas, opt_attribs) { + const names = ["webgl2", "webgl", "experimental-webgl"]; + let context = null; + for (let ii = 0; ii < names.length; ++ii) { + context = canvas.getContext(names[ii], opt_attribs); + if (context) { + if (defaults$2.addExtensionsToContext) { + addExtensionsToContext(context); + } + break; + } + } + return context; +} + +/** + * Gets a WebGL context. Will create a WebGL2 context if possible. + * + * You can check if it's WebGL2 with + * + * function isWebGL2(gl) { + * return gl.getParameter(gl.VERSION).indexOf("WebGL 2.0 ") == 0; + * } + * + * Note: For a WebGL1 context will attempt to enable Vertex Array Objects + * and add WebGL2 entry points. (unless you first set defaults with + * `twgl.setDefaults({enableVertexArrayObjects: false})`; + * + * @param {HTMLCanvasElement} canvas a canvas element. + * @param {WebGLContextAttributes} [opt_attribs] optional webgl context creation attributes + * @return {WebGLRenderingContext} The created context. + * @memberOf module:twgl + */ +function getContext(canvas, opt_attribs) { + const gl = createContext(canvas, opt_attribs); + return gl; +} + +/** + * Resize a canvas to match the size it's displayed. + * @param {HTMLCanvasElement} canvas The canvas to resize. + * @param {number} [multiplier] So you can pass in `window.devicePixelRatio` or other scale value if you want to. + * @return {boolean} true if the canvas was resized. + * @memberOf module:twgl + */ +function resizeCanvasToDisplaySize(canvas, multiplier) { + multiplier = multiplier || 1; + multiplier = Math.max(0, multiplier); + const width = canvas.clientWidth * multiplier | 0; + const height = canvas.clientHeight * multiplier | 0; + if (canvas.width !== width || canvas.height !== height) { + canvas.width = width; + canvas.height = height; + return true; + } + return false; +} + +export { addExtensionsToContext, attributes, bindFramebufferInfo, bindTransformFeedbackInfo, bindUniformBlock, canFilter, canGenerateMipmap, createAttribsFromArrays, createAttributeSetters, createBufferFromArray, createBufferFromTypedArray, createBufferInfoFromArrays, createBuffersFromArrays, createFramebufferInfo, createProgram, createProgramFromScripts, createProgramFromSources, createProgramInfo, createProgramInfoFromProgram, createSampler, createSamplers, createTexture, createTextures, createTransformFeedback, createTransformFeedbackInfo, createUniformBlockInfo, createUniformBlockInfoFromProgram, createUniformBlockSpecFromProgram, createUniformSetters, createVAOAndSetAttributes, createVAOFromBufferInfo, createVertexArrayInfo, draw, drawBufferInfo, drawObjectList, framebuffers, getArray as getArray_, getBytesPerElementForInternalFormat, getContext, getFormatAndTypeForInternalFormat, getGLTypeForTypedArray, getGLTypeForTypedArrayType, getNumComponentsForFormat, getNumComponents as getNumComponents_, getTypedArrayTypeForGLType, getWebGLContext, glEnumToString, isArrayBuffer, isWebGL1, isWebGL2, loadTextureFromUrl, m4, primitives, programs, resizeCanvasToDisplaySize, resizeFramebufferInfo, resizeTexture, setAttribInfoBufferFromArray, setDefaults as setAttributeDefaults_, setAttributePrefix, setAttributes, setBlockUniforms, setBuffersAndAttributes, setDefaultTextureColor, setDefaults$2 as setDefaults, setEmptyTexture, setSamplerParameters, setDefaults$1 as setTextureDefaults_, setTextureFilteringForSize, setTextureFromArray, setTextureFromElement, setTextureParameters, setUniformBlock, setUniforms, setUniformsAndBindTextures, textures, typedarrays, utils, v3, vertexArrays }; diff --git a/blocks/waves/twgl/twgl.d.ts b/blocks/waves/twgl/twgl.d.ts new file mode 100755 index 00000000..20fcdf69 --- /dev/null +++ b/blocks/waves/twgl/twgl.d.ts @@ -0,0 +1,332 @@ + +export type Defaults = { + attribPrefix?: string; + textureColor?: number[]; + crossOrigin?: string; + addExtensionsToContext?: boolean; +}; +export function setDefaults(newDefaults: Defaults): void; +export function addExtensionsToContext(gl: WebGLRenderingContext): void; +export function getWebGLContext(canvas: HTMLCanvasElement, opt_attribs?: WebGLContextAttributes): WebGLRenderingContext; +export function createContext(canvas: HTMLCanvasElement): WebGLRenderingContext; +export function getContext(canvas: HTMLCanvasElement, opt_attribs?: WebGLContextAttributes): WebGLRenderingContext; +export function resizeCanvasToDisplaySize(canvas: HTMLCanvasElement, multiplier?: number): boolean; +export type AttribInfo = { + value?: number[] | ArrayBufferView; + numComponents?: number; + size?: number; + type?: number; + normalize?: boolean; + offset?: number; + stride?: number; + divisor?: number; + buffer: WebGLBuffer; + drawType?: number; +}; +export type FullArraySpec = { + value?: number[] | ArrayBufferView; + data: number | number[] | ArrayBufferView; + numComponents?: number; + type?: Function; + size?: number; + normalize?: boolean; + stride?: number; + offset?: number; + divisor?: number; + attrib?: string; + name?: string; + attribName?: string; + buffer?: WebGLBuffer; +}; +export type ArraySpec = number | number[] | ArrayBufferView | FullArraySpec; +export type Arrays = { + [key: string]: ArraySpec; +}; +export type BufferInfo = { + numElements: number; + elementType?: number; + indices?: WebGLBuffer; + attribs?: { + [key: string]: AttribInfo; + }; +}; +export type DrawObject = { + active?: boolean; + type?: number; + programInfo: ProgramInfo; + bufferInfo?: BufferInfo; + vertexArrayInfo?: VertexArrayInfo; + uniforms: { + [key: string]: any; + }; + offset?: number; + count?: number; + instanceCount?: number; +}; +export type AttachmentOptions = TextureOptions & { + attach?: number; + format?: number; + type?: number; + target?: number; + level?: number; + layer?: number; + attachment?: WebGLObject; +}; +export type FramebufferInfo = { + framebuffer: WebGLFramebuffer; + attachments: WebGLObject[]; + width: number; + height: number; +}; +export type ErrorCallback = (msg: string, lineOffset?: number) => void; +export type ProgramOptions = { + errorCallback?: (...params: any[]) => any; + attribLocations?: { + [key: string]: number; + }; + transformFeedbackVaryings?: BufferInfo | { + [key: string]: AttribInfo; + } | string[]; + transformFeedbackMode?: number; +}; +export type TransformFeedbackInfo = { + index: number; + type: number; + size: number; +}; +export function createTransformFeedbackInfo(gl: WebGLRenderingContext, program: WebGLProgram): { + [key: string]: TransformFeedbackInfo; +}; +export function bindTransformFeedbackInfo(gl: WebGLRenderingContext, transformFeedbackInfo: ProgramInfo | { + [key: string]: TransformFeedbackInfo; +}, bufferInfo?: BufferInfo | { + [key: string]: AttribInfo; +}): void; +export function createTransformFeedback(gl: WebGLRenderingContext, programInfo: ProgramInfo, bufferInfo?: BufferInfo | { + [key: string]: AttribInfo; +}): WebGLTransformFeedback; +export type UniformData = { + type: number; + size: number; + blockNdx: number; + offset: number; +}; +export type BlockSpec = { + index: number; + size: number; + uniformIndices: number[]; + usedByVertexShader: boolean; + usedByFragmentShader: boolean; + used: boolean; +}; +export type UniformBlockSpec = { + uniformData: UniformData[]; +}; +export type UniformBlockInfo = { + name: string; + array: ArrayBuffer; + asFloat: Float32Array; + buffer: WebGLBuffer; + offset?: number; + uniforms: { + [key: string]: ArrayBufferView; + }; +}; +export type ProgramInfo = { + program: WebGLProgram; + uniformSetters: { + [key: string]: (...params: any[]) => any; + }; + attribSetters: { + [key: string]: (...params: any[]) => any; + }; + uniformBlockSpace?: UniformBlockSpec; + transformFeedbackInfo?: { + [key: string]: TransformFeedbackInfo; + }; +}; +export type TextureFunc = (gl: WebGLRenderingContext, options: TextureOptions) => any; +export type TextureOptions = { + target?: number; + level?: number; + width?: number; + height?: number; + depth?: number; + min?: number; + mag?: number; + minMag?: number; + internalFormat?: number; + format?: number; + type?: number; + wrap?: number; + wrapS?: number; + wrapT?: number; + wrapR?: number; + minLod?: number; + maxLod?: number; + baseLevel?: number; + maxLevel?: number; + unpackAlignment?: number; + color?: number[] | ArrayBufferView; + premultiplyAlpha?: number; + flipY?: number; + colorspaceConversion?: number; + auto?: boolean; + cubeFaceOrder?: number[]; + src?: number[] | ArrayBufferView | TexImageSource | TexImageSource[] | string | string[] | TextureFunc; + crossOrigin?: string; +}; +export type TextureSrc = HTMLImageElement | HTMLImageElement[]; +export type TextureReadyCallback = (err: any, texture: WebGLTexture, source: TextureSrc) => void; +export type TexturesReadyCallback = (err: any, textures: { + [key: string]: WebGLTexture; +}, sources: { + [key: string]: TextureSrc; +}) => void; +export type CubemapReadyCallback = (err: any, tex: WebGLTexture, imgs: HTMLImageElement[]) => void; +export type ThreeDReadyCallback = (err: any, tex: WebGLTexture, imgs: HTMLImageElement[]) => void; +export function isWebGL2(gl: WebGLRenderingContext): boolean; +export function isWebGL1(gl: WebGLRenderingContext): boolean; +export function glEnumToString(gl: WebGLRenderingContext, value: number): string; +export type VertexArrayInfo = { + numElements: number; + elementType?: number; + vertexArrayObject?: WebGLVertexArrayObject; +}; +export function setAttribInfoBufferFromArray(gl: WebGLRenderingContext, attribInfo: AttribInfo, array: ArraySpec, offset?: number): void; +export function createBufferInfoFromArrays(gl: WebGLRenderingContext, arrays: Arrays, srcBufferInfo?: BufferInfo): BufferInfo; +export function drawBufferInfo(gl: WebGLRenderingContext, bufferInfo: BufferInfo | VertexArrayInfo, type?: number, count?: number, offset?: number, instanceCount?: number): void; +export function drawObjectList(gl: WebGLRenderingContext, objectsToDraw: DrawObject[]): void; +export function createFramebufferInfo(gl: WebGLRenderingContext, attachments?: AttachmentOptions[], width?: number, height?: number): FramebufferInfo; +export function resizeFramebufferInfo(gl: WebGLRenderingContext, framebufferInfo: FramebufferInfo, attachments?: AttachmentOptions[], width?: number, height?: number): void; +export function bindFramebufferInfo(gl: WebGLRenderingContext, framebufferInfo?: FramebufferInfo | null, target?: number): void; +export function createProgramInfo(gl: WebGLRenderingContext, shaderSources: string[], opt_attribs?: ProgramOptions | string[] | ErrorCallback, opt_errorCallback?: ErrorCallback): ProgramInfo; +export function createUniformBlockInfo(gl: WebGL2RenderingContext, programInfo: ProgramInfo, blockName: string): UniformBlockInfo; +export function bindUniformBlock(gl: WebGL2RenderingContext, programInfo: ProgramInfo | UniformBlockSpec, uniformBlockInfo: UniformBlockInfo): boolean; +export function setUniformBlock(gl: WebGL2RenderingContext, programInfo: ProgramInfo | UniformBlockSpec, uniformBlockInfo: UniformBlockInfo): void; +export function setBlockUniforms(uniformBlockInfo: UniformBlockInfo, values: { + [key: string]: any; +}): void; +export function setUniforms(setters: ProgramInfo | { + [key: string]: (...params: any[]) => any; +}, values: { + [key: string]: any; +}): void; +export function setBuffersAndAttributes(gl: WebGLRenderingContext, setters: ProgramInfo | { + [key: string]: (...params: any[]) => any; +}, buffers: BufferInfo | VertexArrayInfo): void; +export function setTextureFromArray(gl: WebGLRenderingContext, tex: WebGLTexture, src: number[] | ArrayBufferView, options?: TextureOptions): void; +export function createTexture(gl: WebGLRenderingContext, options?: TextureOptions, callback?: TextureReadyCallback): WebGLTexture; +export function resizeTexture(gl: WebGLRenderingContext, tex: WebGLTexture, options: TextureOptions, width?: number, height?: number, depth?: number): void; +export function createTextures(gl: WebGLRenderingContext, options: { + [key: string]: TextureOptions; +}, callback?: TexturesReadyCallback): { + [key: string]: WebGLTexture; +}; + + +export function setAttributePrefix(prefix: string): void; +export function createBufferFromTypedArray(gl: WebGLRenderingContext, typedArray: ArrayBuffer | SharedArrayBuffer | ArrayBufferView | WebGLBuffer, type?: number, drawType?: number): WebGLBuffer; +export function createAttribsFromArrays(gl: WebGLRenderingContext, arrays: Arrays, srcBufferInfo?: BufferInfo): { + [key: string]: AttribInfo; +}; +export function setAttribInfoBufferFromArray(gl: WebGLRenderingContext, attribInfo: AttribInfo, array: ArraySpec, offset?: number): void; +export function createBufferInfoFromArrays(gl: WebGLRenderingContext, arrays: Arrays, srcBufferInfo?: BufferInfo): BufferInfo; +export function createBufferFromArray(gl: WebGLRenderingContext, array: ArraySpec, arrayName: string): WebGLBuffer; +export function createBuffersFromArrays(gl: WebGLRenderingContext, arrays: Arrays): { + [key: string]: WebGLBuffer; +}; + + +export function drawBufferInfo(gl: WebGLRenderingContext, bufferInfo: BufferInfo | VertexArrayInfo, type?: number, count?: number, offset?: number, instanceCount?: number): void; +export function drawObjectList(gl: WebGLRenderingContext, objectsToDraw: DrawObject[]): void; + + +export function createFramebufferInfo(gl: WebGLRenderingContext, attachments?: AttachmentOptions[], width?: number, height?: number): FramebufferInfo; +export function resizeFramebufferInfo(gl: WebGLRenderingContext, framebufferInfo: FramebufferInfo, attachments?: AttachmentOptions[], width?: number, height?: number): void; +export function bindFramebufferInfo(gl: WebGLRenderingContext, framebufferInfo?: FramebufferInfo | null, target?: number): void; + + +export function getBindPointForSamplerType(): void; +export function createProgram(gl: WebGLRenderingContext, shaders: WebGLShader[] | string[], opt_attribs?: ProgramOptions | string[] | ErrorCallback, opt_errorCallback?: ErrorCallback): WebGLProgram; +export function createProgramFromScripts(gl: WebGLRenderingContext, shaderScriptIds: string[], opt_attribs?: ProgramOptions | string[] | ErrorCallback, opt_errorCallback?: ErrorCallback): WebGLProgram; +export function createProgramFromSources(gl: WebGLRenderingContext, shaderSources: string[], opt_attribs?: ProgramOptions | string[] | ErrorCallback, opt_errorCallback?: ErrorCallback): WebGLProgram; +export function createUniformSetters(gl: WebGLRenderingContext, program: WebGLProgram): { + [key: string]: (...params: any[]) => any; +}; +export function createUniformBlockSpecFromProgram(gl: WebGL2RenderingContext, program: WebGLProgram): UniformBlockSpec; +export function createUniformBlockInfoFromProgram(gl: WebGL2RenderingContext, program: WebGLProgram, blockName: string): UniformBlockInfo; +export function createUniformBlockInfo(gl: WebGL2RenderingContext, programInfo: ProgramInfo, blockName: string): UniformBlockInfo; +export function bindUniformBlock(gl: WebGL2RenderingContext, programInfo: ProgramInfo | UniformBlockSpec, uniformBlockInfo: UniformBlockInfo): boolean; +export function setUniformBlock(gl: WebGL2RenderingContext, programInfo: ProgramInfo | UniformBlockSpec, uniformBlockInfo: UniformBlockInfo): void; +export function setBlockUniforms(uniformBlockInfo: UniformBlockInfo, values: { + [key: string]: any; +}): void; +export function setUniforms(setters: ProgramInfo | { + [key: string]: (...params: any[]) => any; +}, values: { + [key: string]: any; +}): void; +export function setUniformsAndBindTextures(setters: ProgramInfo | { + [key: string]: (...params: any[]) => any; +}, values: { + [key: string]: any; +}): void; +export function createAttributeSetters(gl: WebGLRenderingContext, program: WebGLProgram): { + [key: string]: (...params: any[]) => any; +}; +export function setAttributes(setters: { + [key: string]: (...params: any[]) => any; +}, buffers: { + [key: string]: AttribInfo; +}): void; +export function setBuffersAndAttributes(gl: WebGLRenderingContext, setters: ProgramInfo | { + [key: string]: (...params: any[]) => any; +}, buffers: BufferInfo | VertexArrayInfo): void; +export function createProgramInfoFromProgram(gl: WebGLRenderingContext, program: WebGLProgram): ProgramInfo; +export function createProgramInfo(gl: WebGLRenderingContext, shaderSources: string[], opt_attribs?: ProgramOptions | string[] | ErrorCallback, opt_errorCallback?: ErrorCallback): ProgramInfo; + + +export function getBytesPerElementForInternalFormat(internalFormat: number, type: number): number; +export type TextureFormatInfo = { + format: number; + type: number; +}; +export function getFormatAndTypeForInternalFormat(internalFormat: number): TextureFormatInfo; +export function canGenerateMipmap(gl: WebGLRenderingContext, width: number, height: number, internalFormat: number): boolean; +export function canFilter(internalFormat: number): boolean; +export function getNumComponentsForFormat(format: number): number; +export function setDefaultTextureColor(color: number[]): void; +export function setTextureParameters(gl: WebGLRenderingContext, tex: WebGLTexture, options: TextureOptions): void; +export function setSamplerParameters(gl: WebGLRenderingContext, sampler: WebGLSampler, options: TextureOptions): void; +export function setTextureFilteringForSize(gl: WebGLRenderingContext, tex: WebGLTexture, options?: TextureOptions, width?: number, height?: number, internalFormat?: number): void; +export function setTextureFromElement(gl: WebGLRenderingContext, tex: WebGLTexture, element: HTMLElement, options?: TextureOptions): void; +export function setTextureTo1PixelColor(gl: WebGLRenderingContext, tex: WebGLTexture, options?: TextureOptions): void; +export function loadTextureFromUrl(gl: WebGLRenderingContext, tex: WebGLTexture, options?: TextureOptions, callback?: TextureReadyCallback): HTMLImageElement; +export function loadCubemapFromUrls(gl: WebGLRenderingContext, tex: WebGLTexture, options: TextureOptions, callback?: CubemapReadyCallback): void; +export function loadSlicesFromUrls(gl: WebGLRenderingContext, tex: WebGLTexture, options: TextureOptions, callback?: ThreeDReadyCallback): void; +export function setTextureFromArray(gl: WebGLRenderingContext, tex: WebGLTexture, src: number[] | ArrayBufferView, options?: TextureOptions): void; +export function setEmptyTexture(gl: WebGLRenderingContext, tex: WebGLTexture, options: TextureOptions): void; +export function createTexture(gl: WebGLRenderingContext, options?: TextureOptions, callback?: TextureReadyCallback): WebGLTexture; +export function resizeTexture(gl: WebGLRenderingContext, tex: WebGLTexture, options: TextureOptions, width?: number, height?: number, depth?: number): void; +export function createTextures(gl: WebGLRenderingContext, options: { + [key: string]: TextureOptions; +}, callback?: TexturesReadyCallback): { + [key: string]: WebGLTexture; +}; + + +export function getGLTypeForTypedArray(typedArray: ArrayBufferView): number; +export function getGLTypeForTypedArrayType(typedArrayType: ArrayBufferView): number; +export function getTypedArrayTypeForGLType(type: number): (...params: any[]) => any; + + +export function createVertexArrayInfo(gl: WebGLRenderingContext, programInfo: ProgramInfo | ProgramInfo[], bufferInfo: BufferInfo): VertexArrayInfo; +export function createVAOAndSetAttributes(gl: WebGLRenderingContext, setters: { + [key: string]: (...params: any[]) => any; +}, attribs: { + [key: string]: AttribInfo; +}, indices?: WebGLBuffer): void; +export function createVAOFromBufferInfo(gl: WebGLRenderingContext, programInfo: { + [key: string]: (...params: any[]) => any; +} | ProgramInfo, bufferInfo: BufferInfo, indices?: WebGLBuffer): void; diff --git a/blocks/waves/twgl/twgl.js b/blocks/waves/twgl/twgl.js new file mode 100755 index 00000000..6f87facf --- /dev/null +++ b/blocks/waves/twgl/twgl.js @@ -0,0 +1,7042 @@ +/*! + * @license twgl.js 4.14.2 Copyright (c) 2015, Gregg Tavares All Rights Reserved. + * Available via the MIT license. + * see: http://github.com/greggman/twgl.js for details + */ +(function webpackUniversalModuleDefinition(root, factory) { + if(typeof exports === 'object' && typeof module === 'object') + module.exports = factory(); + else if(typeof define === 'function' && define.amd) + define([], factory); + else if(typeof exports === 'object') + exports["twgl"] = factory(); + else + root["twgl"] = factory(); +})(typeof self !== 'undefined' ? self : this, function() { +return /******/ (function(modules) { // webpackBootstrap +/******/ // The module cache +/******/ var installedModules = {}; +/******/ +/******/ // The require function +/******/ function __webpack_require__(moduleId) { +/******/ +/******/ // Check if module is in cache +/******/ if(installedModules[moduleId]) { +/******/ return installedModules[moduleId].exports; +/******/ } +/******/ // Create a new module (and put it into the cache) +/******/ var module = installedModules[moduleId] = { +/******/ i: moduleId, +/******/ l: false, +/******/ exports: {} +/******/ }; +/******/ +/******/ // Execute the module function +/******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__); +/******/ +/******/ // Flag the module as loaded +/******/ module.l = true; +/******/ +/******/ // Return the exports of the module +/******/ return module.exports; +/******/ } +/******/ +/******/ +/******/ // expose the modules object (__webpack_modules__) +/******/ __webpack_require__.m = modules; +/******/ +/******/ // expose the module cache +/******/ __webpack_require__.c = installedModules; +/******/ +/******/ // define getter function for harmony exports +/******/ __webpack_require__.d = function(exports, name, getter) { +/******/ if(!__webpack_require__.o(exports, name)) { +/******/ Object.defineProperty(exports, name, { enumerable: true, get: getter }); +/******/ } +/******/ }; +/******/ +/******/ // define __esModule on exports +/******/ __webpack_require__.r = function(exports) { +/******/ if(typeof Symbol !== 'undefined' && Symbol.toStringTag) { +/******/ Object.defineProperty(exports, Symbol.toStringTag, { value: 'Module' }); +/******/ } +/******/ Object.defineProperty(exports, '__esModule', { value: true }); +/******/ }; +/******/ +/******/ // create a fake namespace object +/******/ // mode & 1: value is a module id, require it +/******/ // mode & 2: merge all properties of value into the ns +/******/ // mode & 4: return value when already ns object +/******/ // mode & 8|1: behave like require +/******/ __webpack_require__.t = function(value, mode) { +/******/ if(mode & 1) value = __webpack_require__(value); +/******/ if(mode & 8) return value; +/******/ if((mode & 4) && typeof value === 'object' && value && value.__esModule) return value; +/******/ var ns = Object.create(null); +/******/ __webpack_require__.r(ns); +/******/ Object.defineProperty(ns, 'default', { enumerable: true, value: value }); +/******/ if(mode & 2 && typeof value != 'string') for(var key in value) __webpack_require__.d(ns, key, function(key) { return value[key]; }.bind(null, key)); +/******/ return ns; +/******/ }; +/******/ +/******/ // getDefaultExport function for compatibility with non-harmony modules +/******/ __webpack_require__.n = function(module) { +/******/ var getter = module && module.__esModule ? +/******/ function getDefault() { return module['default']; } : +/******/ function getModuleExports() { return module; }; +/******/ __webpack_require__.d(getter, 'a', getter); +/******/ return getter; +/******/ }; +/******/ +/******/ // Object.prototype.hasOwnProperty.call +/******/ __webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); }; +/******/ +/******/ // __webpack_public_path__ +/******/ __webpack_require__.p = ""; +/******/ +/******/ +/******/ // Load entry module and return exports +/******/ return __webpack_require__(__webpack_require__.s = "./src/twgl-base.js"); +/******/ }) +/************************************************************************/ +/******/ ({ + +/***/ "./src/attributes.js": +/*!***************************!*\ + !*** ./src/attributes.js ***! + \***************************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +exports.createAttribsFromArrays = createAttribsFromArrays; +exports.createBuffersFromArrays = createBuffersFromArrays; +exports.createBufferFromArray = createBufferFromArray; +exports.createBufferFromTypedArray = createBufferFromTypedArray; +exports.createBufferInfoFromArrays = createBufferInfoFromArrays; +exports.setAttribInfoBufferFromArray = setAttribInfoBufferFromArray; +exports.setAttributePrefix = setAttributePrefix; +exports.setAttributeDefaults_ = setDefaults; +exports.getNumComponents_ = getNumComponents; +exports.getArray_ = getArray; + +var typedArrays = _interopRequireWildcard(__webpack_require__(/*! ./typedarrays.js */ "./src/typedarrays.js")); + +var helper = _interopRequireWildcard(__webpack_require__(/*! ./helper.js */ "./src/helper.js")); + +function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; } + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ +var STATIC_DRAW = 0x88e4; +var ARRAY_BUFFER = 0x8892; +var ELEMENT_ARRAY_BUFFER = 0x8893; +var BUFFER_SIZE = 0x8764; +var BYTE = 0x1400; +var UNSIGNED_BYTE = 0x1401; +var SHORT = 0x1402; +var UNSIGNED_SHORT = 0x1403; +var INT = 0x1404; +var UNSIGNED_INT = 0x1405; +var FLOAT = 0x1406; +/** + * Low level attribute and buffer related functions + * + * You should generally not need to use these functions. They are provided + * for those cases where you're doing something out of the ordinary + * and you need lower level access. + * + * For backward compatibility they are available at both `twgl.attributes` and `twgl` + * itself + * + * See {@link module:twgl} for core functions + * + * @module twgl/attributes + */ +// make sure we don't see a global gl + +var gl = undefined; +/* eslint-disable-line */ + +/* lgtm [js/unused-local-variable] */ + +var defaults = { + attribPrefix: "" +}; +/** + * Sets the default attrib prefix + * + * When writing shaders I prefer to name attributes with `a_`, uniforms with `u_` and varyings with `v_` + * as it makes it clear where they came from. But, when building geometry I prefer using un-prefixed names. + * + * In other words I'll create arrays of geometry like this + * + * var arrays = { + * position: ... + * normal: ... + * texcoord: ... + * }; + * + * But need those mapped to attributes and my attributes start with `a_`. + * + * @deprecated see {@link module:twgl.setDefaults} + * @param {string} prefix prefix for attribs + * @memberOf module:twgl/attributes + */ + +function setAttributePrefix(prefix) { + defaults.attribPrefix = prefix; +} + +function setDefaults(newDefaults) { + helper.copyExistingProperties(newDefaults, defaults); +} + +function setBufferFromTypedArray(gl, type, buffer, array, drawType) { + gl.bindBuffer(type, buffer); + gl.bufferData(type, array, drawType || STATIC_DRAW); +} +/** + * Given typed array creates a WebGLBuffer and copies the typed array + * into it. + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @param {ArrayBuffer|SharedArrayBuffer|ArrayBufferView|WebGLBuffer} typedArray the typed array. Note: If a WebGLBuffer is passed in it will just be returned. No action will be taken + * @param {number} [type] the GL bind type for the buffer. Default = `gl.ARRAY_BUFFER`. + * @param {number} [drawType] the GL draw type for the buffer. Default = 'gl.STATIC_DRAW`. + * @return {WebGLBuffer} the created WebGLBuffer + * @memberOf module:twgl/attributes + */ + + +function createBufferFromTypedArray(gl, typedArray, type, drawType) { + if (helper.isBuffer(gl, typedArray)) { + return typedArray; + } + + type = type || ARRAY_BUFFER; + var buffer = gl.createBuffer(); + setBufferFromTypedArray(gl, type, buffer, typedArray, drawType); + return buffer; +} + +function isIndices(name) { + return name === "indices"; +} // This is really just a guess. Though I can't really imagine using +// anything else? Maybe for some compression? + + +function getNormalizationForTypedArray(typedArray) { + if (typedArray instanceof Int8Array) { + return true; + } // eslint-disable-line + + + if (typedArray instanceof Uint8Array) { + return true; + } // eslint-disable-line + + + return false; +} // This is really just a guess. Though I can't really imagine using +// anything else? Maybe for some compression? + + +function getNormalizationForTypedArrayType(typedArrayType) { + if (typedArrayType === Int8Array) { + return true; + } // eslint-disable-line + + + if (typedArrayType === Uint8Array) { + return true; + } // eslint-disable-line + + + return false; +} + +function getArray(array) { + return array.length ? array : array.data; +} + +var texcoordRE = /coord|texture/i; +var colorRE = /color|colour/i; + +function guessNumComponentsFromName(name, length) { + var numComponents; + + if (texcoordRE.test(name)) { + numComponents = 2; + } else if (colorRE.test(name)) { + numComponents = 4; + } else { + numComponents = 3; // position, normals, indices ... + } + + if (length % numComponents > 0) { + throw new Error("Can not guess numComponents for attribute '".concat(name, "'. Tried ").concat(numComponents, " but ").concat(length, " values is not evenly divisible by ").concat(numComponents, ". You should specify it.")); + } + + return numComponents; +} + +function getNumComponents(array, arrayName) { + return array.numComponents || array.size || guessNumComponentsFromName(arrayName, getArray(array).length); +} + +function makeTypedArray(array, name) { + if (typedArrays.isArrayBuffer(array)) { + return array; + } + + if (typedArrays.isArrayBuffer(array.data)) { + return array.data; + } + + if (Array.isArray(array)) { + array = { + data: array + }; + } + + var Type = array.type; + + if (!Type) { + if (isIndices(name)) { + Type = Uint16Array; + } else { + Type = Float32Array; + } + } + + return new Type(array.data); +} +/** + * The info for an attribute. This is effectively just the arguments to `gl.vertexAttribPointer` plus the WebGLBuffer + * for the attribute. + * + * @typedef {Object} AttribInfo + * @property {number[]|ArrayBufferView} [value] a constant value for the attribute. Note: if this is set the attribute will be + * disabled and set to this constant value and all other values will be ignored. + * @property {number} [numComponents] the number of components for this attribute. + * @property {number} [size] synonym for `numComponents`. + * @property {number} [type] the type of the attribute (eg. `gl.FLOAT`, `gl.UNSIGNED_BYTE`, etc...) Default = `gl.FLOAT` + * @property {boolean} [normalize] whether or not to normalize the data. Default = false + * @property {number} [offset] offset into buffer in bytes. Default = 0 + * @property {number} [stride] the stride in bytes per element. Default = 0 + * @property {number} [divisor] the divisor in instances. Default = undefined. Note: undefined = don't call gl.vertexAttribDivisor + * where as anything else = do call it with this value + * @property {WebGLBuffer} buffer the buffer that contains the data for this attribute + * @property {number} [drawType] the draw type passed to gl.bufferData. Default = gl.STATIC_DRAW + * @memberOf module:twgl + */ + +/** + * Use this type of array spec when TWGL can't guess the type or number of components of an array + * @typedef {Object} FullArraySpec + * @property {number[]|ArrayBufferView} [value] a constant value for the attribute. Note: if this is set the attribute will be + * disabled and set to this constant value and all other values will be ignored. + * @property {(number|number[]|ArrayBufferView)} data The data of the array. A number alone becomes the number of elements of type. + * @property {number} [numComponents] number of components for `vertexAttribPointer`. Default is based on the name of the array. + * If `coord` is in the name assumes `numComponents = 2`. + * If `color` is in the name assumes `numComponents = 4`. + * otherwise assumes `numComponents = 3` + * @property {constructor} [type] type. This is only used if `data` is a JavaScript array. It is the constructor for the typedarray. (eg. `Uint8Array`). + * For example if you want colors in a `Uint8Array` you might have a `FullArraySpec` like `{ type: Uint8Array, data: [255,0,255,255, ...], }`. + * @property {number} [size] synonym for `numComponents`. + * @property {boolean} [normalize] normalize for `vertexAttribPointer`. Default is true if type is `Int8Array` or `Uint8Array` otherwise false. + * @property {number} [stride] stride for `vertexAttribPointer`. Default = 0 + * @property {number} [offset] offset for `vertexAttribPointer`. Default = 0 + * @property {number} [divisor] divisor for `vertexAttribDivisor`. Default = undefined. Note: undefined = don't call gl.vertexAttribDivisor + * where as anything else = do call it with this value + * @property {string} [attrib] name of attribute this array maps to. Defaults to same name as array prefixed by the default attribPrefix. + * @property {string} [name] synonym for `attrib`. + * @property {string} [attribName] synonym for `attrib`. + * @property {WebGLBuffer} [buffer] Buffer to use for this attribute. This lets you use your own buffer + * but you will need to supply `numComponents` and `type`. You can effectively pass an `AttribInfo` + * to provide this. Example: + * + * const bufferInfo1 = twgl.createBufferInfoFromArrays(gl, { + * position: [1, 2, 3, ... ], + * }); + * const bufferInfo2 = twgl.createBufferInfoFromArrays(gl, { + * position: bufferInfo1.attribs.position, // use the same buffer from bufferInfo1 + * }); + * + * @memberOf module:twgl + */ + +/** + * An individual array in {@link module:twgl.Arrays} + * + * When passed to {@link module:twgl.createBufferInfoFromArrays} if an ArraySpec is `number[]` or `ArrayBufferView` + * the types will be guessed based on the name. `indices` will be `Uint16Array`, everything else will + * be `Float32Array`. If an ArraySpec is a number it's the number of floats for an empty (zeroed) buffer. + * + * @typedef {(number|number[]|ArrayBufferView|module:twgl.FullArraySpec)} ArraySpec + * @memberOf module:twgl + */ + +/** + * This is a JavaScript object of arrays by name. The names should match your shader's attributes. If your + * attributes have a common prefix you can specify it by calling {@link module:twgl.setAttributePrefix}. + * + * Bare JavaScript Arrays + * + * var arrays = { + * position: [-1, 1, 0], + * normal: [0, 1, 0], + * ... + * } + * + * Bare TypedArrays + * + * var arrays = { + * position: new Float32Array([-1, 1, 0]), + * color: new Uint8Array([255, 128, 64, 255]), + * ... + * } + * + * * Will guess at `numComponents` if not specified based on name. + * + * If `coord` is in the name assumes `numComponents = 2` + * + * If `color` is in the name assumes `numComponents = 4` + * + * otherwise assumes `numComponents = 3` + * + * Objects with various fields. See {@link module:twgl.FullArraySpec}. + * + * var arrays = { + * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], }, + * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], }, + * normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], }, + * indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], }, + * }; + * + * @typedef {Object.} Arrays + * @memberOf module:twgl + */ + +/** + * Creates a set of attribute data and WebGLBuffers from set of arrays + * + * Given + * + * var arrays = { + * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], }, + * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], }, + * normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], }, + * color: { numComponents: 4, data: [255, 255, 255, 255, 255, 0, 0, 255, 0, 0, 255, 255], type: Uint8Array, }, + * indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], }, + * }; + * + * returns something like + * + * var attribs = { + * position: { numComponents: 3, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, }, + * texcoord: { numComponents: 2, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, }, + * normal: { numComponents: 3, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, }, + * color: { numComponents: 4, type: gl.UNSIGNED_BYTE, normalize: true, buffer: WebGLBuffer, }, + * }; + * + * notes: + * + * * Arrays can take various forms + * + * Bare JavaScript Arrays + * + * var arrays = { + * position: [-1, 1, 0], + * normal: [0, 1, 0], + * ... + * } + * + * Bare TypedArrays + * + * var arrays = { + * position: new Float32Array([-1, 1, 0]), + * color: new Uint8Array([255, 128, 64, 255]), + * ... + * } + * + * * Will guess at `numComponents` if not specified based on name. + * + * If `coord` is in the name assumes `numComponents = 2` + * + * If `color` is in the name assumes `numComponents = 4` + * + * otherwise assumes `numComponents = 3` + * + * @param {WebGLRenderingContext} gl The webgl rendering context. + * @param {module:twgl.Arrays} arrays The arrays + * @param {module:twgl.BufferInfo} [srcBufferInfo] a BufferInfo to copy from + * This lets you share buffers. Any arrays you supply will override + * the buffers from srcBufferInfo. + * @return {Object.} the attribs + * @memberOf module:twgl/attributes + */ + + +function createAttribsFromArrays(gl, arrays) { + var attribs = {}; + Object.keys(arrays).forEach(function (arrayName) { + if (!isIndices(arrayName)) { + var array = arrays[arrayName]; + var attribName = array.attrib || array.name || array.attribName || defaults.attribPrefix + arrayName; + + if (array.value) { + if (!Array.isArray(array.value) && !typedArrays.isArrayBuffer(array.value)) { + throw new Error('array.value is not array or typedarray'); + } + + attribs[attribName] = { + value: array.value + }; + } else { + var buffer; + var type; + var normalization; + var numComponents; + + if (array.buffer && array.buffer instanceof WebGLBuffer) { + buffer = array.buffer; + numComponents = array.numComponents || array.size; + type = array.type; + normalization = array.normalize; + } else if (typeof array === "number" || typeof array.data === "number") { + var numValues = array.data || array; + var arrayType = array.type || Float32Array; + var numBytes = numValues * arrayType.BYTES_PER_ELEMENT; + type = typedArrays.getGLTypeForTypedArrayType(arrayType); + normalization = array.normalize !== undefined ? array.normalize : getNormalizationForTypedArrayType(arrayType); + numComponents = array.numComponents || array.size || guessNumComponentsFromName(arrayName, numValues); + buffer = gl.createBuffer(); + gl.bindBuffer(ARRAY_BUFFER, buffer); + gl.bufferData(ARRAY_BUFFER, numBytes, array.drawType || STATIC_DRAW); + } else { + var typedArray = makeTypedArray(array, arrayName); + buffer = createBufferFromTypedArray(gl, typedArray, undefined, array.drawType); + type = typedArrays.getGLTypeForTypedArray(typedArray); + normalization = array.normalize !== undefined ? array.normalize : getNormalizationForTypedArray(typedArray); + numComponents = getNumComponents(array, arrayName); + } + + attribs[attribName] = { + buffer: buffer, + numComponents: numComponents, + type: type, + normalize: normalization, + stride: array.stride || 0, + offset: array.offset || 0, + divisor: array.divisor === undefined ? undefined : array.divisor, + drawType: array.drawType + }; + } + } + }); + gl.bindBuffer(ARRAY_BUFFER, null); + return attribs; +} +/** + * Sets the contents of a buffer attached to an attribInfo + * + * This is helper function to dynamically update a buffer. + * + * Let's say you make a bufferInfo + * + * var arrays = { + * position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]), + * texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]), + * normal: new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]), + * indices: new Uint16Array([0, 1, 2, 1, 2, 3]), + * }; + * var bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays); + * + * And you want to dynamically update the positions. You could do this + * + * // assuming arrays.position has already been updated with new data. + * twgl.setAttribInfoBufferFromArray(gl, bufferInfo.attribs.position, arrays.position); + * + * @param {WebGLRenderingContext} gl + * @param {AttribInfo} attribInfo The attribInfo who's buffer contents to set. NOTE: If you have an attribute prefix + * the name of the attribute will include the prefix. + * @param {ArraySpec} array Note: it is arguably inefficient to pass in anything but a typed array because anything + * else will have to be converted to a typed array before it can be used by WebGL. During init time that + * inefficiency is usually not important but if you're updating data dynamically best to be efficient. + * @param {number} [offset] an optional offset into the buffer. This is only an offset into the WebGL buffer + * not the array. To pass in an offset into the array itself use a typed array and create an `ArrayBufferView` + * for the portion of the array you want to use. + * + * var someArray = new Float32Array(1000); // an array with 1000 floats + * var someSubArray = new Float32Array(someArray.buffer, offsetInBytes, sizeInUnits); // a view into someArray + * + * Now you can pass `someSubArray` into setAttribInfoBufferFromArray` + * @memberOf module:twgl/attributes + */ + + +function setAttribInfoBufferFromArray(gl, attribInfo, array, offset) { + array = makeTypedArray(array); + + if (offset !== undefined) { + gl.bindBuffer(ARRAY_BUFFER, attribInfo.buffer); + gl.bufferSubData(ARRAY_BUFFER, offset, array); + } else { + setBufferFromTypedArray(gl, ARRAY_BUFFER, attribInfo.buffer, array, attribInfo.drawType); + } +} + +function getBytesPerValueForGLType(gl, type) { + if (type === BYTE) return 1; // eslint-disable-line + + if (type === UNSIGNED_BYTE) return 1; // eslint-disable-line + + if (type === SHORT) return 2; // eslint-disable-line + + if (type === UNSIGNED_SHORT) return 2; // eslint-disable-line + + if (type === INT) return 4; // eslint-disable-line + + if (type === UNSIGNED_INT) return 4; // eslint-disable-line + + if (type === FLOAT) return 4; // eslint-disable-line + + return 0; +} // Tries to get the number of elements from a set of arrays. + + +var positionKeys = ['position', 'positions', 'a_position']; + +function getNumElementsFromNonIndexedArrays(arrays) { + var key; + var ii; + + for (ii = 0; ii < positionKeys.length; ++ii) { + key = positionKeys[ii]; + + if (key in arrays) { + break; + } + } + + if (ii === positionKeys.length) { + key = Object.keys(arrays)[0]; + } + + var array = arrays[key]; + var length = getArray(array).length; + var numComponents = getNumComponents(array, key); + var numElements = length / numComponents; + + if (length % numComponents > 0) { + throw new Error("numComponents ".concat(numComponents, " not correct for length ").concat(length)); + } + + return numElements; +} + +function getNumElementsFromAttributes(gl, attribs) { + var key; + var ii; + + for (ii = 0; ii < positionKeys.length; ++ii) { + key = positionKeys[ii]; + + if (key in attribs) { + break; + } + + key = defaults.attribPrefix + key; + + if (key in attribs) { + break; + } + } + + if (ii === positionKeys.length) { + key = Object.keys(attribs)[0]; + } + + var attrib = attribs[key]; + gl.bindBuffer(ARRAY_BUFFER, attrib.buffer); + var numBytes = gl.getBufferParameter(ARRAY_BUFFER, BUFFER_SIZE); + gl.bindBuffer(ARRAY_BUFFER, null); + var bytesPerValue = getBytesPerValueForGLType(gl, attrib.type); + var totalElements = numBytes / bytesPerValue; + var numComponents = attrib.numComponents || attrib.size; // TODO: check stride + + var numElements = totalElements / numComponents; + + if (numElements % 1 !== 0) { + throw new Error("numComponents ".concat(numComponents, " not correct for length ").concat(length)); + } + + return numElements; +} +/** + * @typedef {Object} BufferInfo + * @property {number} numElements The number of elements to pass to `gl.drawArrays` or `gl.drawElements`. + * @property {number} [elementType] The type of indices `UNSIGNED_BYTE`, `UNSIGNED_SHORT` etc.. + * @property {WebGLBuffer} [indices] The indices `ELEMENT_ARRAY_BUFFER` if any indices exist. + * @property {Object.} [attribs] The attribs appropriate to call `setAttributes` + * @memberOf module:twgl + */ + +/** + * Creates a BufferInfo from an object of arrays. + * + * This can be passed to {@link module:twgl.setBuffersAndAttributes} and to + * {@link module:twgl:drawBufferInfo}. + * + * Given an object like + * + * var arrays = { + * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], }, + * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], }, + * normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], }, + * indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], }, + * }; + * + * Creates an BufferInfo like this + * + * bufferInfo = { + * numElements: 4, // or whatever the number of elements is + * indices: WebGLBuffer, // this property will not exist if there are no indices + * attribs: { + * position: { buffer: WebGLBuffer, numComponents: 3, }, + * normal: { buffer: WebGLBuffer, numComponents: 3, }, + * texcoord: { buffer: WebGLBuffer, numComponents: 2, }, + * }, + * }; + * + * The properties of arrays can be JavaScript arrays in which case the number of components + * will be guessed. + * + * var arrays = { + * position: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], + * texcoord: [0, 0, 0, 1, 1, 0, 1, 1], + * normal: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], + * indices: [0, 1, 2, 1, 2, 3], + * }; + * + * They can also be TypedArrays + * + * var arrays = { + * position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]), + * texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]), + * normal: new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]), + * indices: new Uint16Array([0, 1, 2, 1, 2, 3]), + * }; + * + * Or AugmentedTypedArrays + * + * var positions = createAugmentedTypedArray(3, 4); + * var texcoords = createAugmentedTypedArray(2, 4); + * var normals = createAugmentedTypedArray(3, 4); + * var indices = createAugmentedTypedArray(3, 2, Uint16Array); + * + * positions.push([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]); + * texcoords.push([0, 0, 0, 1, 1, 0, 1, 1]); + * normals.push([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]); + * indices.push([0, 1, 2, 1, 2, 3]); + * + * var arrays = { + * position: positions, + * texcoord: texcoords, + * normal: normals, + * indices: indices, + * }; + * + * For the last example it is equivalent to + * + * var bufferInfo = { + * attribs: { + * position: { numComponents: 3, buffer: gl.createBuffer(), }, + * texcoord: { numComponents: 2, buffer: gl.createBuffer(), }, + * normal: { numComponents: 3, buffer: gl.createBuffer(), }, + * }, + * indices: gl.createBuffer(), + * numElements: 6, + * }; + * + * gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.position.buffer); + * gl.bufferData(gl.ARRAY_BUFFER, arrays.position, gl.STATIC_DRAW); + * gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.texcoord.buffer); + * gl.bufferData(gl.ARRAY_BUFFER, arrays.texcoord, gl.STATIC_DRAW); + * gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.normal.buffer); + * gl.bufferData(gl.ARRAY_BUFFER, arrays.normal, gl.STATIC_DRAW); + * gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferInfo.indices); + * gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, arrays.indices, gl.STATIC_DRAW); + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @param {module:twgl.Arrays} arrays Your data + * @param {module:twgl.BufferInfo} [srcBufferInfo] An existing + * buffer info to start from. WebGLBuffers etc specified + * in the srcBufferInfo will be used in a new BufferInfo + * with any arrays specified overriding the ones in + * srcBufferInfo. + * @return {module:twgl.BufferInfo} A BufferInfo + * @memberOf module:twgl/attributes + */ + + +function createBufferInfoFromArrays(gl, arrays, srcBufferInfo) { + var newAttribs = createAttribsFromArrays(gl, arrays); + var bufferInfo = Object.assign({}, srcBufferInfo ? srcBufferInfo : {}); + bufferInfo.attribs = Object.assign({}, srcBufferInfo ? srcBufferInfo.attribs : {}, newAttribs); + var indices = arrays.indices; + + if (indices) { + var newIndices = makeTypedArray(indices, "indices"); + bufferInfo.indices = createBufferFromTypedArray(gl, newIndices, ELEMENT_ARRAY_BUFFER); + bufferInfo.numElements = newIndices.length; + bufferInfo.elementType = typedArrays.getGLTypeForTypedArray(newIndices); + } else if (!bufferInfo.numElements) { + bufferInfo.numElements = getNumElementsFromAttributes(gl, bufferInfo.attribs); + } + + return bufferInfo; +} +/** + * Creates a buffer from an array, typed array, or array spec + * + * Given something like this + * + * [1, 2, 3], + * + * or + * + * new Uint16Array([1,2,3]); + * + * or + * + * { + * data: [1, 2, 3], + * type: Uint8Array, + * } + * + * returns a WebGLBuffer that contains the given data. + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext. + * @param {module:twgl.ArraySpec} array an array, typed array, or array spec. + * @param {string} arrayName name of array. Used to guess the type if type can not be derived otherwise. + * @return {WebGLBuffer} a WebGLBuffer containing the data in array. + * @memberOf module:twgl/attributes + */ + + +function createBufferFromArray(gl, array, arrayName) { + var type = arrayName === "indices" ? ELEMENT_ARRAY_BUFFER : ARRAY_BUFFER; + var typedArray = makeTypedArray(array, arrayName); + return createBufferFromTypedArray(gl, typedArray, type); +} +/** + * Creates buffers from arrays or typed arrays + * + * Given something like this + * + * var arrays = { + * positions: [1, 2, 3], + * normals: [0, 0, 1], + * } + * + * returns something like + * + * buffers = { + * positions: WebGLBuffer, + * normals: WebGLBuffer, + * } + * + * If the buffer is named 'indices' it will be made an ELEMENT_ARRAY_BUFFER. + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext. + * @param {module:twgl.Arrays} arrays + * @return {Object} returns an object with one WebGLBuffer per array + * @memberOf module:twgl/attributes + */ + + +function createBuffersFromArrays(gl, arrays) { + var buffers = {}; + Object.keys(arrays).forEach(function (key) { + buffers[key] = createBufferFromArray(gl, arrays[key], key); + }); // Ugh! + + if (arrays.indices) { + buffers.numElements = arrays.indices.length; + buffers.elementType = typedArrays.getGLTypeForTypedArray(makeTypedArray(arrays.indices), 'indices'); + } else { + buffers.numElements = getNumElementsFromNonIndexedArrays(arrays); + } + + return buffers; +} + +/***/ }), + +/***/ "./src/draw.js": +/*!*********************!*\ + !*** ./src/draw.js ***! + \*********************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +exports.drawBufferInfo = drawBufferInfo; +exports.drawObjectList = drawObjectList; + +var programs = _interopRequireWildcard(__webpack_require__(/*! ./programs.js */ "./src/programs.js")); + +function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; } + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ +var TRIANGLES = 0x0004; +var UNSIGNED_SHORT = 0x1403; +/** + * Drawing related functions + * + * For backward compatibility they are available at both `twgl.draw` and `twgl` + * itself + * + * See {@link module:twgl} for core functions + * + * @module twgl/draw + */ + +/** + * Calls `gl.drawElements` or `gl.drawArrays`, whichever is appropriate + * + * normally you'd call `gl.drawElements` or `gl.drawArrays` yourself + * but calling this means if you switch from indexed data to non-indexed + * data you don't have to remember to update your draw call. + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @param {(module:twgl.BufferInfo|module:twgl.VertexArrayInfo)} bufferInfo A BufferInfo as returned from {@link module:twgl.createBufferInfoFromArrays} or + * a VertexArrayInfo as returned from {@link module:twgl.createVertexArrayInfo} + * @param {number} [type] eg (gl.TRIANGLES, gl.LINES, gl.POINTS, gl.TRIANGLE_STRIP, ...). Defaults to `gl.TRIANGLES` + * @param {number} [count] An optional count. Defaults to bufferInfo.numElements + * @param {number} [offset] An optional offset. Defaults to 0. + * @param {number} [instanceCount] An optional instanceCount. if set then `drawArraysInstanced` or `drawElementsInstanced` will be called + * @memberOf module:twgl/draw + */ + +function drawBufferInfo(gl, bufferInfo, type, count, offset, instanceCount) { + type = type === undefined ? TRIANGLES : type; + var indices = bufferInfo.indices; + var elementType = bufferInfo.elementType; + var numElements = count === undefined ? bufferInfo.numElements : count; + offset = offset === undefined ? 0 : offset; + + if (elementType || indices) { + if (instanceCount !== undefined) { + gl.drawElementsInstanced(type, numElements, elementType === undefined ? UNSIGNED_SHORT : bufferInfo.elementType, offset, instanceCount); + } else { + gl.drawElements(type, numElements, elementType === undefined ? UNSIGNED_SHORT : bufferInfo.elementType, offset); + } + } else { + if (instanceCount !== undefined) { + gl.drawArraysInstanced(type, offset, numElements, instanceCount); + } else { + gl.drawArrays(type, offset, numElements); + } + } +} +/** + * A DrawObject is useful for putting objects in to an array and passing them to {@link module:twgl.drawObjectList}. + * + * You need either a `BufferInfo` or a `VertexArrayInfo`. + * + * @typedef {Object} DrawObject + * @property {boolean} [active] whether or not to draw. Default = `true` (must be `false` to be not true). In other words `undefined` = `true` + * @property {number} [type] type to draw eg. `gl.TRIANGLES`, `gl.LINES`, etc... + * @property {module:twgl.ProgramInfo} programInfo A ProgramInfo as returned from {@link module:twgl.createProgramInfo} + * @property {module:twgl.BufferInfo} [bufferInfo] A BufferInfo as returned from {@link module:twgl.createBufferInfoFromArrays} + * @property {module:twgl.VertexArrayInfo} [vertexArrayInfo] A VertexArrayInfo as returned from {@link module:twgl.createVertexArrayInfo} + * @property {Object} uniforms The values for the uniforms. + * You can pass multiple objects by putting them in an array. For example + * + * var sharedUniforms = { + * u_fogNear: 10, + * u_projection: ... + * ... + * }; + * + * var localUniforms = { + * u_world: ... + * u_diffuseColor: ... + * }; + * + * var drawObj = { + * ... + * uniforms: [sharedUniforms, localUniforms], + * }; + * + * @property {number} [offset] the offset to pass to `gl.drawArrays` or `gl.drawElements`. Defaults to 0. + * @property {number} [count] the count to pass to `gl.drawArrays` or `gl.drawElements`. Defaults to bufferInfo.numElements. + * @property {number} [instanceCount] the number of instances. Defaults to undefined. + * @memberOf module:twgl + */ + +/** + * Draws a list of objects + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @param {DrawObject[]} objectsToDraw an array of objects to draw. + * @memberOf module:twgl/draw + */ + + +function drawObjectList(gl, objectsToDraw) { + var lastUsedProgramInfo = null; + var lastUsedBufferInfo = null; + objectsToDraw.forEach(function (object) { + if (object.active === false) { + return; + } + + var programInfo = object.programInfo; + var bufferInfo = object.vertexArrayInfo || object.bufferInfo; + var bindBuffers = false; + var type = object.type === undefined ? TRIANGLES : object.type; + + if (programInfo !== lastUsedProgramInfo) { + lastUsedProgramInfo = programInfo; + gl.useProgram(programInfo.program); // We have to rebind buffers when changing programs because we + // only bind buffers the program uses. So if 2 programs use the same + // bufferInfo but the 1st one uses only positions the when the + // we switch to the 2nd one some of the attributes will not be on. + + bindBuffers = true; + } // Setup all the needed attributes. + + + if (bindBuffers || bufferInfo !== lastUsedBufferInfo) { + if (lastUsedBufferInfo && lastUsedBufferInfo.vertexArrayObject && !bufferInfo.vertexArrayObject) { + gl.bindVertexArray(null); + } + + lastUsedBufferInfo = bufferInfo; + programs.setBuffersAndAttributes(gl, programInfo, bufferInfo); + } // Set the uniforms. + + + programs.setUniforms(programInfo, object.uniforms); // Draw + + drawBufferInfo(gl, bufferInfo, type, object.count, object.offset, object.instanceCount); + }); + + if (lastUsedBufferInfo && lastUsedBufferInfo.vertexArrayObject) { + gl.bindVertexArray(null); + } +} + +/***/ }), + +/***/ "./src/framebuffers.js": +/*!*****************************!*\ + !*** ./src/framebuffers.js ***! + \*****************************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +exports.bindFramebufferInfo = bindFramebufferInfo; +exports.createFramebufferInfo = createFramebufferInfo; +exports.resizeFramebufferInfo = resizeFramebufferInfo; + +var textures = _interopRequireWildcard(__webpack_require__(/*! ./textures.js */ "./src/textures.js")); + +var helper = _interopRequireWildcard(__webpack_require__(/*! ./helper.js */ "./src/helper.js")); + +function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; } + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * Framebuffer related functions + * + * For backward compatibility they are available at both `twgl.framebuffer` and `twgl` + * itself + * + * See {@link module:twgl} for core functions + * + * @module twgl/framebuffers + */ +// make sure we don't see a global gl +var gl = undefined; +/* eslint-disable-line */ + +/* lgtm [js/unused-local-variable] */ + +var FRAMEBUFFER = 0x8d40; +var RENDERBUFFER = 0x8d41; +var TEXTURE_2D = 0x0de1; +var UNSIGNED_BYTE = 0x1401; +/* PixelFormat */ + +var DEPTH_COMPONENT = 0x1902; +var RGBA = 0x1908; +/* Framebuffer Object. */ + +var RGBA4 = 0x8056; +var RGB5_A1 = 0x8057; +var RGB565 = 0x8D62; +var DEPTH_COMPONENT16 = 0x81A5; +var STENCIL_INDEX = 0x1901; +var STENCIL_INDEX8 = 0x8D48; +var DEPTH_STENCIL = 0x84F9; +var COLOR_ATTACHMENT0 = 0x8CE0; +var DEPTH_ATTACHMENT = 0x8D00; +var STENCIL_ATTACHMENT = 0x8D20; +var DEPTH_STENCIL_ATTACHMENT = 0x821A; +/* TextureWrapMode */ + +var REPEAT = 0x2901; // eslint-disable-line + +var CLAMP_TO_EDGE = 0x812F; +var MIRRORED_REPEAT = 0x8370; // eslint-disable-line + +/* TextureMagFilter */ + +var NEAREST = 0x2600; // eslint-disable-line + +var LINEAR = 0x2601; +/* TextureMinFilter */ + +var NEAREST_MIPMAP_NEAREST = 0x2700; // eslint-disable-line + +var LINEAR_MIPMAP_NEAREST = 0x2701; // eslint-disable-line + +var NEAREST_MIPMAP_LINEAR = 0x2702; // eslint-disable-line + +var LINEAR_MIPMAP_LINEAR = 0x2703; // eslint-disable-line + +/** + * The options for a framebuffer attachment. + * + * Note: For a `format` that is a texture include all the texture + * options from {@link module:twgl.TextureOptions} for example + * `min`, `mag`, `clamp`, etc... Note that unlike {@link module:twgl.TextureOptions} + * `auto` defaults to `false` for attachment textures but `min` and `mag` default + * to `gl.LINEAR` and `wrap` defaults to `CLAMP_TO_EDGE` + * + * @typedef {Object} AttachmentOptions + * @property {number} [attach] The attachment point. Defaults + * to `gl.COLOR_ATTACHMENT0 + ndx` unless type is a depth or stencil type + * then it's gl.DEPTH_ATTACHMENT or `gl.DEPTH_STENCIL_ATTACHMENT` depending + * on the format or attachment type. + * @property {number} [format] The format. If one of `gl.RGBA4`, + * `gl.RGB565`, `gl.RGB5_A1`, `gl.DEPTH_COMPONENT16`, + * `gl.STENCIL_INDEX8` or `gl.DEPTH_STENCIL` then will create a + * renderbuffer. Otherwise will create a texture. Default = `gl.RGBA` + * @property {number} [type] The type. Used for texture. Default = `gl.UNSIGNED_BYTE`. + * @property {number} [target] The texture target for `gl.framebufferTexture2D`. + * Defaults to `gl.TEXTURE_2D`. Set to appropriate face for cube maps. + * @property {number} [level] level for `gl.framebufferTexture2D`. Defaults to 0. + * @property {number} [layer] layer for `gl.framebufferTextureLayer`. Defaults to undefined. + * If set then `gl.framebufferTextureLayer` is called, if not then `gl.framebufferTexture2D` + * @property {WebGLObject} [attachment] An existing renderbuffer or texture. + * If provided will attach this Object. This allows you to share + * attachments across framebuffers. + * @memberOf module:twgl + * @mixes module:twgl.TextureOptions + */ + +var defaultAttachments = [{ + format: RGBA, + type: UNSIGNED_BYTE, + min: LINEAR, + wrap: CLAMP_TO_EDGE +}, { + format: DEPTH_STENCIL +}]; +var attachmentsByFormat = {}; +attachmentsByFormat[DEPTH_STENCIL] = DEPTH_STENCIL_ATTACHMENT; +attachmentsByFormat[STENCIL_INDEX] = STENCIL_ATTACHMENT; +attachmentsByFormat[STENCIL_INDEX8] = STENCIL_ATTACHMENT; +attachmentsByFormat[DEPTH_COMPONENT] = DEPTH_ATTACHMENT; +attachmentsByFormat[DEPTH_COMPONENT16] = DEPTH_ATTACHMENT; + +function getAttachmentPointForFormat(format) { + return attachmentsByFormat[format]; +} + +var renderbufferFormats = {}; +renderbufferFormats[RGBA4] = true; +renderbufferFormats[RGB5_A1] = true; +renderbufferFormats[RGB565] = true; +renderbufferFormats[DEPTH_STENCIL] = true; +renderbufferFormats[DEPTH_COMPONENT16] = true; +renderbufferFormats[STENCIL_INDEX] = true; +renderbufferFormats[STENCIL_INDEX8] = true; + +function isRenderbufferFormat(format) { + return renderbufferFormats[format]; +} +/** + * @typedef {Object} FramebufferInfo + * @property {WebGLFramebuffer} framebuffer The WebGLFramebuffer for this framebufferInfo + * @property {WebGLObject[]} attachments The created attachments in the same order as passed in to {@link module:twgl.createFramebufferInfo}. + * @property {number} width The width of the framebuffer and its attachments + * @property {number} height The width of the framebuffer and its attachments + * @memberOf module:twgl + */ + +/** + * Creates a framebuffer and attachments. + * + * This returns a {@link module:twgl.FramebufferInfo} because it needs to return the attachments as well as the framebuffer. + * + * The simplest usage + * + * // create an RGBA/UNSIGNED_BYTE texture and DEPTH_STENCIL renderbuffer + * const fbi = twgl.createFramebufferInfo(gl); + * + * More complex usage + * + * // create an RGB565 renderbuffer and a STENCIL_INDEX8 renderbuffer + * const attachments = [ + * { format: RGB565, mag: NEAREST }, + * { format: STENCIL_INDEX8 }, + * ] + * const fbi = twgl.createFramebufferInfo(gl, attachments); + * + * Passing in a specific size + * + * const width = 256; + * const height = 256; + * const fbi = twgl.createFramebufferInfo(gl, attachments, width, height); + * + * **Note!!** It is up to you to check if the framebuffer is renderable by calling `gl.checkFramebufferStatus`. + * [WebGL1 only guarantees 3 combinations of attachments work](https://www.khronos.org/registry/webgl/specs/latest/1.0/#6.6). + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {module:twgl.AttachmentOptions[]} [attachments] which attachments to create. If not provided the default is a framebuffer with an + * `RGBA`, `UNSIGNED_BYTE` texture `COLOR_ATTACHMENT0` and a `DEPTH_STENCIL` renderbuffer `DEPTH_STENCIL_ATTACHMENT`. + * @param {number} [width] the width for the attachments. Default = size of drawingBuffer + * @param {number} [height] the height for the attachments. Default = size of drawingBuffer + * @return {module:twgl.FramebufferInfo} the framebuffer and attachments. + * @memberOf module:twgl/framebuffers + */ + + +function createFramebufferInfo(gl, attachments, width, height) { + var target = FRAMEBUFFER; + var fb = gl.createFramebuffer(); + gl.bindFramebuffer(target, fb); + width = width || gl.drawingBufferWidth; + height = height || gl.drawingBufferHeight; + attachments = attachments || defaultAttachments; + var colorAttachmentCount = 0; + var framebufferInfo = { + framebuffer: fb, + attachments: [], + width: width, + height: height + }; + attachments.forEach(function (attachmentOptions) { + var attachment = attachmentOptions.attachment; + var format = attachmentOptions.format; + var attachmentPoint = getAttachmentPointForFormat(format); + + if (!attachmentPoint) { + attachmentPoint = COLOR_ATTACHMENT0 + colorAttachmentCount++; + } + + if (!attachment) { + if (isRenderbufferFormat(format)) { + attachment = gl.createRenderbuffer(); + gl.bindRenderbuffer(RENDERBUFFER, attachment); + gl.renderbufferStorage(RENDERBUFFER, format, width, height); + } else { + var textureOptions = Object.assign({}, attachmentOptions); + textureOptions.width = width; + textureOptions.height = height; + + if (textureOptions.auto === undefined) { + textureOptions.auto = false; + textureOptions.min = textureOptions.min || textureOptions.minMag || LINEAR; + textureOptions.mag = textureOptions.mag || textureOptions.minMag || LINEAR; + textureOptions.wrapS = textureOptions.wrapS || textureOptions.wrap || CLAMP_TO_EDGE; + textureOptions.wrapT = textureOptions.wrapT || textureOptions.wrap || CLAMP_TO_EDGE; + } + + attachment = textures.createTexture(gl, textureOptions); + } + } + + if (helper.isRenderbuffer(gl, attachment)) { + gl.framebufferRenderbuffer(target, attachmentPoint, RENDERBUFFER, attachment); + } else if (helper.isTexture(gl, attachment)) { + if (attachmentOptions.layer !== undefined) { + gl.framebufferTextureLayer(target, attachmentPoint, attachment, attachmentOptions.level || 0, attachmentOptions.layer); + } else { + gl.framebufferTexture2D(target, attachmentPoint, attachmentOptions.texTarget || TEXTURE_2D, attachment, attachmentOptions.level || 0); + } + } else { + throw new Error('unknown attachment type'); + } + + framebufferInfo.attachments.push(attachment); + }); + return framebufferInfo; +} +/** + * Resizes the attachments of a framebuffer. + * + * You need to pass in the same `attachments` as you passed in {@link module:twgl.createFramebufferInfo} + * because TWGL has no idea the format/type of each attachment. + * + * The simplest usage + * + * // create an RGBA/UNSIGNED_BYTE texture and DEPTH_STENCIL renderbuffer + * const fbi = twgl.createFramebufferInfo(gl); + * + * ... + * + * function render() { + * if (twgl.resizeCanvasToDisplaySize(gl.canvas)) { + * // resize the attachments + * twgl.resizeFramebufferInfo(gl, fbi); + * } + * + * More complex usage + * + * // create an RGB565 renderbuffer and a STENCIL_INDEX8 renderbuffer + * const attachments = [ + * { format: RGB565, mag: NEAREST }, + * { format: STENCIL_INDEX8 }, + * ] + * const fbi = twgl.createFramebufferInfo(gl, attachments); + * + * ... + * + * function render() { + * if (twgl.resizeCanvasToDisplaySize(gl.canvas)) { + * // resize the attachments to match + * twgl.resizeFramebufferInfo(gl, fbi, attachments); + * } + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {module:twgl.FramebufferInfo} framebufferInfo a framebufferInfo as returned from {@link module:twgl.createFramebufferInfo}. + * @param {module:twgl.AttachmentOptions[]} [attachments] the same attachments options as passed to {@link module:twgl.createFramebufferInfo}. + * @param {number} [width] the width for the attachments. Default = size of drawingBuffer + * @param {number} [height] the height for the attachments. Default = size of drawingBuffer + * @memberOf module:twgl/framebuffers + */ + + +function resizeFramebufferInfo(gl, framebufferInfo, attachments, width, height) { + width = width || gl.drawingBufferWidth; + height = height || gl.drawingBufferHeight; + framebufferInfo.width = width; + framebufferInfo.height = height; + attachments = attachments || defaultAttachments; + attachments.forEach(function (attachmentOptions, ndx) { + var attachment = framebufferInfo.attachments[ndx]; + var format = attachmentOptions.format; + + if (helper.isRenderbuffer(gl, attachment)) { + gl.bindRenderbuffer(RENDERBUFFER, attachment); + gl.renderbufferStorage(RENDERBUFFER, format, width, height); + } else if (helper.isTexture(gl, attachment)) { + textures.resizeTexture(gl, attachment, attachmentOptions, width, height); + } else { + throw new Error('unknown attachment type'); + } + }); +} +/** + * Binds a framebuffer + * + * This function pretty much solely exists because I spent hours + * trying to figure out why something I wrote wasn't working only + * to realize I forget to set the viewport dimensions. + * My hope is this function will fix that. + * + * It is effectively the same as + * + * gl.bindFramebuffer(gl.FRAMEBUFFER, someFramebufferInfo.framebuffer); + * gl.viewport(0, 0, someFramebufferInfo.width, someFramebufferInfo.height); + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {module:twgl.FramebufferInfo|null} [framebufferInfo] a framebufferInfo as returned from {@link module:twgl.createFramebufferInfo}. + * If falsy will bind the canvas. + * @param {number} [target] The target. If not passed `gl.FRAMEBUFFER` will be used. + * @memberOf module:twgl/framebuffers + */ + + +function bindFramebufferInfo(gl, framebufferInfo, target) { + target = target || FRAMEBUFFER; + + if (framebufferInfo) { + gl.bindFramebuffer(target, framebufferInfo.framebuffer); + gl.viewport(0, 0, framebufferInfo.width, framebufferInfo.height); + } else { + gl.bindFramebuffer(target, null); + gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); + } +} + +/***/ }), + +/***/ "./src/helper.js": +/*!***********************!*\ + !*** ./src/helper.js ***! + \***********************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +exports.copyExistingProperties = copyExistingProperties; +exports.copyNamedProperties = copyNamedProperties; +exports.error = error; +exports.warn = warn; +exports.isBuffer = isBuffer; +exports.isRenderbuffer = isRenderbuffer; +exports.isShader = isShader; +exports.isTexture = isTexture; +exports.isSampler = isSampler; + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/* eslint no-console: "off" */ + +/** + * Copy named properties + * + * @param {string[]} names names of properties to copy + * @param {object} src object to copy properties from + * @param {object} dst object to copy properties to + * @private + */ +function copyNamedProperties(names, src, dst) { + names.forEach(function (name) { + var value = src[name]; + + if (value !== undefined) { + dst[name] = value; + } + }); +} +/** + * Copies properties from source to dest only if a matching key is in dest + * + * @param {Object.} src the source + * @param {Object.} dst the dest + * @private + */ + + +function copyExistingProperties(src, dst) { + Object.keys(dst).forEach(function (key) { + if (dst.hasOwnProperty(key) && src.hasOwnProperty(key)) { + /* eslint no-prototype-builtins: 0 */ + dst[key] = src[key]; + } + }); +} + +function error() { + var _console; + + (_console = console).error.apply(_console, arguments); +} + +function warn() { + var _console2; + + (_console2 = console).warn.apply(_console2, arguments); +} + +function isBuffer(gl, t) { + return typeof WebGLBuffer !== 'undefined' && t instanceof WebGLBuffer; +} + +function isRenderbuffer(gl, t) { + return typeof WebGLRenderbuffer !== 'undefined' && t instanceof WebGLRenderbuffer; +} + +function isShader(gl, t) { + return typeof WebGLShader !== 'undefined' && t instanceof WebGLShader; +} + +function isTexture(gl, t) { + return typeof WebGLTexture !== 'undefined' && t instanceof WebGLTexture; +} + +function isSampler(gl, t) { + return typeof WebGLSampler !== 'undefined' && t instanceof WebGLSampler; +} + +/***/ }), + +/***/ "./src/programs.js": +/*!*************************!*\ + !*** ./src/programs.js ***! + \*************************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +exports.createAttributeSetters = createAttributeSetters; +exports.createProgram = createProgram; +exports.createProgramFromScripts = createProgramFromScripts; +exports.createProgramFromSources = createProgramFromSources; +exports.createProgramInfo = createProgramInfo; +exports.createProgramInfoFromProgram = createProgramInfoFromProgram; +exports.createUniformSetters = createUniformSetters; +exports.createUniformBlockSpecFromProgram = createUniformBlockSpecFromProgram; +exports.createUniformBlockInfoFromProgram = createUniformBlockInfoFromProgram; +exports.createUniformBlockInfo = createUniformBlockInfo; +exports.createTransformFeedback = createTransformFeedback; +exports.createTransformFeedbackInfo = createTransformFeedbackInfo; +exports.bindTransformFeedbackInfo = bindTransformFeedbackInfo; +exports.setAttributes = setAttributes; +exports.setBuffersAndAttributes = setBuffersAndAttributes; +exports.setUniforms = setUniforms; +exports.setUniformBlock = setUniformBlock; +exports.setBlockUniforms = setBlockUniforms; +exports.bindUniformBlock = bindUniformBlock; +exports.setUniformsAndBindTextures = void 0; + +var utils = _interopRequireWildcard(__webpack_require__(/*! ./utils.js */ "./src/utils.js")); + +var helper = _interopRequireWildcard(__webpack_require__(/*! ./helper.js */ "./src/helper.js")); + +function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; } + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * Low level shader program related functions + * + * You should generally not need to use these functions. They are provided + * for those cases where you're doing something out of the ordinary + * and you need lower level access. + * + * For backward compatibility they are available at both `twgl.programs` and `twgl` + * itself + * + * See {@link module:twgl} for core functions + * + * @module twgl/programs + */ +var error = helper.error; +var warn = helper.warn; + +function getElementById(id) { + return typeof document !== 'undefined' && document.getElementById ? document.getElementById(id) : null; +} + +var TEXTURE0 = 0x84c0; +var DYNAMIC_DRAW = 0x88e8; +var ARRAY_BUFFER = 0x8892; +var ELEMENT_ARRAY_BUFFER = 0x8893; +var UNIFORM_BUFFER = 0x8a11; +var TRANSFORM_FEEDBACK_BUFFER = 0x8c8e; +var TRANSFORM_FEEDBACK = 0x8e22; +var COMPILE_STATUS = 0x8b81; +var LINK_STATUS = 0x8b82; +var FRAGMENT_SHADER = 0x8b30; +var VERTEX_SHADER = 0x8b31; +var SEPARATE_ATTRIBS = 0x8c8d; +var ACTIVE_UNIFORMS = 0x8b86; +var ACTIVE_ATTRIBUTES = 0x8b89; +var TRANSFORM_FEEDBACK_VARYINGS = 0x8c83; +var ACTIVE_UNIFORM_BLOCKS = 0x8a36; +var UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = 0x8a44; +var UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = 0x8a46; +var UNIFORM_BLOCK_DATA_SIZE = 0x8a40; +var UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = 0x8a43; +var FLOAT = 0x1406; +var FLOAT_VEC2 = 0x8B50; +var FLOAT_VEC3 = 0x8B51; +var FLOAT_VEC4 = 0x8B52; +var INT = 0x1404; +var INT_VEC2 = 0x8B53; +var INT_VEC3 = 0x8B54; +var INT_VEC4 = 0x8B55; +var BOOL = 0x8B56; +var BOOL_VEC2 = 0x8B57; +var BOOL_VEC3 = 0x8B58; +var BOOL_VEC4 = 0x8B59; +var FLOAT_MAT2 = 0x8B5A; +var FLOAT_MAT3 = 0x8B5B; +var FLOAT_MAT4 = 0x8B5C; +var SAMPLER_2D = 0x8B5E; +var SAMPLER_CUBE = 0x8B60; +var SAMPLER_3D = 0x8B5F; +var SAMPLER_2D_SHADOW = 0x8B62; +var FLOAT_MAT2x3 = 0x8B65; +var FLOAT_MAT2x4 = 0x8B66; +var FLOAT_MAT3x2 = 0x8B67; +var FLOAT_MAT3x4 = 0x8B68; +var FLOAT_MAT4x2 = 0x8B69; +var FLOAT_MAT4x3 = 0x8B6A; +var SAMPLER_2D_ARRAY = 0x8DC1; +var SAMPLER_2D_ARRAY_SHADOW = 0x8DC4; +var SAMPLER_CUBE_SHADOW = 0x8DC5; +var UNSIGNED_INT = 0x1405; +var UNSIGNED_INT_VEC2 = 0x8DC6; +var UNSIGNED_INT_VEC3 = 0x8DC7; +var UNSIGNED_INT_VEC4 = 0x8DC8; +var INT_SAMPLER_2D = 0x8DCA; +var INT_SAMPLER_3D = 0x8DCB; +var INT_SAMPLER_CUBE = 0x8DCC; +var INT_SAMPLER_2D_ARRAY = 0x8DCF; +var UNSIGNED_INT_SAMPLER_2D = 0x8DD2; +var UNSIGNED_INT_SAMPLER_3D = 0x8DD3; +var UNSIGNED_INT_SAMPLER_CUBE = 0x8DD4; +var UNSIGNED_INT_SAMPLER_2D_ARRAY = 0x8DD7; +var TEXTURE_2D = 0x0DE1; +var TEXTURE_CUBE_MAP = 0x8513; +var TEXTURE_3D = 0x806F; +var TEXTURE_2D_ARRAY = 0x8C1A; +var typeMap = {}; +/** + * Returns the corresponding bind point for a given sampler type + */ + +function getBindPointForSamplerType(gl, type) { + return typeMap[type].bindPoint; +} // This kind of sucks! If you could compose functions as in `var fn = gl[name];` +// this code could be a lot smaller but that is sadly really slow (T_T) + + +function floatSetter(gl, location) { + return function (v) { + gl.uniform1f(location, v); + }; +} + +function floatArraySetter(gl, location) { + return function (v) { + gl.uniform1fv(location, v); + }; +} + +function floatVec2Setter(gl, location) { + return function (v) { + gl.uniform2fv(location, v); + }; +} + +function floatVec3Setter(gl, location) { + return function (v) { + gl.uniform3fv(location, v); + }; +} + +function floatVec4Setter(gl, location) { + return function (v) { + gl.uniform4fv(location, v); + }; +} + +function intSetter(gl, location) { + return function (v) { + gl.uniform1i(location, v); + }; +} + +function intArraySetter(gl, location) { + return function (v) { + gl.uniform1iv(location, v); + }; +} + +function intVec2Setter(gl, location) { + return function (v) { + gl.uniform2iv(location, v); + }; +} + +function intVec3Setter(gl, location) { + return function (v) { + gl.uniform3iv(location, v); + }; +} + +function intVec4Setter(gl, location) { + return function (v) { + gl.uniform4iv(location, v); + }; +} + +function uintSetter(gl, location) { + return function (v) { + gl.uniform1ui(location, v); + }; +} + +function uintArraySetter(gl, location) { + return function (v) { + gl.uniform1uiv(location, v); + }; +} + +function uintVec2Setter(gl, location) { + return function (v) { + gl.uniform2uiv(location, v); + }; +} + +function uintVec3Setter(gl, location) { + return function (v) { + gl.uniform3uiv(location, v); + }; +} + +function uintVec4Setter(gl, location) { + return function (v) { + gl.uniform4uiv(location, v); + }; +} + +function floatMat2Setter(gl, location) { + return function (v) { + gl.uniformMatrix2fv(location, false, v); + }; +} + +function floatMat3Setter(gl, location) { + return function (v) { + gl.uniformMatrix3fv(location, false, v); + }; +} + +function floatMat4Setter(gl, location) { + return function (v) { + gl.uniformMatrix4fv(location, false, v); + }; +} + +function floatMat23Setter(gl, location) { + return function (v) { + gl.uniformMatrix2x3fv(location, false, v); + }; +} + +function floatMat32Setter(gl, location) { + return function (v) { + gl.uniformMatrix3x2fv(location, false, v); + }; +} + +function floatMat24Setter(gl, location) { + return function (v) { + gl.uniformMatrix2x4fv(location, false, v); + }; +} + +function floatMat42Setter(gl, location) { + return function (v) { + gl.uniformMatrix4x2fv(location, false, v); + }; +} + +function floatMat34Setter(gl, location) { + return function (v) { + gl.uniformMatrix3x4fv(location, false, v); + }; +} + +function floatMat43Setter(gl, location) { + return function (v) { + gl.uniformMatrix4x3fv(location, false, v); + }; +} + +function samplerSetter(gl, type, unit, location) { + var bindPoint = getBindPointForSamplerType(gl, type); + return utils.isWebGL2(gl) ? function (textureOrPair) { + var texture; + var sampler; + + if (helper.isTexture(gl, textureOrPair)) { + texture = textureOrPair; + sampler = null; + } else { + texture = textureOrPair.texture; + sampler = textureOrPair.sampler; + } + + gl.uniform1i(location, unit); + gl.activeTexture(TEXTURE0 + unit); + gl.bindTexture(bindPoint, texture); + gl.bindSampler(unit, sampler); + } : function (texture) { + gl.uniform1i(location, unit); + gl.activeTexture(TEXTURE0 + unit); + gl.bindTexture(bindPoint, texture); + }; +} + +function samplerArraySetter(gl, type, unit, location, size) { + var bindPoint = getBindPointForSamplerType(gl, type); + var units = new Int32Array(size); + + for (var ii = 0; ii < size; ++ii) { + units[ii] = unit + ii; + } + + return utils.isWebGL2(gl) ? function (textures) { + gl.uniform1iv(location, units); + textures.forEach(function (textureOrPair, index) { + gl.activeTexture(TEXTURE0 + units[index]); + var texture; + var sampler; + + if (helper.isTexture(gl, textureOrPair)) { + texture = textureOrPair; + sampler = null; + } else { + texture = textureOrPair.texture; + sampler = textureOrPair.sampler; + } + + gl.bindSampler(unit, sampler); + gl.bindTexture(bindPoint, texture); + }); + } : function (textures) { + gl.uniform1iv(location, units); + textures.forEach(function (texture, index) { + gl.activeTexture(TEXTURE0 + units[index]); + gl.bindTexture(bindPoint, texture); + }); + }; +} + +typeMap[FLOAT] = { + Type: Float32Array, + size: 4, + setter: floatSetter, + arraySetter: floatArraySetter +}; +typeMap[FLOAT_VEC2] = { + Type: Float32Array, + size: 8, + setter: floatVec2Setter +}; +typeMap[FLOAT_VEC3] = { + Type: Float32Array, + size: 12, + setter: floatVec3Setter +}; +typeMap[FLOAT_VEC4] = { + Type: Float32Array, + size: 16, + setter: floatVec4Setter +}; +typeMap[INT] = { + Type: Int32Array, + size: 4, + setter: intSetter, + arraySetter: intArraySetter +}; +typeMap[INT_VEC2] = { + Type: Int32Array, + size: 8, + setter: intVec2Setter +}; +typeMap[INT_VEC3] = { + Type: Int32Array, + size: 12, + setter: intVec3Setter +}; +typeMap[INT_VEC4] = { + Type: Int32Array, + size: 16, + setter: intVec4Setter +}; +typeMap[UNSIGNED_INT] = { + Type: Uint32Array, + size: 4, + setter: uintSetter, + arraySetter: uintArraySetter +}; +typeMap[UNSIGNED_INT_VEC2] = { + Type: Uint32Array, + size: 8, + setter: uintVec2Setter +}; +typeMap[UNSIGNED_INT_VEC3] = { + Type: Uint32Array, + size: 12, + setter: uintVec3Setter +}; +typeMap[UNSIGNED_INT_VEC4] = { + Type: Uint32Array, + size: 16, + setter: uintVec4Setter +}; +typeMap[BOOL] = { + Type: Uint32Array, + size: 4, + setter: intSetter, + arraySetter: intArraySetter +}; +typeMap[BOOL_VEC2] = { + Type: Uint32Array, + size: 8, + setter: intVec2Setter +}; +typeMap[BOOL_VEC3] = { + Type: Uint32Array, + size: 12, + setter: intVec3Setter +}; +typeMap[BOOL_VEC4] = { + Type: Uint32Array, + size: 16, + setter: intVec4Setter +}; +typeMap[FLOAT_MAT2] = { + Type: Float32Array, + size: 16, + setter: floatMat2Setter +}; +typeMap[FLOAT_MAT3] = { + Type: Float32Array, + size: 36, + setter: floatMat3Setter +}; +typeMap[FLOAT_MAT4] = { + Type: Float32Array, + size: 64, + setter: floatMat4Setter +}; +typeMap[FLOAT_MAT2x3] = { + Type: Float32Array, + size: 24, + setter: floatMat23Setter +}; +typeMap[FLOAT_MAT2x4] = { + Type: Float32Array, + size: 32, + setter: floatMat24Setter +}; +typeMap[FLOAT_MAT3x2] = { + Type: Float32Array, + size: 24, + setter: floatMat32Setter +}; +typeMap[FLOAT_MAT3x4] = { + Type: Float32Array, + size: 48, + setter: floatMat34Setter +}; +typeMap[FLOAT_MAT4x2] = { + Type: Float32Array, + size: 32, + setter: floatMat42Setter +}; +typeMap[FLOAT_MAT4x3] = { + Type: Float32Array, + size: 48, + setter: floatMat43Setter +}; +typeMap[SAMPLER_2D] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_2D +}; +typeMap[SAMPLER_CUBE] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_CUBE_MAP +}; +typeMap[SAMPLER_3D] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_3D +}; +typeMap[SAMPLER_2D_SHADOW] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_2D +}; +typeMap[SAMPLER_2D_ARRAY] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_2D_ARRAY +}; +typeMap[SAMPLER_2D_ARRAY_SHADOW] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_2D_ARRAY +}; +typeMap[SAMPLER_CUBE_SHADOW] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_CUBE_MAP +}; +typeMap[INT_SAMPLER_2D] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_2D +}; +typeMap[INT_SAMPLER_3D] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_3D +}; +typeMap[INT_SAMPLER_CUBE] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_CUBE_MAP +}; +typeMap[INT_SAMPLER_2D_ARRAY] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_2D_ARRAY +}; +typeMap[UNSIGNED_INT_SAMPLER_2D] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_2D +}; +typeMap[UNSIGNED_INT_SAMPLER_3D] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_3D +}; +typeMap[UNSIGNED_INT_SAMPLER_CUBE] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_CUBE_MAP +}; +typeMap[UNSIGNED_INT_SAMPLER_2D_ARRAY] = { + Type: null, + size: 0, + setter: samplerSetter, + arraySetter: samplerArraySetter, + bindPoint: TEXTURE_2D_ARRAY +}; + +function floatAttribSetter(gl, index) { + return function (b) { + if (b.value) { + gl.disableVertexAttribArray(index); + + switch (b.value.length) { + case 4: + gl.vertexAttrib4fv(index, b.value); + break; + + case 3: + gl.vertexAttrib3fv(index, b.value); + break; + + case 2: + gl.vertexAttrib2fv(index, b.value); + break; + + case 1: + gl.vertexAttrib1fv(index, b.value); + break; + + default: + throw new Error('the length of a float constant value must be between 1 and 4!'); + } + } else { + gl.bindBuffer(ARRAY_BUFFER, b.buffer); + gl.enableVertexAttribArray(index); + gl.vertexAttribPointer(index, b.numComponents || b.size, b.type || FLOAT, b.normalize || false, b.stride || 0, b.offset || 0); + + if (b.divisor !== undefined) { + gl.vertexAttribDivisor(index, b.divisor); + } + } + }; +} + +function intAttribSetter(gl, index) { + return function (b) { + if (b.value) { + gl.disableVertexAttribArray(index); + + if (b.value.length === 4) { + gl.vertexAttrib4iv(index, b.value); + } else { + throw new Error('The length of an integer constant value must be 4!'); + } + } else { + gl.bindBuffer(ARRAY_BUFFER, b.buffer); + gl.enableVertexAttribArray(index); + gl.vertexAttribIPointer(index, b.numComponents || b.size, b.type || INT, b.stride || 0, b.offset || 0); + + if (b.divisor !== undefined) { + gl.vertexAttribDivisor(index, b.divisor); + } + } + }; +} + +function uintAttribSetter(gl, index) { + return function (b) { + if (b.value) { + gl.disableVertexAttribArray(index); + + if (b.value.length === 4) { + gl.vertexAttrib4uiv(index, b.value); + } else { + throw new Error('The length of an unsigned integer constant value must be 4!'); + } + } else { + gl.bindBuffer(ARRAY_BUFFER, b.buffer); + gl.enableVertexAttribArray(index); + gl.vertexAttribIPointer(index, b.numComponents || b.size, b.type || UNSIGNED_INT, b.stride || 0, b.offset || 0); + + if (b.divisor !== undefined) { + gl.vertexAttribDivisor(index, b.divisor); + } + } + }; +} + +function matAttribSetter(gl, index, typeInfo) { + var defaultSize = typeInfo.size; + var count = typeInfo.count; + return function (b) { + gl.bindBuffer(ARRAY_BUFFER, b.buffer); + var numComponents = b.size || b.numComponents || defaultSize; + var size = numComponents / count; + var type = b.type || FLOAT; + var typeInfo = typeMap[type]; + var stride = typeInfo.size * numComponents; + var normalize = b.normalize || false; + var offset = b.offset || 0; + var rowOffset = stride / count; + + for (var i = 0; i < count; ++i) { + gl.enableVertexAttribArray(index + i); + gl.vertexAttribPointer(index + i, size, type, normalize, stride, offset + rowOffset * i); + + if (b.divisor !== undefined) { + gl.vertexAttribDivisor(index + i, b.divisor); + } + } + }; +} + +var attrTypeMap = {}; +attrTypeMap[FLOAT] = { + size: 4, + setter: floatAttribSetter +}; +attrTypeMap[FLOAT_VEC2] = { + size: 8, + setter: floatAttribSetter +}; +attrTypeMap[FLOAT_VEC3] = { + size: 12, + setter: floatAttribSetter +}; +attrTypeMap[FLOAT_VEC4] = { + size: 16, + setter: floatAttribSetter +}; +attrTypeMap[INT] = { + size: 4, + setter: intAttribSetter +}; +attrTypeMap[INT_VEC2] = { + size: 8, + setter: intAttribSetter +}; +attrTypeMap[INT_VEC3] = { + size: 12, + setter: intAttribSetter +}; +attrTypeMap[INT_VEC4] = { + size: 16, + setter: intAttribSetter +}; +attrTypeMap[UNSIGNED_INT] = { + size: 4, + setter: uintAttribSetter +}; +attrTypeMap[UNSIGNED_INT_VEC2] = { + size: 8, + setter: uintAttribSetter +}; +attrTypeMap[UNSIGNED_INT_VEC3] = { + size: 12, + setter: uintAttribSetter +}; +attrTypeMap[UNSIGNED_INT_VEC4] = { + size: 16, + setter: uintAttribSetter +}; +attrTypeMap[BOOL] = { + size: 4, + setter: intAttribSetter +}; +attrTypeMap[BOOL_VEC2] = { + size: 8, + setter: intAttribSetter +}; +attrTypeMap[BOOL_VEC3] = { + size: 12, + setter: intAttribSetter +}; +attrTypeMap[BOOL_VEC4] = { + size: 16, + setter: intAttribSetter +}; +attrTypeMap[FLOAT_MAT2] = { + size: 4, + setter: matAttribSetter, + count: 2 +}; +attrTypeMap[FLOAT_MAT3] = { + size: 9, + setter: matAttribSetter, + count: 3 +}; +attrTypeMap[FLOAT_MAT4] = { + size: 16, + setter: matAttribSetter, + count: 4 +}; // make sure we don't see a global gl + +var gl = undefined; +/* eslint-disable-line */ + +/* lgtm [js/unused-local-variable] */ + +/** + * Error Callback + * @callback ErrorCallback + * @param {string} msg error message. + * @param {number} [lineOffset] amount to add to line number + * @memberOf module:twgl + */ + +function addLineNumbers(src, lineOffset) { + lineOffset = lineOffset || 0; + ++lineOffset; + return src.split("\n").map(function (line, ndx) { + return ndx + lineOffset + ": " + line; + }).join("\n"); +} + +var spaceRE = /^[ \t]*\n/; +/** + * Loads a shader. + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {string} shaderSource The shader source. + * @param {number} shaderType The type of shader. + * @param {module:twgl.ErrorCallback} opt_errorCallback callback for errors. + * @return {WebGLShader} The created shader. + * @private + */ + +function loadShader(gl, shaderSource, shaderType, opt_errorCallback) { + var errFn = opt_errorCallback || error; // Create the shader object + + var shader = gl.createShader(shaderType); // Remove the first end of line because WebGL 2.0 requires + // #version 300 es + // as the first line. No whitespace allowed before that line + // so + // + // + // + // Has one line before it which is invalid according to GLSL ES 3.00 + // + + var lineOffset = 0; + + if (spaceRE.test(shaderSource)) { + lineOffset = 1; + shaderSource = shaderSource.replace(spaceRE, ''); + } // Load the shader source + + + gl.shaderSource(shader, shaderSource); // Compile the shader + + gl.compileShader(shader); // Check the compile status + + var compiled = gl.getShaderParameter(shader, COMPILE_STATUS); + + if (!compiled) { + // Something went wrong during compilation; get the error + var lastError = gl.getShaderInfoLog(shader); + errFn(addLineNumbers(shaderSource, lineOffset) + "\n*** Error compiling shader: " + lastError); + gl.deleteShader(shader); + return null; + } + + return shader; +} +/** + * @typedef {Object} ProgramOptions + * @property {function(string)} [errorCallback] callback for errors + * @property {Object.} [attribLocations] a attribute name to location map + * @property {(module:twgl.BufferInfo|Object.|string[])} [transformFeedbackVaryings] If passed + * a BufferInfo will use the attribs names inside. If passed an object of AttribInfos will use the names from that object. Otherwise + * you can pass an array of names. + * @property {number} [transformFeedbackMode] the mode to pass `gl.transformFeedbackVaryings`. Defaults to `SEPARATE_ATTRIBS`. + * @memberOf module:twgl + */ + +/** + * Gets the program options based on all these optional arguments + * @param {module:twgl.ProgramOptions|string[]} [opt_attribs] Options for the program or an array of attribs names. Locations will be assigned by index if not passed in + * @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations. + * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console + * on error. If you want something else pass an callback. It's passed an error message. + * @return {module:twgl.ProgramOptions} an instance of ProgramOptions based on the arguments passed in + * @private + */ + + +function getProgramOptions(opt_attribs, opt_locations, opt_errorCallback) { + var transformFeedbackVaryings; + var transformFeedbackMode; + + if (typeof opt_locations === 'function') { + opt_errorCallback = opt_locations; + opt_locations = undefined; + } + + if (typeof opt_attribs === 'function') { + opt_errorCallback = opt_attribs; + opt_attribs = undefined; + } else if (opt_attribs && !Array.isArray(opt_attribs)) { + // If we have an errorCallback we can just return this object + // Otherwise we need to construct one with default errorCallback + if (opt_attribs.errorCallback) { + return opt_attribs; + } + + var opt = opt_attribs; + opt_errorCallback = opt.errorCallback; + opt_attribs = opt.attribLocations; + transformFeedbackVaryings = opt.transformFeedbackVaryings; + transformFeedbackMode = opt.transformFeedbackMode; + } + + var options = { + errorCallback: opt_errorCallback || error, + transformFeedbackVaryings: transformFeedbackVaryings, + transformFeedbackMode: transformFeedbackMode + }; + + if (opt_attribs) { + var attribLocations = {}; + + if (Array.isArray(opt_attribs)) { + opt_attribs.forEach(function (attrib, ndx) { + attribLocations[attrib] = opt_locations ? opt_locations[ndx] : ndx; + }); + } else { + attribLocations = opt_attribs; + } + + options.attribLocations = attribLocations; + } + + return options; +} + +var defaultShaderType = ["VERTEX_SHADER", "FRAGMENT_SHADER"]; + +function getShaderTypeFromScriptType(gl, scriptType) { + if (scriptType.indexOf("frag") >= 0) { + return FRAGMENT_SHADER; + } else if (scriptType.indexOf("vert") >= 0) { + return VERTEX_SHADER; + } + + return undefined; +} + +function deleteShaders(gl, shaders) { + shaders.forEach(function (shader) { + gl.deleteShader(shader); + }); +} +/** + * Creates a program, attaches (and/or compiles) shaders, binds attrib locations, links the + * program and calls useProgram. + * + * NOTE: There are 4 signatures for this function + * + * twgl.createProgram(gl, [vs, fs], options); + * twgl.createProgram(gl, [vs, fs], opt_errFunc); + * twgl.createProgram(gl, [vs, fs], opt_attribs, opt_errFunc); + * twgl.createProgram(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc); + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {WebGLShader[]|string[]} shaders The shaders to attach, or element ids for their source, or strings that contain their source + * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in + * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback. + * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console + * on error. If you want something else pass an callback. It's passed an error message. + * @return {WebGLProgram?} the created program or null if error. + * @memberOf module:twgl/programs + */ + + +function createProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback) { + var progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback); + var realShaders = []; + var newShaders = []; + + for (var ndx = 0; ndx < shaders.length; ++ndx) { + var shader = shaders[ndx]; + + if (typeof shader === 'string') { + var elem = getElementById(shader); + var src = elem ? elem.text : shader; + var type = gl[defaultShaderType[ndx]]; + + if (elem && elem.type) { + type = getShaderTypeFromScriptType(gl, elem.type) || type; + } + + shader = loadShader(gl, src, type, progOptions.errorCallback); + newShaders.push(shader); + } + + if (helper.isShader(gl, shader)) { + realShaders.push(shader); + } + } + + if (realShaders.length !== shaders.length) { + progOptions.errorCallback("not enough shaders for program"); + deleteShaders(gl, newShaders); + return null; + } + + var program = gl.createProgram(); + realShaders.forEach(function (shader) { + gl.attachShader(program, shader); + }); + + if (progOptions.attribLocations) { + Object.keys(progOptions.attribLocations).forEach(function (attrib) { + gl.bindAttribLocation(program, progOptions.attribLocations[attrib], attrib); + }); + } + + var varyings = progOptions.transformFeedbackVaryings; + + if (varyings) { + if (varyings.attribs) { + varyings = varyings.attribs; + } + + if (!Array.isArray(varyings)) { + varyings = Object.keys(varyings); + } + + gl.transformFeedbackVaryings(program, varyings, progOptions.transformFeedbackMode || SEPARATE_ATTRIBS); + } + + gl.linkProgram(program); // Check the link status + + var linked = gl.getProgramParameter(program, LINK_STATUS); + + if (!linked) { + // something went wrong with the link + var lastError = gl.getProgramInfoLog(program); + progOptions.errorCallback("Error in program linking:" + lastError); + gl.deleteProgram(program); + deleteShaders(gl, newShaders); + return null; + } + + return program; +} +/** + * Loads a shader from a script tag. + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {string} scriptId The id of the script tag. + * @param {number} [opt_shaderType] The type of shader. If not passed in it will + * be derived from the type of the script tag. + * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. + * @return {WebGLShader?} The created shader or null if error. + * @private + */ + + +function createShaderFromScript(gl, scriptId, opt_shaderType, opt_errorCallback) { + var shaderSource = ""; + var shaderScript = getElementById(scriptId); + + if (!shaderScript) { + throw new Error("unknown script element: ".concat(scriptId)); + } + + shaderSource = shaderScript.text; + var shaderType = opt_shaderType || getShaderTypeFromScriptType(gl, shaderScript.type); + + if (!shaderType) { + throw new Error('unknown shader type'); + } + + return loadShader(gl, shaderSource, shaderType, opt_errorCallback); +} +/** + * Creates a program from 2 script tags. + * + * NOTE: There are 4 signatures for this function + * + * twgl.createProgramFromScripts(gl, [vs, fs], opt_options); + * twgl.createProgramFromScripts(gl, [vs, fs], opt_errFunc); + * twgl.createProgramFromScripts(gl, [vs, fs], opt_attribs, opt_errFunc); + * twgl.createProgramFromScripts(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc); + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext + * to use. + * @param {string[]} shaderScriptIds Array of ids of the script + * tags for the shaders. The first is assumed to be the + * vertex shader, the second the fragment shader. + * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in + * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback. + * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console + * on error. If you want something else pass an callback. It's passed an error message. + * @return {WebGLProgram?} the created program or null if error. + * @memberOf module:twgl/programs + */ + + +function createProgramFromScripts(gl, shaderScriptIds, opt_attribs, opt_locations, opt_errorCallback) { + var progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback); + var shaders = []; + + for (var ii = 0; ii < shaderScriptIds.length; ++ii) { + var shader = createShaderFromScript(gl, shaderScriptIds[ii], gl[defaultShaderType[ii]], progOptions.errorCallback); + + if (!shader) { + return null; + } + + shaders.push(shader); + } + + return createProgram(gl, shaders, progOptions); +} +/** + * Creates a program from 2 sources. + * + * NOTE: There are 4 signatures for this function + * + * twgl.createProgramFromSource(gl, [vs, fs], opt_options); + * twgl.createProgramFromSource(gl, [vs, fs], opt_errFunc); + * twgl.createProgramFromSource(gl, [vs, fs], opt_attribs, opt_errFunc); + * twgl.createProgramFromSource(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc); + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext + * to use. + * @param {string[]} shaderSources Array of sources for the + * shaders. The first is assumed to be the vertex shader, + * the second the fragment shader. + * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in + * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback. + * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console + * on error. If you want something else pass an callback. It's passed an error message. + * @return {WebGLProgram?} the created program or null if error. + * @memberOf module:twgl/programs + */ + + +function createProgramFromSources(gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) { + var progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback); + var shaders = []; + + for (var ii = 0; ii < shaderSources.length; ++ii) { + var shader = loadShader(gl, shaderSources[ii], gl[defaultShaderType[ii]], progOptions.errorCallback); + + if (!shader) { + return null; + } + + shaders.push(shader); + } + + return createProgram(gl, shaders, progOptions); +} +/** + * Returns true if attribute/uniform is a reserved/built in + * + * It makes no sense to me why GL returns these because it's + * illegal to call `gl.getUniformLocation` and `gl.getAttribLocation` + * with names that start with `gl_` (and `webgl_` in WebGL) + * + * I can only assume they are there because they might count + * when computing the number of uniforms/attributes used when you want to + * know if you are near the limit. That doesn't really make sense + * to me but the fact that these get returned are in the spec. + * + * @param {WebGLActiveInfo} info As returned from `gl.getActiveUniform` or + * `gl.getActiveAttrib`. + * @return {bool} true if it's reserved + * @private + */ + + +function isBuiltIn(info) { + var name = info.name; + return name.startsWith("gl_") || name.startsWith("webgl_"); +} +/** + * Creates setter functions for all uniforms of a shader + * program. + * + * @see {@link module:twgl.setUniforms} + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {WebGLProgram} program the program to create setters for. + * @returns {Object.} an object with a setter by name for each uniform + * @memberOf module:twgl/programs + */ + + +function createUniformSetters(gl, program) { + var textureUnit = 0; + /** + * Creates a setter for a uniform of the given program with it's + * location embedded in the setter. + * @param {WebGLProgram} program + * @param {WebGLUniformInfo} uniformInfo + * @returns {function} the created setter. + */ + + function createUniformSetter(program, uniformInfo) { + var location = gl.getUniformLocation(program, uniformInfo.name); + var isArray = uniformInfo.size > 1 && uniformInfo.name.substr(-3) === "[0]"; + var type = uniformInfo.type; + var typeInfo = typeMap[type]; + + if (!typeInfo) { + throw new Error("unknown type: 0x".concat(type.toString(16))); // we should never get here. + } + + var setter; + + if (typeInfo.bindPoint) { + // it's a sampler + var unit = textureUnit; + textureUnit += uniformInfo.size; + + if (isArray) { + setter = typeInfo.arraySetter(gl, type, unit, location, uniformInfo.size); + } else { + setter = typeInfo.setter(gl, type, unit, location, uniformInfo.size); + } + } else { + if (typeInfo.arraySetter && isArray) { + setter = typeInfo.arraySetter(gl, location); + } else { + setter = typeInfo.setter(gl, location); + } + } + + setter.location = location; + return setter; + } + + var uniformSetters = {}; + var numUniforms = gl.getProgramParameter(program, ACTIVE_UNIFORMS); + + for (var ii = 0; ii < numUniforms; ++ii) { + var uniformInfo = gl.getActiveUniform(program, ii); + + if (isBuiltIn(uniformInfo)) { + continue; + } + + var name = uniformInfo.name; // remove the array suffix. + + if (name.substr(-3) === "[0]") { + name = name.substr(0, name.length - 3); + } + + var setter = createUniformSetter(program, uniformInfo); + uniformSetters[name] = setter; + } + + return uniformSetters; +} +/** + * @typedef {Object} TransformFeedbackInfo + * @property {number} index index of transform feedback + * @property {number} type GL type + * @property {number} size 1 - 4 + * @memberOf module:twgl + */ + +/** + * Create TransformFeedbackInfo for passing to bindTransformFeedbackInfo. + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {WebGLProgram} program an existing WebGLProgram. + * @return {Object} + * @memberOf module:twgl + */ + + +function createTransformFeedbackInfo(gl, program) { + var info = {}; + var numVaryings = gl.getProgramParameter(program, TRANSFORM_FEEDBACK_VARYINGS); + + for (var ii = 0; ii < numVaryings; ++ii) { + var varying = gl.getTransformFeedbackVarying(program, ii); + info[varying.name] = { + index: ii, + type: varying.type, + size: varying.size + }; + } + + return info; +} +/** + * Binds buffers for transform feedback. + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {(module:twgl.ProgramInfo|Object)} transformFeedbackInfo A ProgramInfo or TransformFeedbackInfo. + * @param {(module:twgl.BufferInfo|Object)} [bufferInfo] A BufferInfo or set of AttribInfos. + * @memberOf module:twgl + */ + + +function bindTransformFeedbackInfo(gl, transformFeedbackInfo, bufferInfo) { + if (transformFeedbackInfo.transformFeedbackInfo) { + transformFeedbackInfo = transformFeedbackInfo.transformFeedbackInfo; + } + + if (bufferInfo.attribs) { + bufferInfo = bufferInfo.attribs; + } + + for (var name in bufferInfo) { + var varying = transformFeedbackInfo[name]; + + if (varying) { + var buf = bufferInfo[name]; + + if (buf.offset) { + gl.bindBufferRange(TRANSFORM_FEEDBACK_BUFFER, varying.index, buf.buffer, buf.offset, buf.size); + } else { + gl.bindBufferBase(TRANSFORM_FEEDBACK_BUFFER, varying.index, buf.buffer); + } + } + } +} +/** + * Creates a transform feedback and sets the buffers + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {module:twgl.ProgramInfo} programInfo A ProgramInfo as returned from {@link module:twgl.createProgramInfo} + * @param {(module:twgl.BufferInfo|Object)} [bufferInfo] A BufferInfo or set of AttribInfos. + * @return {WebGLTransformFeedback} the created transform feedback + * @memberOf module:twgl + */ + + +function createTransformFeedback(gl, programInfo, bufferInfo) { + var tf = gl.createTransformFeedback(); + gl.bindTransformFeedback(TRANSFORM_FEEDBACK, tf); + gl.useProgram(programInfo.program); + bindTransformFeedbackInfo(gl, programInfo, bufferInfo); + gl.bindTransformFeedback(TRANSFORM_FEEDBACK, null); + return tf; +} +/** + * @typedef {Object} UniformData + * @property {number} type The WebGL type enum for this uniform + * @property {number} size The number of elements for this uniform + * @property {number} blockNdx The block index this uniform appears in + * @property {number} offset The byte offset in the block for this uniform's value + * @memberOf module:twgl + */ + +/** + * The specification for one UniformBlockObject + * + * @typedef {Object} BlockSpec + * @property {number} index The index of the block. + * @property {number} size The size in bytes needed for the block + * @property {number[]} uniformIndices The indices of the uniforms used by the block. These indices + * correspond to entries in a UniformData array in the {@link module:twgl.UniformBlockSpec}. + * @property {bool} usedByVertexShader Self explanatory + * @property {bool} usedByFragmentShader Self explanatory + * @property {bool} used Self explanatory + * @memberOf module:twgl + */ + +/** + * A `UniformBlockSpec` represents the data needed to create and bind + * UniformBlockObjects for a given program + * + * @typedef {Object} UniformBlockSpec + * @property {Object. blockSpecs The BlockSpec for each block by block name + * @property {UniformData[]} uniformData An array of data for each uniform by uniform index. + * @memberOf module:twgl + */ + +/** + * Creates a UniformBlockSpec for the given program. + * + * A UniformBlockSpec represents the data needed to create and bind + * UniformBlockObjects + * + * @param {WebGL2RenderingContext} gl A WebGL2 Rendering Context + * @param {WebGLProgram} program A WebGLProgram for a successfully linked program + * @return {module:twgl.UniformBlockSpec} The created UniformBlockSpec + * @memberOf module:twgl/programs + */ + + +function createUniformBlockSpecFromProgram(gl, program) { + var numUniforms = gl.getProgramParameter(program, ACTIVE_UNIFORMS); + var uniformData = []; + var uniformIndices = []; + + for (var ii = 0; ii < numUniforms; ++ii) { + uniformIndices.push(ii); + uniformData.push({}); + var uniformInfo = gl.getActiveUniform(program, ii); + + if (isBuiltIn(uniformInfo)) { + break; + } // REMOVE [0]? + + + uniformData[ii].name = uniformInfo.name; + } + + [["UNIFORM_TYPE", "type"], ["UNIFORM_SIZE", "size"], // num elements + ["UNIFORM_BLOCK_INDEX", "blockNdx"], ["UNIFORM_OFFSET", "offset"]].forEach(function (pair) { + var pname = pair[0]; + var key = pair[1]; + gl.getActiveUniforms(program, uniformIndices, gl[pname]).forEach(function (value, ndx) { + uniformData[ndx][key] = value; + }); + }); + var blockSpecs = {}; + var numUniformBlocks = gl.getProgramParameter(program, ACTIVE_UNIFORM_BLOCKS); + + for (var _ii = 0; _ii < numUniformBlocks; ++_ii) { + var name = gl.getActiveUniformBlockName(program, _ii); + var blockSpec = { + index: _ii, + usedByVertexShader: gl.getActiveUniformBlockParameter(program, _ii, UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER), + usedByFragmentShader: gl.getActiveUniformBlockParameter(program, _ii, UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER), + size: gl.getActiveUniformBlockParameter(program, _ii, UNIFORM_BLOCK_DATA_SIZE), + uniformIndices: gl.getActiveUniformBlockParameter(program, _ii, UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES) + }; + blockSpec.used = blockSpec.usedByVertexShader || blockSpec.usedByFragmentShader; + blockSpecs[name] = blockSpec; + } + + return { + blockSpecs: blockSpecs, + uniformData: uniformData + }; +} + +var arraySuffixRE = /\[\d+\]\.$/; // better way to check? + +/** + * Represents a UniformBlockObject including an ArrayBuffer with all the uniform values + * and a corresponding WebGLBuffer to hold those values on the GPU + * + * @typedef {Object} UniformBlockInfo + * @property {string} name The name of the block + * @property {ArrayBuffer} array The array buffer that contains the uniform values + * @property {Float32Array} asFloat A float view on the array buffer. This is useful + * inspecting the contents of the buffer in the debugger. + * @property {WebGLBuffer} buffer A WebGL buffer that will hold a copy of the uniform values for rendering. + * @property {number} [offset] offset into buffer + * @property {Object.} uniforms A uniform name to ArrayBufferView map. + * each Uniform has a correctly typed `ArrayBufferView` into array at the correct offset + * and length of that uniform. So for example a float uniform would have a 1 float `Float32Array` + * view. A single mat4 would have a 16 element `Float32Array` view. An ivec2 would have an + * `Int32Array` view, etc. + * @memberOf module:twgl + */ + +/** + * Creates a `UniformBlockInfo` for the specified block + * + * Note: **If the blockName matches no existing blocks a warning is printed to the console and a dummy + * `UniformBlockInfo` is returned**. This is because when debugging GLSL + * it is common to comment out large portions of a shader or for example set + * the final output to a constant. When that happens blocks get optimized out. + * If this function did not create dummy blocks your code would crash when debugging. + * + * @param {WebGL2RenderingContext} gl A WebGL2RenderingContext + * @param {WebGLProgram} program A WebGLProgram + * @param {module:twgl.UniformBlockSpec} uniformBlockSpec. A UniformBlockSpec as returned + * from {@link module:twgl.createUniformBlockSpecFromProgram}. + * @param {string} blockName The name of the block. + * @return {module:twgl.UniformBlockInfo} The created UniformBlockInfo + * @memberOf module:twgl/programs + */ + +function createUniformBlockInfoFromProgram(gl, program, uniformBlockSpec, blockName) { + var blockSpecs = uniformBlockSpec.blockSpecs; + var uniformData = uniformBlockSpec.uniformData; + var blockSpec = blockSpecs[blockName]; + + if (!blockSpec) { + warn("no uniform block object named:", blockName); + return { + name: blockName, + uniforms: {} + }; + } + + var array = new ArrayBuffer(blockSpec.size); + var buffer = gl.createBuffer(); + var uniformBufferIndex = blockSpec.index; + gl.bindBuffer(UNIFORM_BUFFER, buffer); + gl.uniformBlockBinding(program, blockSpec.index, uniformBufferIndex); + var prefix = blockName + "."; + + if (arraySuffixRE.test(prefix)) { + prefix = prefix.replace(arraySuffixRE, "."); + } + + var uniforms = {}; + blockSpec.uniformIndices.forEach(function (uniformNdx) { + var data = uniformData[uniformNdx]; + var typeInfo = typeMap[data.type]; + var Type = typeInfo.Type; + var length = data.size * typeInfo.size; + var name = data.name; + + if (name.substr(0, prefix.length) === prefix) { + name = name.substr(prefix.length); + } + + uniforms[name] = new Type(array, data.offset, length / Type.BYTES_PER_ELEMENT); + }); + return { + name: blockName, + array: array, + asFloat: new Float32Array(array), + // for debugging + buffer: buffer, + uniforms: uniforms + }; +} +/** + * Creates a `UniformBlockInfo` for the specified block + * + * Note: **If the blockName matches no existing blocks a warning is printed to the console and a dummy + * `UniformBlockInfo` is returned**. This is because when debugging GLSL + * it is common to comment out large portions of a shader or for example set + * the final output to a constant. When that happens blocks get optimized out. + * If this function did not create dummy blocks your code would crash when debugging. + * + * @param {WebGL2RenderingContext} gl A WebGL2RenderingContext + * @param {module:twgl.ProgramInfo} programInfo a `ProgramInfo` + * as returned from {@link module:twgl.createProgramInfo} + * @param {string} blockName The name of the block. + * @return {module:twgl.UniformBlockInfo} The created UniformBlockInfo + * @memberOf module:twgl/programs + */ + + +function createUniformBlockInfo(gl, programInfo, blockName) { + return createUniformBlockInfoFromProgram(gl, programInfo.program, programInfo.uniformBlockSpec, blockName); +} +/** + * Binds a uniform block to the matching uniform block point. + * Matches by blocks by name so blocks must have the same name not just the same + * structure. + * + * If you have changed any values and you upload the values into the corresponding WebGLBuffer + * call {@link module:twgl.setUniformBlock} instead. + * + * @param {WebGL2RenderingContext} gl A WebGL 2 rendering context. + * @param {(module:twgl.ProgramInfo|module:twgl.UniformBlockSpec)} programInfo a `ProgramInfo` + * as returned from {@link module:twgl.createProgramInfo} or or `UniformBlockSpec` as + * returned from {@link module:twgl.createUniformBlockSpecFromProgram}. + * @param {module:twgl.UniformBlockInfo} uniformBlockInfo a `UniformBlockInfo` as returned from + * {@link module:twgl.createUniformBlockInfo}. + * @return {bool} true if buffer was bound. If the programInfo has no block with the same block name + * no buffer is bound. + * @memberOf module:twgl/programs + */ + + +function bindUniformBlock(gl, programInfo, uniformBlockInfo) { + var uniformBlockSpec = programInfo.uniformBlockSpec || programInfo; + var blockSpec = uniformBlockSpec.blockSpecs[uniformBlockInfo.name]; + + if (blockSpec) { + var bufferBindIndex = blockSpec.index; + gl.bindBufferRange(UNIFORM_BUFFER, bufferBindIndex, uniformBlockInfo.buffer, uniformBlockInfo.offset || 0, uniformBlockInfo.array.byteLength); + return true; + } + + return false; +} +/** + * Uploads the current uniform values to the corresponding WebGLBuffer + * and binds that buffer to the program's corresponding bind point for the uniform block object. + * + * If you haven't changed any values and you only need to bind the uniform block object + * call {@link module:twgl.bindUniformBlock} instead. + * + * @param {WebGL2RenderingContext} gl A WebGL 2 rendering context. + * @param {(module:twgl.ProgramInfo|module:twgl.UniformBlockSpec)} programInfo a `ProgramInfo` + * as returned from {@link module:twgl.createProgramInfo} or or `UniformBlockSpec` as + * returned from {@link module:twgl.createUniformBlockSpecFromProgram}. + * @param {module:twgl.UniformBlockInfo} uniformBlockInfo a `UniformBlockInfo` as returned from + * {@link module:twgl.createUniformBlockInfo}. + * @memberOf module:twgl/programs + */ + + +function setUniformBlock(gl, programInfo, uniformBlockInfo) { + if (bindUniformBlock(gl, programInfo, uniformBlockInfo)) { + gl.bufferData(UNIFORM_BUFFER, uniformBlockInfo.array, DYNAMIC_DRAW); + } +} +/** + * Sets values of a uniform block object + * + * @param {module:twgl.UniformBlockInfo} uniformBlockInfo A UniformBlockInfo as returned by {@link module:twgl.createUniformBlockInfo}. + * @param {Object.} values A uniform name to value map where the value is correct for the given + * type of uniform. So for example given a block like + * + * uniform SomeBlock { + * float someFloat; + * vec2 someVec2; + * vec3 someVec3Array[2]; + * int someInt; + * } + * + * You can set the values of the uniform block with + * + * twgl.setBlockUniforms(someBlockInfo, { + * someFloat: 12.3, + * someVec2: [1, 2], + * someVec3Array: [1, 2, 3, 4, 5, 6], + * someInt: 5, + * } + * + * Arrays can be JavaScript arrays or typed arrays + * + * Any name that doesn't match will be ignored + * @memberOf module:twgl/programs + */ + + +function setBlockUniforms(uniformBlockInfo, values) { + var uniforms = uniformBlockInfo.uniforms; + + for (var name in values) { + var array = uniforms[name]; + + if (array) { + var value = values[name]; + + if (value.length) { + array.set(value); + } else { + array[0] = value; + } + } + } +} +/** + * Set uniforms and binds related textures. + * + * example: + * + * const programInfo = createProgramInfo( + * gl, ["some-vs", "some-fs"]); + * + * const tex1 = gl.createTexture(); + * const tex2 = gl.createTexture(); + * + * ... assume we setup the textures with data ... + * + * const uniforms = { + * u_someSampler: tex1, + * u_someOtherSampler: tex2, + * u_someColor: [1,0,0,1], + * u_somePosition: [0,1,1], + * u_someMatrix: [ + * 1,0,0,0, + * 0,1,0,0, + * 0,0,1,0, + * 0,0,0,0, + * ], + * }; + * + * gl.useProgram(program); + * + * This will automatically bind the textures AND set the + * uniforms. + * + * twgl.setUniforms(programInfo, uniforms); + * + * For the example above it is equivalent to + * + * var texUnit = 0; + * gl.activeTexture(gl.TEXTURE0 + texUnit); + * gl.bindTexture(gl.TEXTURE_2D, tex1); + * gl.uniform1i(u_someSamplerLocation, texUnit++); + * gl.activeTexture(gl.TEXTURE0 + texUnit); + * gl.bindTexture(gl.TEXTURE_2D, tex2); + * gl.uniform1i(u_someSamplerLocation, texUnit++); + * gl.uniform4fv(u_someColorLocation, [1, 0, 0, 1]); + * gl.uniform3fv(u_somePositionLocation, [0, 1, 1]); + * gl.uniformMatrix4fv(u_someMatrix, false, [ + * 1,0,0,0, + * 0,1,0,0, + * 0,0,1,0, + * 0,0,0,0, + * ]); + * + * Note it is perfectly reasonable to call `setUniforms` multiple times. For example + * + * const uniforms = { + * u_someSampler: tex1, + * u_someOtherSampler: tex2, + * }; + * + * const moreUniforms { + * u_someColor: [1,0,0,1], + * u_somePosition: [0,1,1], + * u_someMatrix: [ + * 1,0,0,0, + * 0,1,0,0, + * 0,0,1,0, + * 0,0,0,0, + * ], + * }; + * + * twgl.setUniforms(programInfo, uniforms); + * twgl.setUniforms(programInfo, moreUniforms); + * + * You can also add WebGLSamplers to uniform samplers as in + * + * const uniforms = { + * u_someSampler: { + * texture: someWebGLTexture, + * sampler: someWebGLSampler, + * }, + * }; + * + * In which case both the sampler and texture will be bound to the + * same unit. + * + * @param {(module:twgl.ProgramInfo|Object.)} setters a `ProgramInfo` as returned from `createProgramInfo` or the setters returned from + * `createUniformSetters`. + * @param {Object.} values an object with values for the + * uniforms. + * You can pass multiple objects by putting them in an array or by calling with more arguments.For example + * + * const sharedUniforms = { + * u_fogNear: 10, + * u_projection: ... + * ... + * }; + * + * const localUniforms = { + * u_world: ... + * u_diffuseColor: ... + * }; + * + * twgl.setUniforms(programInfo, sharedUniforms, localUniforms); + * + * // is the same as + * + * twgl.setUniforms(programInfo, [sharedUniforms, localUniforms]); + * + * // is the same as + * + * twgl.setUniforms(programInfo, sharedUniforms); + * twgl.setUniforms(programInfo, localUniforms}; + * + * @memberOf module:twgl/programs + */ + + +function setUniforms(setters, values) { + // eslint-disable-line + var actualSetters = setters.uniformSetters || setters; + var numArgs = arguments.length; + + for (var aNdx = 1; aNdx < numArgs; ++aNdx) { + var _values = arguments[aNdx]; + + if (Array.isArray(_values)) { + var numValues = _values.length; + + for (var ii = 0; ii < numValues; ++ii) { + setUniforms(actualSetters, _values[ii]); + } + } else { + for (var name in _values) { + var setter = actualSetters[name]; + + if (setter) { + setter(_values[name]); + } + } + } + } +} +/** + * Alias for `setUniforms` + * @function + * @param {(module:twgl.ProgramInfo|Object.)} setters a `ProgramInfo` as returned from `createProgramInfo` or the setters returned from + * `createUniformSetters`. + * @param {Object.} values an object with values for the + * @memberOf module:twgl/programs + */ + + +var setUniformsAndBindTextures = setUniforms; +/** + * Creates setter functions for all attributes of a shader + * program. You can pass this to {@link module:twgl.setBuffersAndAttributes} to set all your buffers and attributes. + * + * @see {@link module:twgl.setAttributes} for example + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {WebGLProgram} program the program to create setters for. + * @return {Object.} an object with a setter for each attribute by name. + * @memberOf module:twgl/programs + */ + +exports.setUniformsAndBindTextures = setUniformsAndBindTextures; + +function createAttributeSetters(gl, program) { + var attribSetters = {}; + var numAttribs = gl.getProgramParameter(program, ACTIVE_ATTRIBUTES); + + for (var ii = 0; ii < numAttribs; ++ii) { + var attribInfo = gl.getActiveAttrib(program, ii); + + if (isBuiltIn(attribInfo)) { + continue; + } + + var index = gl.getAttribLocation(program, attribInfo.name); + var typeInfo = attrTypeMap[attribInfo.type]; + var setter = typeInfo.setter(gl, index, typeInfo); + setter.location = index; + attribSetters[attribInfo.name] = setter; + } + + return attribSetters; +} +/** + * Sets attributes and binds buffers (deprecated... use {@link module:twgl.setBuffersAndAttributes}) + * + * Example: + * + * const program = createProgramFromScripts( + * gl, ["some-vs", "some-fs"); + * + * const attribSetters = createAttributeSetters(program); + * + * const positionBuffer = gl.createBuffer(); + * const texcoordBuffer = gl.createBuffer(); + * + * const attribs = { + * a_position: {buffer: positionBuffer, numComponents: 3}, + * a_texcoord: {buffer: texcoordBuffer, numComponents: 2}, + * }; + * + * gl.useProgram(program); + * + * This will automatically bind the buffers AND set the + * attributes. + * + * setAttributes(attribSetters, attribs); + * + * Properties of attribs. For each attrib you can add + * properties: + * + * * type: the type of data in the buffer. Default = gl.FLOAT + * * normalize: whether or not to normalize the data. Default = false + * * stride: the stride. Default = 0 + * * offset: offset into the buffer. Default = 0 + * * divisor: the divisor for instances. Default = undefined + * + * For example if you had 3 value float positions, 2 value + * float texcoord and 4 value uint8 colors you'd setup your + * attribs like this + * + * const attribs = { + * a_position: {buffer: positionBuffer, numComponents: 3}, + * a_texcoord: {buffer: texcoordBuffer, numComponents: 2}, + * a_color: { + * buffer: colorBuffer, + * numComponents: 4, + * type: gl.UNSIGNED_BYTE, + * normalize: true, + * }, + * }; + * + * @param {Object.} setters Attribute setters as returned from createAttributeSetters + * @param {Object.} buffers AttribInfos mapped by attribute name. + * @memberOf module:twgl/programs + * @deprecated use {@link module:twgl.setBuffersAndAttributes} + */ + + +function setAttributes(setters, buffers) { + for (var name in buffers) { + var setter = setters[name]; + + if (setter) { + setter(buffers[name]); + } + } +} +/** + * Sets attributes and buffers including the `ELEMENT_ARRAY_BUFFER` if appropriate + * + * Example: + * + * const programInfo = createProgramInfo( + * gl, ["some-vs", "some-fs"); + * + * const arrays = { + * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], }, + * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], }, + * }; + * + * const bufferInfo = createBufferInfoFromArrays(gl, arrays); + * + * gl.useProgram(programInfo.program); + * + * This will automatically bind the buffers AND set the + * attributes. + * + * setBuffersAndAttributes(gl, programInfo, bufferInfo); + * + * For the example above it is equivalent to + * + * gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); + * gl.enableVertexAttribArray(a_positionLocation); + * gl.vertexAttribPointer(a_positionLocation, 3, gl.FLOAT, false, 0, 0); + * gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer); + * gl.enableVertexAttribArray(a_texcoordLocation); + * gl.vertexAttribPointer(a_texcoordLocation, 4, gl.FLOAT, false, 0, 0); + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext. + * @param {(module:twgl.ProgramInfo|Object.)} setters A `ProgramInfo` as returned from {@link module:twgl.createProgramInfo} or Attribute setters as returned from {@link module:twgl.createAttributeSetters} + * @param {(module:twgl.BufferInfo|module:twgl.VertexArrayInfo)} buffers a `BufferInfo` as returned from {@link module:twgl.createBufferInfoFromArrays}. + * or a `VertexArrayInfo` as returned from {@link module:twgl.createVertexArrayInfo} + * @memberOf module:twgl/programs + */ + + +function setBuffersAndAttributes(gl, programInfo, buffers) { + if (buffers.vertexArrayObject) { + gl.bindVertexArray(buffers.vertexArrayObject); + } else { + setAttributes(programInfo.attribSetters || programInfo, buffers.attribs); + + if (buffers.indices) { + gl.bindBuffer(ELEMENT_ARRAY_BUFFER, buffers.indices); + } + } +} +/** + * @typedef {Object} ProgramInfo + * @property {WebGLProgram} program A shader program + * @property {Object} uniformSetters object of setters as returned from createUniformSetters, + * @property {Object} attribSetters object of setters as returned from createAttribSetters, + * @property {module:twgl.UniformBlockSpec} [uniformBlockSpace] a uniform block spec for making UniformBlockInfos with createUniformBlockInfo etc.. + * @property {Object} [transformFeedbackInfo] info for transform feedbacks + * @memberOf module:twgl + */ + +/** + * Creates a ProgramInfo from an existing program. + * + * A ProgramInfo contains + * + * programInfo = { + * program: WebGLProgram, + * uniformSetters: object of setters as returned from createUniformSetters, + * attribSetters: object of setters as returned from createAttribSetters, + * } + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext + * to use. + * @param {WebGLProgram} program an existing WebGLProgram. + * @return {module:twgl.ProgramInfo} The created ProgramInfo. + * @memberOf module:twgl/programs + */ + + +function createProgramInfoFromProgram(gl, program) { + var uniformSetters = createUniformSetters(gl, program); + var attribSetters = createAttributeSetters(gl, program); + var programInfo = { + program: program, + uniformSetters: uniformSetters, + attribSetters: attribSetters + }; + + if (utils.isWebGL2(gl)) { + programInfo.uniformBlockSpec = createUniformBlockSpecFromProgram(gl, program); + programInfo.transformFeedbackInfo = createTransformFeedbackInfo(gl, program); + } + + return programInfo; +} +/** + * Creates a ProgramInfo from 2 sources. + * + * A ProgramInfo contains + * + * programInfo = { + * program: WebGLProgram, + * uniformSetters: object of setters as returned from createUniformSetters, + * attribSetters: object of setters as returned from createAttribSetters, + * } + * + * NOTE: There are 4 signatures for this function + * + * twgl.createProgramInfo(gl, [vs, fs], options); + * twgl.createProgramInfo(gl, [vs, fs], opt_errFunc); + * twgl.createProgramInfo(gl, [vs, fs], opt_attribs, opt_errFunc); + * twgl.createProgramInfo(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc); + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext + * to use. + * @param {string[]} shaderSources Array of sources for the + * shaders or ids. The first is assumed to be the vertex shader, + * the second the fragment shader. + * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in + * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback. + * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console + * on error. If you want something else pass an callback. It's passed an error message. + * @return {module:twgl.ProgramInfo?} The created ProgramInfo or null if it failed to link or compile + * @memberOf module:twgl/programs + */ + + +function createProgramInfo(gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) { + var progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback); + var good = true; + shaderSources = shaderSources.map(function (source) { + // Lets assume if there is no \n it's an id + if (source.indexOf("\n") < 0) { + var script = getElementById(source); + + if (!script) { + progOptions.errorCallback("no element with id: " + source); + good = false; + } else { + source = script.text; + } + } + + return source; + }); + + if (!good) { + return null; + } + + var program = createProgramFromSources(gl, shaderSources, progOptions); + + if (!program) { + return null; + } + + return createProgramInfoFromProgram(gl, program); +} + +/***/ }), + +/***/ "./src/textures.js": +/*!*************************!*\ + !*** ./src/textures.js ***! + \*************************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +exports.setTextureDefaults_ = setDefaults; +exports.createSampler = createSampler; +exports.createSamplers = createSamplers; +exports.setSamplerParameters = setSamplerParameters; +exports.createTexture = createTexture; +exports.setEmptyTexture = setEmptyTexture; +exports.setTextureFromArray = setTextureFromArray; +exports.loadTextureFromUrl = loadTextureFromUrl; +exports.setTextureFromElement = setTextureFromElement; +exports.setTextureFilteringForSize = setTextureFilteringForSize; +exports.setTextureParameters = setTextureParameters; +exports.setDefaultTextureColor = setDefaultTextureColor; +exports.createTextures = createTextures; +exports.resizeTexture = resizeTexture; +exports.canGenerateMipmap = canGenerateMipmap; +exports.canFilter = canFilter; +exports.getNumComponentsForFormat = getNumComponentsForFormat; +exports.getBytesPerElementForInternalFormat = getBytesPerElementForInternalFormat; +exports.getFormatAndTypeForInternalFormat = getFormatAndTypeForInternalFormat; + +var utils = _interopRequireWildcard(__webpack_require__(/*! ./utils.js */ "./src/utils.js")); + +var typedArrays = _interopRequireWildcard(__webpack_require__(/*! ./typedarrays.js */ "./src/typedarrays.js")); + +var helper = _interopRequireWildcard(__webpack_require__(/*! ./helper.js */ "./src/helper.js")); + +function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; } + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * Low level texture related functions + * + * You should generally not need to use these functions. They are provided + * for those cases where you're doing something out of the ordinary + * and you need lower level access. + * + * For backward compatibility they are available at both `twgl.textures` and `twgl` + * itself + * + * See {@link module:twgl} for core functions + * + * @module twgl/textures + */ +// make sure we don't see a global gl +var gl = undefined; +/* eslint-disable-line */ + +/* lgtm [js/unused-local-variable] */ + +var defaults = { + textureColor: new Uint8Array([128, 192, 255, 255]), + textureOptions: {}, + crossOrigin: undefined +}; +var isArrayBuffer = typedArrays.isArrayBuffer; // Should we make this on demand? + +var s_ctx; + +function getShared2DContext() { + s_ctx = s_ctx || (typeof document !== 'undefined' && document.createElement ? document.createElement("canvas").getContext("2d") : null); + return s_ctx; +} // NOTE: Chrome supports 2D canvas in a Worker (behind flag as of v64 but +// not only does Firefox NOT support it but Firefox freezes immediately +// if you try to create one instead of just returning null and continuing. +// : (global.OffscreenCanvas && (new global.OffscreenCanvas(1, 1)).getContext("2d")); // OffscreenCanvas may not support 2d +// NOTE: We can maybe remove some of the need for the 2d canvas. In WebGL2 +// we can use the various unpack settings. Otherwise we could try using +// the ability of an ImageBitmap to be cut. Unfortunately cutting an ImageBitmap +// is async and the current TWGL code expects a non-Async result though that +// might not be a problem. ImageBitmap though is not available in Edge or Safari +// as of 2018-01-02 + +/* PixelFormat */ + + +var ALPHA = 0x1906; +var RGB = 0x1907; +var RGBA = 0x1908; +var LUMINANCE = 0x1909; +var LUMINANCE_ALPHA = 0x190A; +var DEPTH_COMPONENT = 0x1902; +var DEPTH_STENCIL = 0x84F9; +/* TextureWrapMode */ +// const REPEAT = 0x2901; +// const MIRRORED_REPEAT = 0x8370; + +var CLAMP_TO_EDGE = 0x812f; +/* TextureMagFilter */ + +var NEAREST = 0x2600; +var LINEAR = 0x2601; +/* TextureMinFilter */ +// const NEAREST_MIPMAP_NEAREST = 0x2700; +// const LINEAR_MIPMAP_NEAREST = 0x2701; +// const NEAREST_MIPMAP_LINEAR = 0x2702; +// const LINEAR_MIPMAP_LINEAR = 0x2703; + +/* Texture Target */ + +var TEXTURE_2D = 0x0de1; +var TEXTURE_CUBE_MAP = 0x8513; +var TEXTURE_3D = 0x806f; +var TEXTURE_2D_ARRAY = 0x8c1a; +/* Cubemap Targets */ + +var TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515; +var TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516; +var TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517; +var TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518; +var TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519; +var TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851a; +/* Texture Parameters */ + +var TEXTURE_MIN_FILTER = 0x2801; +var TEXTURE_MAG_FILTER = 0x2800; +var TEXTURE_WRAP_S = 0x2802; +var TEXTURE_WRAP_T = 0x2803; +var TEXTURE_WRAP_R = 0x8072; +var TEXTURE_MIN_LOD = 0x813a; +var TEXTURE_MAX_LOD = 0x813b; +var TEXTURE_BASE_LEVEL = 0x813c; +var TEXTURE_MAX_LEVEL = 0x813d; +/* Pixel store */ + +var UNPACK_ALIGNMENT = 0x0cf5; +var UNPACK_ROW_LENGTH = 0x0cf2; +var UNPACK_IMAGE_HEIGHT = 0x806e; +var UNPACK_SKIP_PIXELS = 0x0cf4; +var UNPACK_SKIP_ROWS = 0x0cf3; +var UNPACK_SKIP_IMAGES = 0x806d; +var UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243; +var UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241; +var UNPACK_FLIP_Y_WEBGL = 0x9240; +var R8 = 0x8229; +var R8_SNORM = 0x8F94; +var R16F = 0x822D; +var R32F = 0x822E; +var R8UI = 0x8232; +var R8I = 0x8231; +var RG16UI = 0x823A; +var RG16I = 0x8239; +var RG32UI = 0x823C; +var RG32I = 0x823B; +var RG8 = 0x822B; +var RG8_SNORM = 0x8F95; +var RG16F = 0x822F; +var RG32F = 0x8230; +var RG8UI = 0x8238; +var RG8I = 0x8237; +var R16UI = 0x8234; +var R16I = 0x8233; +var R32UI = 0x8236; +var R32I = 0x8235; +var RGB8 = 0x8051; +var SRGB8 = 0x8C41; +var RGB565 = 0x8D62; +var RGB8_SNORM = 0x8F96; +var R11F_G11F_B10F = 0x8C3A; +var RGB9_E5 = 0x8C3D; +var RGB16F = 0x881B; +var RGB32F = 0x8815; +var RGB8UI = 0x8D7D; +var RGB8I = 0x8D8F; +var RGB16UI = 0x8D77; +var RGB16I = 0x8D89; +var RGB32UI = 0x8D71; +var RGB32I = 0x8D83; +var RGBA8 = 0x8058; +var SRGB8_ALPHA8 = 0x8C43; +var RGBA8_SNORM = 0x8F97; +var RGB5_A1 = 0x8057; +var RGBA4 = 0x8056; +var RGB10_A2 = 0x8059; +var RGBA16F = 0x881A; +var RGBA32F = 0x8814; +var RGBA8UI = 0x8D7C; +var RGBA8I = 0x8D8E; +var RGB10_A2UI = 0x906F; +var RGBA16UI = 0x8D76; +var RGBA16I = 0x8D88; +var RGBA32I = 0x8D82; +var RGBA32UI = 0x8D70; +var DEPTH_COMPONENT16 = 0x81A5; +var DEPTH_COMPONENT24 = 0x81A6; +var DEPTH_COMPONENT32F = 0x8CAC; +var DEPTH32F_STENCIL8 = 0x8CAD; +var DEPTH24_STENCIL8 = 0x88F0; +/* DataType */ + +var BYTE = 0x1400; +var UNSIGNED_BYTE = 0x1401; +var SHORT = 0x1402; +var UNSIGNED_SHORT = 0x1403; +var INT = 0x1404; +var UNSIGNED_INT = 0x1405; +var FLOAT = 0x1406; +var UNSIGNED_SHORT_4_4_4_4 = 0x8033; +var UNSIGNED_SHORT_5_5_5_1 = 0x8034; +var UNSIGNED_SHORT_5_6_5 = 0x8363; +var HALF_FLOAT = 0x140B; +var HALF_FLOAT_OES = 0x8D61; // Thanks Khronos for making this different >:( + +var UNSIGNED_INT_2_10_10_10_REV = 0x8368; +var UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B; +var UNSIGNED_INT_5_9_9_9_REV = 0x8C3E; +var FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD; +var UNSIGNED_INT_24_8 = 0x84FA; +var RG = 0x8227; +var RG_INTEGER = 0x8228; +var RED = 0x1903; +var RED_INTEGER = 0x8D94; +var RGB_INTEGER = 0x8D98; +var RGBA_INTEGER = 0x8D99; +var formatInfo = {}; +{ + // NOTE: this is named `numColorComponents` vs `numComponents` so we can let Uglify mangle + // the name. + var f = formatInfo; + f[ALPHA] = { + numColorComponents: 1 + }; + f[LUMINANCE] = { + numColorComponents: 1 + }; + f[LUMINANCE_ALPHA] = { + numColorComponents: 2 + }; + f[RGB] = { + numColorComponents: 3 + }; + f[RGBA] = { + numColorComponents: 4 + }; + f[RED] = { + numColorComponents: 1 + }; + f[RED_INTEGER] = { + numColorComponents: 1 + }; + f[RG] = { + numColorComponents: 2 + }; + f[RG_INTEGER] = { + numColorComponents: 2 + }; + f[RGB] = { + numColorComponents: 3 + }; + f[RGB_INTEGER] = { + numColorComponents: 3 + }; + f[RGBA] = { + numColorComponents: 4 + }; + f[RGBA_INTEGER] = { + numColorComponents: 4 + }; + f[DEPTH_COMPONENT] = { + numColorComponents: 1 + }; + f[DEPTH_STENCIL] = { + numColorComponents: 2 + }; +} +/** + * @typedef {Object} TextureFormatDetails + * @property {number} textureFormat format to pass texImage2D and similar functions. + * @property {boolean} colorRenderable true if you can render to this format of texture. + * @property {boolean} textureFilterable true if you can filter the texture, false if you can ony use `NEAREST`. + * @property {number[]} type Array of possible types you can pass to texImage2D and similar function + * @property {Object.} bytesPerElementMap A map of types to bytes per element + * @private + */ + +var s_textureInternalFormatInfo; + +function getTextureInternalFormatInfo(internalFormat) { + if (!s_textureInternalFormatInfo) { + // NOTE: these properties need unique names so we can let Uglify mangle the name. + var t = {}; // unsized formats + + t[ALPHA] = { + textureFormat: ALPHA, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [1, 2, 2, 4], + type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT] + }; + t[LUMINANCE] = { + textureFormat: LUMINANCE, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [1, 2, 2, 4], + type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT] + }; + t[LUMINANCE_ALPHA] = { + textureFormat: LUMINANCE_ALPHA, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [2, 4, 4, 8], + type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT] + }; + t[RGB] = { + textureFormat: RGB, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [3, 6, 6, 12, 2], + type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT, UNSIGNED_SHORT_5_6_5] + }; + t[RGBA] = { + textureFormat: RGBA, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [4, 8, 8, 16, 2, 2], + type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT, UNSIGNED_SHORT_4_4_4_4, UNSIGNED_SHORT_5_5_5_1] + }; // sized formats + + t[R8] = { + textureFormat: RED, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [1], + type: [UNSIGNED_BYTE] + }; + t[R8_SNORM] = { + textureFormat: RED, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [1], + type: [BYTE] + }; + t[R16F] = { + textureFormat: RED, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [4, 2], + type: [FLOAT, HALF_FLOAT] + }; + t[R32F] = { + textureFormat: RED, + colorRenderable: false, + textureFilterable: false, + bytesPerElement: [4], + type: [FLOAT] + }; + t[R8UI] = { + textureFormat: RED_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [1], + type: [UNSIGNED_BYTE] + }; + t[R8I] = { + textureFormat: RED_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [1], + type: [BYTE] + }; + t[R16UI] = { + textureFormat: RED_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [2], + type: [UNSIGNED_SHORT] + }; + t[R16I] = { + textureFormat: RED_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [2], + type: [SHORT] + }; + t[R32UI] = { + textureFormat: RED_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [UNSIGNED_INT] + }; + t[R32I] = { + textureFormat: RED_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [INT] + }; + t[RG8] = { + textureFormat: RG, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [2], + type: [UNSIGNED_BYTE] + }; + t[RG8_SNORM] = { + textureFormat: RG, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [2], + type: [BYTE] + }; + t[RG16F] = { + textureFormat: RG, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [8, 4], + type: [FLOAT, HALF_FLOAT] + }; + t[RG32F] = { + textureFormat: RG, + colorRenderable: false, + textureFilterable: false, + bytesPerElement: [8], + type: [FLOAT] + }; + t[RG8UI] = { + textureFormat: RG_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [2], + type: [UNSIGNED_BYTE] + }; + t[RG8I] = { + textureFormat: RG_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [2], + type: [BYTE] + }; + t[RG16UI] = { + textureFormat: RG_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [UNSIGNED_SHORT] + }; + t[RG16I] = { + textureFormat: RG_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [SHORT] + }; + t[RG32UI] = { + textureFormat: RG_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [8], + type: [UNSIGNED_INT] + }; + t[RG32I] = { + textureFormat: RG_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [8], + type: [INT] + }; + t[RGB8] = { + textureFormat: RGB, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [3], + type: [UNSIGNED_BYTE] + }; + t[SRGB8] = { + textureFormat: RGB, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [3], + type: [UNSIGNED_BYTE] + }; + t[RGB565] = { + textureFormat: RGB, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [3, 2], + type: [UNSIGNED_BYTE, UNSIGNED_SHORT_5_6_5] + }; + t[RGB8_SNORM] = { + textureFormat: RGB, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [3], + type: [BYTE] + }; + t[R11F_G11F_B10F] = { + textureFormat: RGB, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [12, 6, 4], + type: [FLOAT, HALF_FLOAT, UNSIGNED_INT_10F_11F_11F_REV] + }; + t[RGB9_E5] = { + textureFormat: RGB, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [12, 6, 4], + type: [FLOAT, HALF_FLOAT, UNSIGNED_INT_5_9_9_9_REV] + }; + t[RGB16F] = { + textureFormat: RGB, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [12, 6], + type: [FLOAT, HALF_FLOAT] + }; + t[RGB32F] = { + textureFormat: RGB, + colorRenderable: false, + textureFilterable: false, + bytesPerElement: [12], + type: [FLOAT] + }; + t[RGB8UI] = { + textureFormat: RGB_INTEGER, + colorRenderable: false, + textureFilterable: false, + bytesPerElement: [3], + type: [UNSIGNED_BYTE] + }; + t[RGB8I] = { + textureFormat: RGB_INTEGER, + colorRenderable: false, + textureFilterable: false, + bytesPerElement: [3], + type: [BYTE] + }; + t[RGB16UI] = { + textureFormat: RGB_INTEGER, + colorRenderable: false, + textureFilterable: false, + bytesPerElement: [6], + type: [UNSIGNED_SHORT] + }; + t[RGB16I] = { + textureFormat: RGB_INTEGER, + colorRenderable: false, + textureFilterable: false, + bytesPerElement: [6], + type: [SHORT] + }; + t[RGB32UI] = { + textureFormat: RGB_INTEGER, + colorRenderable: false, + textureFilterable: false, + bytesPerElement: [12], + type: [UNSIGNED_INT] + }; + t[RGB32I] = { + textureFormat: RGB_INTEGER, + colorRenderable: false, + textureFilterable: false, + bytesPerElement: [12], + type: [INT] + }; + t[RGBA8] = { + textureFormat: RGBA, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [4], + type: [UNSIGNED_BYTE] + }; + t[SRGB8_ALPHA8] = { + textureFormat: RGBA, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [4], + type: [UNSIGNED_BYTE] + }; + t[RGBA8_SNORM] = { + textureFormat: RGBA, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [4], + type: [BYTE] + }; + t[RGB5_A1] = { + textureFormat: RGBA, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [4, 2, 4], + type: [UNSIGNED_BYTE, UNSIGNED_SHORT_5_5_5_1, UNSIGNED_INT_2_10_10_10_REV] + }; + t[RGBA4] = { + textureFormat: RGBA, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [4, 2], + type: [UNSIGNED_BYTE, UNSIGNED_SHORT_4_4_4_4] + }; + t[RGB10_A2] = { + textureFormat: RGBA, + colorRenderable: true, + textureFilterable: true, + bytesPerElement: [4], + type: [UNSIGNED_INT_2_10_10_10_REV] + }; + t[RGBA16F] = { + textureFormat: RGBA, + colorRenderable: false, + textureFilterable: true, + bytesPerElement: [16, 8], + type: [FLOAT, HALF_FLOAT] + }; + t[RGBA32F] = { + textureFormat: RGBA, + colorRenderable: false, + textureFilterable: false, + bytesPerElement: [16], + type: [FLOAT] + }; + t[RGBA8UI] = { + textureFormat: RGBA_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [UNSIGNED_BYTE] + }; + t[RGBA8I] = { + textureFormat: RGBA_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [BYTE] + }; + t[RGB10_A2UI] = { + textureFormat: RGBA_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [UNSIGNED_INT_2_10_10_10_REV] + }; + t[RGBA16UI] = { + textureFormat: RGBA_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [8], + type: [UNSIGNED_SHORT] + }; + t[RGBA16I] = { + textureFormat: RGBA_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [8], + type: [SHORT] + }; + t[RGBA32I] = { + textureFormat: RGBA_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [16], + type: [INT] + }; + t[RGBA32UI] = { + textureFormat: RGBA_INTEGER, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [16], + type: [UNSIGNED_INT] + }; // Sized Internal + + t[DEPTH_COMPONENT16] = { + textureFormat: DEPTH_COMPONENT, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [2, 4], + type: [UNSIGNED_SHORT, UNSIGNED_INT] + }; + t[DEPTH_COMPONENT24] = { + textureFormat: DEPTH_COMPONENT, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [UNSIGNED_INT] + }; + t[DEPTH_COMPONENT32F] = { + textureFormat: DEPTH_COMPONENT, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [FLOAT] + }; + t[DEPTH24_STENCIL8] = { + textureFormat: DEPTH_STENCIL, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [UNSIGNED_INT_24_8] + }; + t[DEPTH32F_STENCIL8] = { + textureFormat: DEPTH_STENCIL, + colorRenderable: true, + textureFilterable: false, + bytesPerElement: [4], + type: [FLOAT_32_UNSIGNED_INT_24_8_REV] + }; + Object.keys(t).forEach(function (internalFormat) { + var info = t[internalFormat]; + info.bytesPerElementMap = {}; + info.bytesPerElement.forEach(function (bytesPerElement, ndx) { + var type = info.type[ndx]; + info.bytesPerElementMap[type] = bytesPerElement; + }); + }); + s_textureInternalFormatInfo = t; + } + + return s_textureInternalFormatInfo[internalFormat]; +} +/** + * Gets the number of bytes per element for a given internalFormat / type + * @param {number} internalFormat The internalFormat parameter from texImage2D etc.. + * @param {number} type The type parameter for texImage2D etc.. + * @return {number} the number of bytes per element for the given internalFormat, type combo + * @memberOf module:twgl/textures + */ + + +function getBytesPerElementForInternalFormat(internalFormat, type) { + var info = getTextureInternalFormatInfo(internalFormat); + + if (!info) { + throw "unknown internal format"; + } + + var bytesPerElement = info.bytesPerElementMap[type]; + + if (bytesPerElement === undefined) { + throw "unknown internal format"; + } + + return bytesPerElement; +} +/** + * Info related to a specific texture internalFormat as returned + * from {@link module:twgl/textures.getFormatAndTypeForInternalFormat}. + * + * @typedef {Object} TextureFormatInfo + * @property {number} format Format to pass to texImage2D and related functions + * @property {number} type Type to pass to texImage2D and related functions + * @memberOf module:twgl/textures + */ + +/** + * Gets the format and type for a given internalFormat + * + * @param {number} internalFormat The internal format + * @return {module:twgl/textures.TextureFormatInfo} the corresponding format and type, + * @memberOf module:twgl/textures + */ + + +function getFormatAndTypeForInternalFormat(internalFormat) { + var info = getTextureInternalFormatInfo(internalFormat); + + if (!info) { + throw "unknown internal format"; + } + + return { + format: info.textureFormat, + type: info.type[0] + }; +} +/** + * Returns true if value is power of 2 + * @param {number} value number to check. + * @return true if value is power of 2 + * @private + */ + + +function isPowerOf2(value) { + return (value & value - 1) === 0; +} +/** + * Gets whether or not we can generate mips for the given + * internal format. + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {number} width The width parameter from texImage2D etc.. + * @param {number} height The height parameter from texImage2D etc.. + * @param {number} internalFormat The internalFormat parameter from texImage2D etc.. + * @return {boolean} true if we can generate mips + * @memberOf module:twgl/textures + */ + + +function canGenerateMipmap(gl, width, height, internalFormat) { + if (!utils.isWebGL2(gl)) { + return isPowerOf2(width) && isPowerOf2(height); + } + + var info = getTextureInternalFormatInfo(internalFormat); + + if (!info) { + throw "unknown internal format"; + } + + return info.colorRenderable && info.textureFilterable; +} +/** + * Gets whether or not we can generate mips for the given format + * @param {number} internalFormat The internalFormat parameter from texImage2D etc.. + * @return {boolean} true if we can generate mips + * @memberOf module:twgl/textures + */ + + +function canFilter(internalFormat) { + var info = getTextureInternalFormatInfo(internalFormat); + + if (!info) { + throw "unknown internal format"; + } + + return info.textureFilterable; +} +/** + * Gets the number of components for a given image format. + * @param {number} format the format. + * @return {number} the number of components for the format. + * @memberOf module:twgl/textures + */ + + +function getNumComponentsForFormat(format) { + var info = formatInfo[format]; + + if (!info) { + throw "unknown format: " + format; + } + + return info.numColorComponents; +} +/** + * Gets the texture type for a given array type. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @return {number} the gl texture type + * @private + */ + + +function getTextureTypeForArrayType(gl, src, defaultType) { + if (isArrayBuffer(src)) { + return typedArrays.getGLTypeForTypedArray(src); + } + + return defaultType || UNSIGNED_BYTE; +} + +function guessDimensions(gl, target, width, height, numElements) { + if (numElements % 1 !== 0) { + throw "can't guess dimensions"; + } + + if (!width && !height) { + var size = Math.sqrt(numElements / (target === TEXTURE_CUBE_MAP ? 6 : 1)); + + if (size % 1 === 0) { + width = size; + height = size; + } else { + width = numElements; + height = 1; + } + } else if (!height) { + height = numElements / width; + + if (height % 1) { + throw "can't guess dimensions"; + } + } else if (!width) { + width = numElements / height; + + if (width % 1) { + throw "can't guess dimensions"; + } + } + + return { + width: width, + height: height + }; +} +/** + * Sets the default texture color. + * + * The default texture color is used when loading textures from + * urls. Because the URL will be loaded async we'd like to be + * able to use the texture immediately. By putting a 1x1 pixel + * color in the texture we can start using the texture before + * the URL has loaded. + * + * @param {number[]} color Array of 4 values in the range 0 to 1 + * @deprecated see {@link module:twgl.setDefaults} + * @memberOf module:twgl/textures + */ + + +function setDefaultTextureColor(color) { + defaults.textureColor = new Uint8Array([color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255]); +} + +function setDefaults(newDefaults) { + helper.copyExistingProperties(newDefaults, defaults); + + if (newDefaults.textureColor) { + setDefaultTextureColor(newDefaults.textureColor); + } +} +/** + * A function to generate the source for a texture. + * @callback TextureFunc + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @param {module:twgl.TextureOptions} options the texture options + * @return {*} Returns any of the things documented for `src` for {@link module:twgl.TextureOptions}. + * @memberOf module:twgl + */ + +/** + * Texture options passed to most texture functions. Each function will use whatever options + * are appropriate for its needs. This lets you pass the same options to all functions. + * + * Note: A `TexImageSource` is defined in the WebGL spec as a `HTMLImageElement`, `HTMLVideoElement`, + * `HTMLCanvasElement`, `ImageBitmap`, or `ImageData`. + * + * @typedef {Object} TextureOptions + * @property {number} [target] the type of texture `gl.TEXTURE_2D` or `gl.TEXTURE_CUBE_MAP`. Defaults to `gl.TEXTURE_2D`. + * @property {number} [level] the mip level to affect. Defaults to 0. Note, if set auto will be considered false unless explicitly set to true. + * @property {number} [width] the width of the texture. Only used if src is an array or typed array or null. + * @property {number} [height] the height of a texture. Only used if src is an array or typed array or null. + * @property {number} [depth] the depth of a texture. Only used if src is an array or type array or null and target is `TEXTURE_3D` . + * @property {number} [min] the min filter setting (eg. `gl.LINEAR`). Defaults to `gl.NEAREST_MIPMAP_LINEAR` + * or if texture is not a power of 2 on both dimensions then defaults to `gl.LINEAR`. + * @property {number} [mag] the mag filter setting (eg. `gl.LINEAR`). Defaults to `gl.LINEAR` + * @property {number} [minMag] both the min and mag filter settings. + * @property {number} [internalFormat] internal format for texture. Defaults to `gl.RGBA` + * @property {number} [format] format for texture. Defaults to `gl.RGBA`. + * @property {number} [type] type for texture. Defaults to `gl.UNSIGNED_BYTE` unless `src` is ArrayBufferView. If `src` + * is ArrayBufferView defaults to type that matches ArrayBufferView type. + * @property {number} [wrap] Texture wrapping for both S and T (and R if TEXTURE_3D or WebGLSampler). Defaults to `gl.REPEAT` for 2D unless src is WebGL1 and src not npot and `gl.CLAMP_TO_EDGE` for cube + * @property {number} [wrapS] Texture wrapping for S. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`. + * @property {number} [wrapT] Texture wrapping for T. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`. + * @property {number} [wrapR] Texture wrapping for R. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`. + * @property {number} [minLod] TEXTURE_MIN_LOD setting + * @property {number} [maxLod] TEXTURE_MAX_LOD setting + * @property {number} [baseLevel] TEXTURE_BASE_LEVEL setting + * @property {number} [maxLevel] TEXTURE_MAX_LEVEL setting + * @property {number} [unpackAlignment] The `gl.UNPACK_ALIGNMENT` used when uploading an array. Defaults to 1. + * @property {number[]|ArrayBufferView} [color] Color to initialize this texture with if loading an image asynchronously. + * The default use a blue 1x1 pixel texture. You can set another default by calling `twgl.setDefaults` + * or you can set an individual texture's initial color by setting this property. Example: `[1, .5, .5, 1]` = pink + * @property {number} [premultiplyAlpha] Whether or not to premultiply alpha. Defaults to whatever the current setting is. + * This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override + * the current setting for specific textures. + * @property {number} [flipY] Whether or not to flip the texture vertically on upload. Defaults to whatever the current setting is. + * This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override + * the current setting for specific textures. + * @property {number} [colorspaceConversion] Whether or not to let the browser do colorspace conversion of the texture on upload. Defaults to whatever the current setting is. + * This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override + * the current setting for specific textures. + * @property {boolean} [auto] If `undefined` or `true`, in WebGL1, texture filtering is set automatically for non-power of 2 images and + * mips are generated for power of 2 images. In WebGL2 mips are generated if they can be. Note: if `level` is set above + * then then `auto` is assumed to be `false` unless explicity set to `true`. + * @property {number[]} [cubeFaceOrder] The order that cube faces are pulled out of an img or set of images. The default is + * + * [gl.TEXTURE_CUBE_MAP_POSITIVE_X, + * gl.TEXTURE_CUBE_MAP_NEGATIVE_X, + * gl.TEXTURE_CUBE_MAP_POSITIVE_Y, + * gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, + * gl.TEXTURE_CUBE_MAP_POSITIVE_Z, + * gl.TEXTURE_CUBE_MAP_NEGATIVE_Z] + * + * @property {(number[]|ArrayBufferView|TexImageSource|TexImageSource[]|string|string[]|module:twgl.TextureFunc)} [src] source for texture + * + * If `string` then it's assumed to be a URL to an image. The image will be downloaded async. A usable + * 1x1 pixel texture will be returned immediately. The texture will be updated once the image has downloaded. + * If `target` is `gl.TEXTURE_CUBE_MAP` will attempt to divide image into 6 square pieces. 1x6, 6x1, 3x2, 2x3. + * The pieces will be uploaded in `cubeFaceOrder` + * + * If `string[]` or `TexImageSource[]` and target is `gl.TEXTURE_CUBE_MAP` then it must have 6 entries, one for each face of a cube map. + * + * If `string[]` or `TexImageSource[]` and target is `gl.TEXTURE_2D_ARRAY` then each entry is a slice of the a 2d array texture + * and will be scaled to the specified width and height OR to the size of the first image that loads. + * + * If `TexImageSource` then it wil be used immediately to create the contents of the texture. Examples `HTMLImageElement`, + * `HTMLCanvasElement`, `HTMLVideoElement`. + * + * If `number[]` or `ArrayBufferView` it's assumed to be data for a texture. If `width` or `height` is + * not specified it is guessed as follows. First the number of elements is computed by `src.length / numComponents` + * where `numComponents` is derived from `format`. If `target` is `gl.TEXTURE_CUBE_MAP` then `numElements` is divided + * by 6. Then + * + * * If neither `width` nor `height` are specified and `sqrt(numElements)` is an integer then width and height + * are set to `sqrt(numElements)`. Otherwise `width = numElements` and `height = 1`. + * + * * If only one of `width` or `height` is specified then the other equals `numElements / specifiedDimension`. + * + * If `number[]` will be converted to `type`. + * + * If `src` is a function it will be called with a `WebGLRenderingContext` and these options. + * Whatever it returns is subject to these rules. So it can return a string url, an `HTMLElement` + * an array etc... + * + * If `src` is undefined then an empty texture will be created of size `width` by `height`. + * + * @property {string} [crossOrigin] What to set the crossOrigin property of images when they are downloaded. + * default: undefined. Also see {@link module:twgl.setDefaults}. + * + * @memberOf module:twgl + */ +// NOTE: While querying GL is considered slow it's not remotely as slow +// as uploading a texture. On top of that you're unlikely to call this in +// a perf critical loop. Even if upload a texture every frame that's unlikely +// to be more than 1 or 2 textures a frame. In other words, the benefits of +// making the API easy to use outweigh any supposed perf benefits +// +// Also note I get that having one global of these is bad practice. +// As long as it's used correctly it means no garbage which probably +// doesn't matter when dealing with textures but old habits die hard. + + +var lastPackState = {}; +/** + * Saves any packing state that will be set based on the options. + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @private + */ + +function savePackState(gl, options) { + if (options.colorspaceConversion !== undefined) { + lastPackState.colorspaceConversion = gl.getParameter(UNPACK_COLORSPACE_CONVERSION_WEBGL); + gl.pixelStorei(UNPACK_COLORSPACE_CONVERSION_WEBGL, options.colorspaceConversion); + } + + if (options.premultiplyAlpha !== undefined) { + lastPackState.premultiplyAlpha = gl.getParameter(UNPACK_PREMULTIPLY_ALPHA_WEBGL); + gl.pixelStorei(UNPACK_PREMULTIPLY_ALPHA_WEBGL, options.premultiplyAlpha); + } + + if (options.flipY !== undefined) { + lastPackState.flipY = gl.getParameter(UNPACK_FLIP_Y_WEBGL); + gl.pixelStorei(UNPACK_FLIP_Y_WEBGL, options.flipY); + } +} +/** + * Restores any packing state that was set based on the options. + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @private + */ + + +function restorePackState(gl, options) { + if (options.colorspaceConversion !== undefined) { + gl.pixelStorei(UNPACK_COLORSPACE_CONVERSION_WEBGL, lastPackState.colorspaceConversion); + } + + if (options.premultiplyAlpha !== undefined) { + gl.pixelStorei(UNPACK_PREMULTIPLY_ALPHA_WEBGL, lastPackState.premultiplyAlpha); + } + + if (options.flipY !== undefined) { + gl.pixelStorei(UNPACK_FLIP_Y_WEBGL, lastPackState.flipY); + } +} +/** + * Saves state related to data size + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @private + */ + + +function saveSkipState(gl) { + lastPackState.unpackAlignment = gl.getParameter(UNPACK_ALIGNMENT); + + if (utils.isWebGL2(gl)) { + lastPackState.unpackRowLength = gl.getParameter(UNPACK_ROW_LENGTH); + lastPackState.unpackImageHeight = gl.getParameter(UNPACK_IMAGE_HEIGHT); + lastPackState.unpackSkipPixels = gl.getParameter(UNPACK_SKIP_PIXELS); + lastPackState.unpackSkipRows = gl.getParameter(UNPACK_SKIP_ROWS); + lastPackState.unpackSkipImages = gl.getParameter(UNPACK_SKIP_IMAGES); + } +} +/** + * Restores state related to data size + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @private + */ + + +function restoreSkipState(gl) { + gl.pixelStorei(UNPACK_ALIGNMENT, lastPackState.unpackAlignment); + + if (utils.isWebGL2(gl)) { + gl.pixelStorei(UNPACK_ROW_LENGTH, lastPackState.unpackRowLength); + gl.pixelStorei(UNPACK_IMAGE_HEIGHT, lastPackState.unpackImageHeight); + gl.pixelStorei(UNPACK_SKIP_PIXELS, lastPackState.unpackSkipPixels); + gl.pixelStorei(UNPACK_SKIP_ROWS, lastPackState.unpackSkipRows); + gl.pixelStorei(UNPACK_SKIP_IMAGES, lastPackState.unpackSkipImages); + } +} +/** + * Sets the parameters of a texture or sampler + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {number|WebGLSampler} target texture target or sampler + * @param {function()} parameteriFn texParameteri or samplerParameteri fn + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * This is often the same options you passed in when you created the texture. + * @private + */ + + +function setTextureSamplerParameters(gl, target, parameteriFn, options) { + if (options.minMag) { + parameteriFn.call(gl, target, TEXTURE_MIN_FILTER, options.minMag); + parameteriFn.call(gl, target, TEXTURE_MAG_FILTER, options.minMag); + } + + if (options.min) { + parameteriFn.call(gl, target, TEXTURE_MIN_FILTER, options.min); + } + + if (options.mag) { + parameteriFn.call(gl, target, TEXTURE_MAG_FILTER, options.mag); + } + + if (options.wrap) { + parameteriFn.call(gl, target, TEXTURE_WRAP_S, options.wrap); + parameteriFn.call(gl, target, TEXTURE_WRAP_T, options.wrap); + + if (target === TEXTURE_3D || helper.isSampler(gl, target)) { + parameteriFn.call(gl, target, TEXTURE_WRAP_R, options.wrap); + } + } + + if (options.wrapR) { + parameteriFn.call(gl, target, TEXTURE_WRAP_R, options.wrapR); + } + + if (options.wrapS) { + parameteriFn.call(gl, target, TEXTURE_WRAP_S, options.wrapS); + } + + if (options.wrapT) { + parameteriFn.call(gl, target, TEXTURE_WRAP_T, options.wrapT); + } + + if (options.minLod) { + parameteriFn.call(gl, target, TEXTURE_MIN_LOD, options.minLod); + } + + if (options.maxLod) { + parameteriFn.call(gl, target, TEXTURE_MAX_LOD, options.maxLod); + } + + if (options.baseLevel) { + parameteriFn.call(gl, target, TEXTURE_BASE_LEVEL, options.baseLevel); + } + + if (options.maxLevel) { + parameteriFn.call(gl, target, TEXTURE_MAX_LEVEL, options.maxLevel); + } +} +/** + * Sets the texture parameters of a texture. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * This is often the same options you passed in when you created the texture. + * @memberOf module:twgl/textures + */ + + +function setTextureParameters(gl, tex, options) { + var target = options.target || TEXTURE_2D; + gl.bindTexture(target, tex); + setTextureSamplerParameters(gl, target, gl.texParameteri, options); +} +/** + * Sets the sampler parameters of a sampler. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLSampler} sampler the WebGLSampler to set parameters for + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @memberOf module:twgl/textures + */ + + +function setSamplerParameters(gl, sampler, options) { + setTextureSamplerParameters(gl, sampler, gl.samplerParameteri, options); +} +/** + * Creates a new sampler object and sets parameters. + * + * Example: + * + * const sampler = twgl.createSampler(gl, { + * minMag: gl.NEAREST, // sets both TEXTURE_MIN_FILTER and TEXTURE_MAG_FILTER + * wrap: gl.CLAMP_TO_NEAREST, // sets both TEXTURE_WRAP_S and TEXTURE_WRAP_T and TEXTURE_WRAP_R + * }); + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {Object.} options A object of TextureOptions one per sampler. + * @return {Object.} the created samplers by name + * @private + */ + + +function createSampler(gl, options) { + var sampler = gl.createSampler(); + setSamplerParameters(gl, sampler, options); + return sampler; +} +/** + * Creates a multiple sampler objects and sets parameters on each. + * + * Example: + * + * const samplers = twgl.createSamplers(gl, { + * nearest: { + * minMag: gl.NEAREST, + * }, + * nearestClampS: { + * minMag: gl.NEAREST, + * wrapS: gl.CLAMP_TO_NEAREST, + * }, + * linear: { + * minMag: gl.LINEAR, + * }, + * nearestClamp: { + * minMag: gl.NEAREST, + * wrap: gl.CLAMP_TO_EDGE, + * }, + * linearClamp: { + * minMag: gl.LINEAR, + * wrap: gl.CLAMP_TO_EDGE, + * }, + * linearClampT: { + * minMag: gl.LINEAR, + * wrapT: gl.CLAMP_TO_EDGE, + * }, + * }); + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set on the sampler + * @private + */ + + +function createSamplers(gl, samplerOptions) { + var samplers = {}; + Object.keys(samplerOptions).forEach(function (name) { + samplers[name] = createSampler(gl, samplerOptions[name]); + }); + return samplers; +} +/** + * Makes a 1x1 pixel + * If no color is passed in uses the default color which can be set by calling `setDefaultTextureColor`. + * @param {(number[]|ArrayBufferView)} [color] The color using 0-1 values + * @return {Uint8Array} Unit8Array with color. + * @private + */ + + +function make1Pixel(color) { + color = color || defaults.textureColor; + + if (isArrayBuffer(color)) { + return color; + } + + return new Uint8Array([color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255]); +} +/** + * Sets filtering or generates mips for texture based on width or height + * If width or height is not passed in uses `options.width` and//or `options.height` + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set. + * This is often the same options you passed in when you created the texture. + * @param {number} [width] width of texture + * @param {number} [height] height of texture + * @param {number} [internalFormat] The internalFormat parameter from texImage2D etc.. + * @memberOf module:twgl/textures + */ + + +function setTextureFilteringForSize(gl, tex, options, width, height, internalFormat) { + options = options || defaults.textureOptions; + internalFormat = internalFormat || RGBA; + var target = options.target || TEXTURE_2D; + width = width || options.width; + height = height || options.height; + gl.bindTexture(target, tex); + + if (canGenerateMipmap(gl, width, height, internalFormat)) { + gl.generateMipmap(target); + } else { + var filtering = canFilter(internalFormat) ? LINEAR : NEAREST; + gl.texParameteri(target, TEXTURE_MIN_FILTER, filtering); + gl.texParameteri(target, TEXTURE_MAG_FILTER, filtering); + gl.texParameteri(target, TEXTURE_WRAP_S, CLAMP_TO_EDGE); + gl.texParameteri(target, TEXTURE_WRAP_T, CLAMP_TO_EDGE); + } +} + +function shouldAutomaticallySetTextureFilteringForSize(options) { + return options.auto === true || options.auto === undefined && options.level === undefined; +} +/** + * Gets an array of cubemap face enums + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * This is often the same options you passed in when you created the texture. + * @return {number[]} cubemap face enums + * @private + */ + + +function getCubeFaceOrder(gl, options) { + options = options || {}; + return options.cubeFaceOrder || [TEXTURE_CUBE_MAP_POSITIVE_X, TEXTURE_CUBE_MAP_NEGATIVE_X, TEXTURE_CUBE_MAP_POSITIVE_Y, TEXTURE_CUBE_MAP_NEGATIVE_Y, TEXTURE_CUBE_MAP_POSITIVE_Z, TEXTURE_CUBE_MAP_NEGATIVE_Z]; +} +/** + * @typedef {Object} FaceInfo + * @property {number} face gl enum for texImage2D + * @property {number} ndx face index (0 - 5) into source data + * @ignore + */ + +/** + * Gets an array of FaceInfos + * There's a bug in some NVidia drivers that will crash the driver if + * `gl.TEXTURE_CUBE_MAP_POSITIVE_X` is not uploaded first. So, we take + * the user's desired order from his faces to WebGL and make sure we + * do the faces in WebGL order + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @return {FaceInfo[]} cubemap face infos. Arguably the `face` property of each element is redundant but + * it's needed internally to sort the array of `ndx` properties by `face`. + * @private + */ + + +function getCubeFacesWithNdx(gl, options) { + var faces = getCubeFaceOrder(gl, options); // work around bug in NVidia drivers. We have to upload the first face first else the driver crashes :( + + var facesWithNdx = faces.map(function (face, ndx) { + return { + face: face, + ndx: ndx + }; + }); + facesWithNdx.sort(function (a, b) { + return a.face - b.face; + }); + return facesWithNdx; +} +/** + * Set a texture from the contents of an element. Will also set + * texture filtering or generate mips based on the dimensions of the element + * unless `options.auto === false`. If `target === gl.TEXTURE_CUBE_MAP` will + * attempt to slice image into 1x6, 2x3, 3x2, or 6x1 images, one for each face. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {HTMLElement} element a canvas, img, or video element. + * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set. + * This is often the same options you passed in when you created the texture. + * @memberOf module:twgl/textures + * @kind function + */ + + +function setTextureFromElement(gl, tex, element, options) { + options = options || defaults.textureOptions; + var target = options.target || TEXTURE_2D; + var level = options.level || 0; + var width = element.width; + var height = element.height; + var internalFormat = options.internalFormat || options.format || RGBA; + var formatType = getFormatAndTypeForInternalFormat(internalFormat); + var format = options.format || formatType.format; + var type = options.type || formatType.type; + savePackState(gl, options); + gl.bindTexture(target, tex); + + if (target === TEXTURE_CUBE_MAP) { + // guess the parts + var imgWidth = element.width; + var imgHeight = element.height; + var size; + var slices; + + if (imgWidth / 6 === imgHeight) { + // It's 6x1 + size = imgHeight; + slices = [0, 0, 1, 0, 2, 0, 3, 0, 4, 0, 5, 0]; + } else if (imgHeight / 6 === imgWidth) { + // It's 1x6 + size = imgWidth; + slices = [0, 0, 0, 1, 0, 2, 0, 3, 0, 4, 0, 5]; + } else if (imgWidth / 3 === imgHeight / 2) { + // It's 3x2 + size = imgWidth / 3; + slices = [0, 0, 1, 0, 2, 0, 0, 1, 1, 1, 2, 1]; + } else if (imgWidth / 2 === imgHeight / 3) { + // It's 2x3 + size = imgWidth / 2; + slices = [0, 0, 1, 0, 0, 1, 1, 1, 0, 2, 1, 2]; + } else { + throw "can't figure out cube map from element: " + (element.src ? element.src : element.nodeName); + } + + var ctx = getShared2DContext(); + + if (ctx) { + ctx.canvas.width = size; + ctx.canvas.height = size; + width = size; + height = size; + getCubeFacesWithNdx(gl, options).forEach(function (f) { + var xOffset = slices[f.ndx * 2 + 0] * size; + var yOffset = slices[f.ndx * 2 + 1] * size; + ctx.drawImage(element, xOffset, yOffset, size, size, 0, 0, size, size); + gl.texImage2D(f.face, level, internalFormat, format, type, ctx.canvas); + }); // Free up the canvas memory + + ctx.canvas.width = 1; + ctx.canvas.height = 1; + } else if (typeof createImageBitmap !== 'undefined') { + // NOTE: It seems like we should prefer ImageBitmap because unlike canvas it's + // note lossy? (alpha is not premultiplied? although I'm not sure what + width = size; + height = size; + getCubeFacesWithNdx(gl, options).forEach(function (f) { + var xOffset = slices[f.ndx * 2 + 0] * size; + var yOffset = slices[f.ndx * 2 + 1] * size; // We can't easily use a default texture color here as it would have to match + // the type across all faces where as with a 2D one there's only one face + // so we're replacing everything all at once. It also has to be the correct size. + // On the other hand we need all faces to be the same size so as one face loads + // the rest match else the texture will be un-renderable. + + gl.texImage2D(f.face, level, internalFormat, size, size, 0, format, type, null); + createImageBitmap(element, xOffset, yOffset, size, size, { + premultiplyAlpha: 'none', + colorSpaceConversion: 'none' + }).then(function (imageBitmap) { + savePackState(gl, options); + gl.bindTexture(target, tex); + gl.texImage2D(f.face, level, internalFormat, format, type, imageBitmap); + restorePackState(gl, options); + + if (shouldAutomaticallySetTextureFilteringForSize(options)) { + setTextureFilteringForSize(gl, tex, options, width, height, internalFormat); + } + }); + }); + } + } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) { + var smallest = Math.min(element.width, element.height); + var largest = Math.max(element.width, element.height); + var depth = largest / smallest; + + if (depth % 1 !== 0) { + throw "can not compute 3D dimensions of element"; + } + + var xMult = element.width === largest ? 1 : 0; + var yMult = element.height === largest ? 1 : 0; + saveSkipState(gl); + gl.pixelStorei(UNPACK_ALIGNMENT, 1); + gl.pixelStorei(UNPACK_ROW_LENGTH, element.width); + gl.pixelStorei(UNPACK_IMAGE_HEIGHT, 0); + gl.pixelStorei(UNPACK_SKIP_IMAGES, 0); + gl.texImage3D(target, level, internalFormat, smallest, smallest, smallest, 0, format, type, null); + + for (var d = 0; d < depth; ++d) { + var srcX = d * smallest * xMult; + var srcY = d * smallest * yMult; + gl.pixelStorei(UNPACK_SKIP_PIXELS, srcX); + gl.pixelStorei(UNPACK_SKIP_ROWS, srcY); + gl.texSubImage3D(target, level, 0, 0, d, smallest, smallest, 1, format, type, element); + } + + restoreSkipState(gl); + } else { + gl.texImage2D(target, level, internalFormat, format, type, element); + } + + restorePackState(gl, options); + + if (shouldAutomaticallySetTextureFilteringForSize(options)) { + setTextureFilteringForSize(gl, tex, options, width, height, internalFormat); + } + + setTextureParameters(gl, tex, options); +} + +function noop() {} +/** + * Checks whether the url's origin is the same so that we can set the `crossOrigin` + * @param {string} url url to image + * @returns {boolean} true if the window's origin is the same as image's url + * @private + */ + + +function urlIsSameOrigin(url) { + if (typeof document !== 'undefined') { + // for IE really + var a = document.createElement('a'); + a.href = url; + return a.hostname === location.hostname && a.port === location.port && a.protocol === location.protocol; + } else { + var localOrigin = new URL(location.href).origin; + var urlOrigin = new URL(url, location.href).origin; + return urlOrigin === localOrigin; + } +} + +function setToAnonymousIfUndefinedAndURLIsNotSameOrigin(url, crossOrigin) { + return crossOrigin === undefined && !urlIsSameOrigin(url) ? 'anonymous' : crossOrigin; +} +/** + * Loads an image + * @param {string} url url to image + * @param {string} crossOrigin + * @param {function(err, img)} [callback] a callback that's passed an error and the image. The error will be non-null + * if there was an error + * @return {HTMLImageElement} the image being loaded. + * @private + */ + + +function loadImage(url, crossOrigin, callback) { + callback = callback || noop; + var img; + crossOrigin = crossOrigin !== undefined ? crossOrigin : defaults.crossOrigin; + crossOrigin = setToAnonymousIfUndefinedAndURLIsNotSameOrigin(url, crossOrigin); + + if (typeof Image !== 'undefined') { + img = new Image(); + + if (crossOrigin !== undefined) { + img.crossOrigin = crossOrigin; + } + + var clearEventHandlers = function clearEventHandlers() { + img.removeEventListener('error', onError); // eslint-disable-line + + img.removeEventListener('load', onLoad); // eslint-disable-line + + img = null; + }; + + var onError = function onError() { + var msg = "couldn't load image: " + url; + helper.error(msg); + callback(msg, img); + clearEventHandlers(); + }; + + var onLoad = function onLoad() { + callback(null, img); + clearEventHandlers(); + }; + + img.addEventListener('error', onError); + img.addEventListener('load', onLoad); + img.src = url; + return img; + } else if (typeof ImageBitmap !== 'undefined') { + var err; + var bm; + + var cb = function cb() { + callback(err, bm); + }; + + var options = {}; + + if (crossOrigin) { + options.mode = 'cors'; // TODO: not sure how to translate image.crossOrigin + } + + fetch(url, options).then(function (response) { + if (!response.ok) { + throw response; + } + + return response.blob(); + }).then(function (blob) { + return createImageBitmap(blob, { + premultiplyAlpha: 'none', + colorSpaceConversion: 'none' + }); + }).then(function (bitmap) { + // not sure if this works. We don't want + // to catch the user's error. So, call + // the callback in a timeout so we're + // not in this scope inside the promise. + bm = bitmap; + setTimeout(cb); + })["catch"](function (e) { + err = e; + setTimeout(cb); + }); + img = null; + } + + return img; +} +/** + * check if object is a TexImageSource + * + * @param {Object} obj Object to test + * @return {boolean} true if object is a TexImageSource + * @private + */ + + +function isTexImageSource(obj) { + return typeof ImageBitmap !== 'undefined' && obj instanceof ImageBitmap || typeof ImageData !== 'undefined' && obj instanceof ImageData || typeof HTMLElement !== 'undefined' && obj instanceof HTMLElement; +} +/** + * if obj is an TexImageSource then just + * uses it otherwise if obj is a string + * then load it first. + * + * @param {string|TexImageSource} obj + * @param {string} crossOrigin + * @param {function(err, img)} [callback] a callback that's passed an error and the image. The error will be non-null + * if there was an error + * @private + */ + + +function loadAndUseImage(obj, crossOrigin, callback) { + if (isTexImageSource(obj)) { + setTimeout(function () { + callback(null, obj); + }); + return obj; + } + + return loadImage(obj, crossOrigin, callback); +} +/** + * Sets a texture to a 1x1 pixel color. If `options.color === false` is nothing happens. If it's not set + * the default texture color is used which can be set by calling `setDefaultTextureColor`. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set. + * This is often the same options you passed in when you created the texture. + * @memberOf module:twgl/textures + */ + + +function setTextureTo1PixelColor(gl, tex, options) { + options = options || defaults.textureOptions; + var target = options.target || TEXTURE_2D; + gl.bindTexture(target, tex); + + if (options.color === false) { + return; + } // Assume it's a URL + // Put 1x1 pixels in texture. That makes it renderable immediately regardless of filtering. + + + var color = make1Pixel(options.color); + + if (target === TEXTURE_CUBE_MAP) { + for (var ii = 0; ii < 6; ++ii) { + gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, RGBA, 1, 1, 0, RGBA, UNSIGNED_BYTE, color); + } + } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) { + gl.texImage3D(target, 0, RGBA, 1, 1, 1, 0, RGBA, UNSIGNED_BYTE, color); + } else { + gl.texImage2D(target, 0, RGBA, 1, 1, 0, RGBA, UNSIGNED_BYTE, color); + } +} +/** + * The src image(s) used to create a texture. + * + * When you call {@link module:twgl.createTexture} or {@link module:twgl.createTextures} + * you can pass in urls for images to load into the textures. If it's a single url + * then this will be a single HTMLImageElement. If it's an array of urls used for a cubemap + * this will be a corresponding array of images for the cubemap. + * + * @typedef {HTMLImageElement|HTMLImageElement[]} TextureSrc + * @memberOf module:twgl + */ + +/** + * A callback for when an image finished downloading and been uploaded into a texture + * @callback TextureReadyCallback + * @param {*} err If truthy there was an error. + * @param {WebGLTexture} texture the texture. + * @param {module:twgl.TextureSrc} source image(s) used to as the src for the texture + * @memberOf module:twgl + */ + +/** + * A callback for when all images have finished downloading and been uploaded into their respective textures + * @callback TexturesReadyCallback + * @param {*} err If truthy there was an error. + * @param {Object.} textures the created textures by name. Same as returned by {@link module:twgl.createTextures}. + * @param {Object.} sources the image(s) used for the texture by name. + * @memberOf module:twgl + */ + +/** + * A callback for when an image finished downloading and been uploaded into a texture + * @callback CubemapReadyCallback + * @param {*} err If truthy there was an error. + * @param {WebGLTexture} tex the texture. + * @param {HTMLImageElement[]} imgs the images for each face. + * @memberOf module:twgl + */ + +/** + * A callback for when an image finished downloading and been uploaded into a texture + * @callback ThreeDReadyCallback + * @param {*} err If truthy there was an error. + * @param {WebGLTexture} tex the texture. + * @param {HTMLImageElement[]} imgs the images for each slice. + * @memberOf module:twgl + */ + +/** + * Loads a texture from an image from a Url as specified in `options.src` + * If `options.color !== false` will set the texture to a 1x1 pixel color so that the texture is + * immediately useable. It will be updated with the contents of the image once the image has finished + * downloading. Filtering options will be set as appropriate for image unless `options.auto === false`. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set. + * @param {module:twgl.TextureReadyCallback} [callback] A function to be called when the image has finished loading. err will + * be non null if there was an error. + * @return {HTMLImageElement} the image being downloaded. + * @memberOf module:twgl/textures + */ + + +function loadTextureFromUrl(gl, tex, options, callback) { + callback = callback || noop; + options = options || defaults.textureOptions; + setTextureTo1PixelColor(gl, tex, options); // Because it's async we need to copy the options. + + options = Object.assign({}, options); + var img = loadAndUseImage(options.src, options.crossOrigin, function (err, img) { + if (err) { + callback(err, tex, img); + } else { + setTextureFromElement(gl, tex, img, options); + callback(null, tex, img); + } + }); + return img; +} +/** + * Loads a cubemap from 6 urls or TexImageSources as specified in `options.src`. Will set the cubemap to a 1x1 pixel color + * so that it is usable immediately unless `option.color === false`. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @param {module:twgl.CubemapReadyCallback} [callback] A function to be called when all the images have finished loading. err will + * be non null if there was an error. + * @memberOf module:twgl/textures + */ + + +function loadCubemapFromUrls(gl, tex, options, callback) { + callback = callback || noop; + var urls = options.src; + + if (urls.length !== 6) { + throw "there must be 6 urls for a cubemap"; + } + + var level = options.level || 0; + var internalFormat = options.internalFormat || options.format || RGBA; + var formatType = getFormatAndTypeForInternalFormat(internalFormat); + var format = options.format || formatType.format; + var type = options.type || UNSIGNED_BYTE; + var target = options.target || TEXTURE_2D; + + if (target !== TEXTURE_CUBE_MAP) { + throw "target must be TEXTURE_CUBE_MAP"; + } + + setTextureTo1PixelColor(gl, tex, options); // Because it's async we need to copy the options. + + options = Object.assign({}, options); + var numToLoad = 6; + var errors = []; + var faces = getCubeFaceOrder(gl, options); + var imgs; // eslint-disable-line + + function uploadImg(faceTarget) { + return function (err, img) { + --numToLoad; + + if (err) { + errors.push(err); + } else { + if (img.width !== img.height) { + errors.push("cubemap face img is not a square: " + img.src); + } else { + savePackState(gl, options); + gl.bindTexture(target, tex); // So assuming this is the first image we now have one face that's img sized + // and 5 faces that are 1x1 pixel so size the other faces + + if (numToLoad === 5) { + // use the default order + getCubeFaceOrder(gl).forEach(function (otherTarget) { + // Should we re-use the same face or a color? + gl.texImage2D(otherTarget, level, internalFormat, format, type, img); + }); + } else { + gl.texImage2D(faceTarget, level, internalFormat, format, type, img); + } + + restorePackState(gl, options); + + if (shouldAutomaticallySetTextureFilteringForSize(options)) { + gl.generateMipmap(target); + } + } + } + + if (numToLoad === 0) { + callback(errors.length ? errors : undefined, tex, imgs); + } + }; + } + + imgs = urls.map(function (url, ndx) { + return loadAndUseImage(url, options.crossOrigin, uploadImg(faces[ndx])); + }); +} +/** + * Loads a 2d array or 3d texture from urls OR TexImageSources as specified in `options.src`. + * Will set the texture to a 1x1 pixel color + * so that it is usable immediately unless `option.color === false`. + * + * If the width and height is not specified the width and height of the first + * image loaded will be used. Note that since images are loaded async + * which image downloads first is unknown. + * + * If an image is not the same size as the width and height it will be scaled + * to that width and height. + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @param {module:twgl.ThreeDReadyCallback} [callback] A function to be called when all the images have finished loading. err will + * be non null if there was an error. + * @memberOf module:twgl/textures + */ + + +function loadSlicesFromUrls(gl, tex, options, callback) { + callback = callback || noop; + var urls = options.src; + var internalFormat = options.internalFormat || options.format || RGBA; + var formatType = getFormatAndTypeForInternalFormat(internalFormat); + var format = options.format || formatType.format; + var type = options.type || UNSIGNED_BYTE; + var target = options.target || TEXTURE_2D_ARRAY; + + if (target !== TEXTURE_3D && target !== TEXTURE_2D_ARRAY) { + throw "target must be TEXTURE_3D or TEXTURE_2D_ARRAY"; + } + + setTextureTo1PixelColor(gl, tex, options); // Because it's async we need to copy the options. + + options = Object.assign({}, options); + var numToLoad = urls.length; + var errors = []; + var imgs; // eslint-disable-line + + var level = options.level || 0; + var width = options.width; + var height = options.height; + var depth = urls.length; + var firstImage = true; + + function uploadImg(slice) { + return function (err, img) { + --numToLoad; + + if (err) { + errors.push(err); + } else { + savePackState(gl, options); + gl.bindTexture(target, tex); + + if (firstImage) { + firstImage = false; + width = options.width || img.width; + height = options.height || img.height; + gl.texImage3D(target, level, internalFormat, width, height, depth, 0, format, type, null); // put it in every slice otherwise some slices will be 0,0,0,0 + + for (var s = 0; s < depth; ++s) { + gl.texSubImage3D(target, level, 0, 0, s, width, height, 1, format, type, img); + } + } else { + var src = img; + var ctx; + + if (img.width !== width || img.height !== height) { + // Size the image to fix + ctx = getShared2DContext(); + src = ctx.canvas; + ctx.canvas.width = width; + ctx.canvas.height = height; + ctx.drawImage(img, 0, 0, width, height); + } + + gl.texSubImage3D(target, level, 0, 0, slice, width, height, 1, format, type, src); // free the canvas memory + + if (ctx && src === ctx.canvas) { + ctx.canvas.width = 0; + ctx.canvas.height = 0; + } + } + + restorePackState(gl, options); + + if (shouldAutomaticallySetTextureFilteringForSize(options)) { + gl.generateMipmap(target); + } + } + + if (numToLoad === 0) { + callback(errors.length ? errors : undefined, tex, imgs); + } + }; + } + + imgs = urls.map(function (url, ndx) { + return loadAndUseImage(url, options.crossOrigin, uploadImg(ndx)); + }); +} +/** + * Sets a texture from an array or typed array. If the width or height is not provided will attempt to + * guess the size. See {@link module:twgl.TextureOptions}. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {(number[]|ArrayBufferView)} src An array or typed arry with texture data. + * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set. + * This is often the same options you passed in when you created the texture. + * @memberOf module:twgl/textures + */ + + +function setTextureFromArray(gl, tex, src, options) { + options = options || defaults.textureOptions; + var target = options.target || TEXTURE_2D; + gl.bindTexture(target, tex); + var width = options.width; + var height = options.height; + var depth = options.depth; + var level = options.level || 0; + var internalFormat = options.internalFormat || options.format || RGBA; + var formatType = getFormatAndTypeForInternalFormat(internalFormat); + var format = options.format || formatType.format; + var type = options.type || getTextureTypeForArrayType(gl, src, formatType.type); + + if (!isArrayBuffer(src)) { + var Type = typedArrays.getTypedArrayTypeForGLType(type); + src = new Type(src); + } else if (src instanceof Uint8ClampedArray) { + src = new Uint8Array(src.buffer); + } + + var bytesPerElement = getBytesPerElementForInternalFormat(internalFormat, type); + var numElements = src.byteLength / bytesPerElement; // TODO: check UNPACK_ALIGNMENT? + + if (numElements % 1) { + throw "length wrong size for format: " + utils.glEnumToString(gl, format); + } + + var dimensions; + + if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) { + if (!width && !height && !depth) { + var size = Math.cbrt(numElements); + + if (size % 1 !== 0) { + throw "can't guess cube size of array of numElements: " + numElements; + } + + width = size; + height = size; + depth = size; + } else if (width && (!height || !depth)) { + dimensions = guessDimensions(gl, target, height, depth, numElements / width); + height = dimensions.width; + depth = dimensions.height; + } else if (height && (!width || !depth)) { + dimensions = guessDimensions(gl, target, width, depth, numElements / height); + width = dimensions.width; + depth = dimensions.height; + } else { + dimensions = guessDimensions(gl, target, width, height, numElements / depth); + width = dimensions.width; + height = dimensions.height; + } + } else { + dimensions = guessDimensions(gl, target, width, height, numElements); + width = dimensions.width; + height = dimensions.height; + } + + saveSkipState(gl); + gl.pixelStorei(UNPACK_ALIGNMENT, options.unpackAlignment || 1); + savePackState(gl, options); + + if (target === TEXTURE_CUBE_MAP) { + var elementsPerElement = bytesPerElement / src.BYTES_PER_ELEMENT; + var faceSize = numElements / 6 * elementsPerElement; + getCubeFacesWithNdx(gl, options).forEach(function (f) { + var offset = faceSize * f.ndx; + var data = src.subarray(offset, offset + faceSize); + gl.texImage2D(f.face, level, internalFormat, width, height, 0, format, type, data); + }); + } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) { + gl.texImage3D(target, level, internalFormat, width, height, depth, 0, format, type, src); + } else { + gl.texImage2D(target, level, internalFormat, width, height, 0, format, type, src); + } + + restorePackState(gl, options); + restoreSkipState(gl); + return { + width: width, + height: height, + depth: depth, + type: type + }; +} +/** + * Sets a texture with no contents of a certain size. In other words calls `gl.texImage2D` with `null`. + * You must set `options.width` and `options.height`. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the WebGLTexture to set parameters for + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @memberOf module:twgl/textures + */ + + +function setEmptyTexture(gl, tex, options) { + var target = options.target || TEXTURE_2D; + gl.bindTexture(target, tex); + var level = options.level || 0; + var internalFormat = options.internalFormat || options.format || RGBA; + var formatType = getFormatAndTypeForInternalFormat(internalFormat); + var format = options.format || formatType.format; + var type = options.type || formatType.type; + savePackState(gl, options); + + if (target === TEXTURE_CUBE_MAP) { + for (var ii = 0; ii < 6; ++ii) { + gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, level, internalFormat, options.width, options.height, 0, format, type, null); + } + } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) { + gl.texImage3D(target, level, internalFormat, options.width, options.height, options.depth, 0, format, type, null); + } else { + gl.texImage2D(target, level, internalFormat, options.width, options.height, 0, format, type, null); + } + + restorePackState(gl, options); +} +/** + * Creates a texture based on the options passed in. + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set. + * @param {module:twgl.TextureReadyCallback} [callback] A callback called when an image has been downloaded and uploaded to the texture. + * @return {WebGLTexture} the created texture. + * @memberOf module:twgl/textures + */ + + +function createTexture(gl, options, callback) { + callback = callback || noop; + options = options || defaults.textureOptions; + var tex = gl.createTexture(); + var target = options.target || TEXTURE_2D; + var width = options.width || 1; + var height = options.height || 1; + var internalFormat = options.internalFormat || RGBA; + gl.bindTexture(target, tex); + + if (target === TEXTURE_CUBE_MAP) { + // this should have been the default for cubemaps :( + gl.texParameteri(target, TEXTURE_WRAP_S, CLAMP_TO_EDGE); + gl.texParameteri(target, TEXTURE_WRAP_T, CLAMP_TO_EDGE); + } + + var src = options.src; + + if (src) { + if (typeof src === "function") { + src = src(gl, options); + } + + if (typeof src === "string") { + loadTextureFromUrl(gl, tex, options, callback); + } else if (isArrayBuffer(src) || Array.isArray(src) && (typeof src[0] === 'number' || Array.isArray(src[0]) || isArrayBuffer(src[0]))) { + var dimensions = setTextureFromArray(gl, tex, src, options); + width = dimensions.width; + height = dimensions.height; + } else if (Array.isArray(src) && (typeof src[0] === 'string' || isTexImageSource(src[0]))) { + if (target === TEXTURE_CUBE_MAP) { + loadCubemapFromUrls(gl, tex, options, callback); + } else { + loadSlicesFromUrls(gl, tex, options, callback); + } + } else if (isTexImageSource(src)) { + setTextureFromElement(gl, tex, src, options); + width = src.width; + height = src.height; + } else { + throw "unsupported src type"; + } + } else { + setEmptyTexture(gl, tex, options); + } + + if (shouldAutomaticallySetTextureFilteringForSize(options)) { + setTextureFilteringForSize(gl, tex, options, width, height, internalFormat); + } + + setTextureParameters(gl, tex, options); + return tex; +} +/** + * Resizes a texture based on the options passed in. + * + * Note: This is not a generic resize anything function. + * It's mostly used by {@link module:twgl.resizeFramebufferInfo} + * It will use `options.src` if it exists to try to determine a `type` + * otherwise it will assume `gl.UNSIGNED_BYTE`. No data is provided + * for the texture. Texture parameters will be set accordingly + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {WebGLTexture} tex the texture to resize + * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set. + * @param {number} [width] the new width. If not passed in will use `options.width` + * @param {number} [height] the new height. If not passed in will use `options.height` + * @param {number} [depth] the new depth. If not passed in will use `options.depth` + * @memberOf module:twgl/textures + */ + + +function resizeTexture(gl, tex, options, width, height, depth) { + width = width || options.width; + height = height || options.height; + depth = depth || options.depth; + var target = options.target || TEXTURE_2D; + gl.bindTexture(target, tex); + var level = options.level || 0; + var internalFormat = options.internalFormat || options.format || RGBA; + var formatType = getFormatAndTypeForInternalFormat(internalFormat); + var format = options.format || formatType.format; + var type; + var src = options.src; + + if (!src) { + type = options.type || formatType.type; + } else if (isArrayBuffer(src) || Array.isArray(src) && typeof src[0] === 'number') { + type = options.type || getTextureTypeForArrayType(gl, src, formatType.type); + } else { + type = options.type || formatType.type; + } + + if (target === TEXTURE_CUBE_MAP) { + for (var ii = 0; ii < 6; ++ii) { + gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, level, internalFormat, width, height, 0, format, type, null); + } + } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) { + gl.texImage3D(target, level, internalFormat, width, height, depth, 0, format, type, null); + } else { + gl.texImage2D(target, level, internalFormat, width, height, 0, format, type, null); + } +} +/** + * Check if a src is an async request. + * if src is a string we're going to download an image + * if src is an array of strings we're going to download cubemap images + * @param {*} src The src from a TextureOptions + * @returns {bool} true if src is async. + * @private + */ + + +function isAsyncSrc(src) { + return typeof src === 'string' || Array.isArray(src) && typeof src[0] === 'string'; +} +/** + * Creates a bunch of textures based on the passed in options. + * + * Example: + * + * const textures = twgl.createTextures(gl, { + * // a power of 2 image + * hftIcon: { src: "images/hft-icon-16.png", mag: gl.NEAREST }, + * // a non-power of 2 image + * clover: { src: "images/clover.jpg" }, + * // From a canvas + * fromCanvas: { src: ctx.canvas }, + * // A cubemap from 6 images + * yokohama: { + * target: gl.TEXTURE_CUBE_MAP, + * src: [ + * 'images/yokohama/posx.jpg', + * 'images/yokohama/negx.jpg', + * 'images/yokohama/posy.jpg', + * 'images/yokohama/negy.jpg', + * 'images/yokohama/posz.jpg', + * 'images/yokohama/negz.jpg', + * ], + * }, + * // A cubemap from 1 image (can be 1x6, 2x3, 3x2, 6x1) + * goldengate: { + * target: gl.TEXTURE_CUBE_MAP, + * src: 'images/goldengate.jpg', + * }, + * // A 2x2 pixel texture from a JavaScript array + * checker: { + * mag: gl.NEAREST, + * min: gl.LINEAR, + * src: [ + * 255,255,255,255, + * 192,192,192,255, + * 192,192,192,255, + * 255,255,255,255, + * ], + * }, + * // a 1x2 pixel texture from a typed array. + * stripe: { + * mag: gl.NEAREST, + * min: gl.LINEAR, + * format: gl.LUMINANCE, + * src: new Uint8Array([ + * 255, + * 128, + * 255, + * 128, + * 255, + * 128, + * 255, + * 128, + * ]), + * width: 1, + * }, + * }); + * + * Now + * + * * `textures.hftIcon` will be a 2d texture + * * `textures.clover` will be a 2d texture + * * `textures.fromCanvas` will be a 2d texture + * * `textures.yohohama` will be a cubemap texture + * * `textures.goldengate` will be a cubemap texture + * * `textures.checker` will be a 2d texture + * * `textures.stripe` will be a 2d texture + * + * @param {WebGLRenderingContext} gl the WebGLRenderingContext + * @param {Object.} options A object of TextureOptions one per texture. + * @param {module:twgl.TexturesReadyCallback} [callback] A callback called when all textures have been downloaded. + * @return {Object.} the created textures by name + * @memberOf module:twgl/textures + */ + + +function createTextures(gl, textureOptions, callback) { + callback = callback || noop; + var numDownloading = 0; + var errors = []; + var textures = {}; + var images = {}; + + function callCallbackIfReady() { + if (numDownloading === 0) { + setTimeout(function () { + callback(errors.length ? errors : undefined, textures, images); + }, 0); + } + } + + Object.keys(textureOptions).forEach(function (name) { + var options = textureOptions[name]; + var onLoadFn; + + if (isAsyncSrc(options.src)) { + onLoadFn = function onLoadFn(err, tex, img) { + images[name] = img; + --numDownloading; + + if (err) { + errors.push(err); + } + + callCallbackIfReady(); + }; + + ++numDownloading; + } + + textures[name] = createTexture(gl, options, onLoadFn); + }); // queue the callback if there are no images to download. + // We do this because if your code is structured to wait for + // images to download but then you comment out all the async + // images your code would break. + + callCallbackIfReady(); + return textures; +} + +/***/ }), + +/***/ "./src/twgl-base.js": +/*!**************************!*\ + !*** ./src/twgl-base.js ***! + \**************************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; + +var _twgl = __webpack_require__(/*! ./twgl.js */ "./src/twgl.js"); + +Object.keys(_twgl).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + exports[key] = _twgl[key]; +}); + +/***/ }), + +/***/ "./src/twgl.js": +/*!*********************!*\ + !*** ./src/twgl.js ***! + \*********************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +var _exportNames = { + addExtensionsToContext: true, + getContext: true, + getWebGLContext: true, + resizeCanvasToDisplaySize: true, + setDefaults: true, + attributes: true, + textures: true, + utils: true, + draw: true, + framebuffers: true, + programs: true, + typedarrays: true, + vertexArrays: true +}; +exports.addExtensionsToContext = addExtensionsToContext; +exports.getContext = getContext; +exports.getWebGLContext = getWebGLContext; +exports.resizeCanvasToDisplaySize = resizeCanvasToDisplaySize; +exports.setDefaults = setDefaults; +exports.vertexArrays = exports.typedarrays = exports.programs = exports.framebuffers = exports.draw = exports.utils = exports.textures = exports.attributes = void 0; + +var attributes = _interopRequireWildcard(__webpack_require__(/*! ./attributes.js */ "./src/attributes.js")); + +exports.attributes = attributes; +Object.keys(attributes).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return; + exports[key] = attributes[key]; +}); + +var textures = _interopRequireWildcard(__webpack_require__(/*! ./textures.js */ "./src/textures.js")); + +exports.textures = textures; +Object.keys(textures).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return; + exports[key] = textures[key]; +}); + +var helper = _interopRequireWildcard(__webpack_require__(/*! ./helper.js */ "./src/helper.js")); + +var utils = _interopRequireWildcard(__webpack_require__(/*! ./utils.js */ "./src/utils.js")); + +exports.utils = utils; +Object.keys(utils).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return; + exports[key] = utils[key]; +}); + +var draw = _interopRequireWildcard(__webpack_require__(/*! ./draw.js */ "./src/draw.js")); + +exports.draw = draw; +Object.keys(draw).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return; + exports[key] = draw[key]; +}); + +var framebuffers = _interopRequireWildcard(__webpack_require__(/*! ./framebuffers.js */ "./src/framebuffers.js")); + +exports.framebuffers = framebuffers; +Object.keys(framebuffers).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return; + exports[key] = framebuffers[key]; +}); + +var programs = _interopRequireWildcard(__webpack_require__(/*! ./programs.js */ "./src/programs.js")); + +exports.programs = programs; +Object.keys(programs).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return; + exports[key] = programs[key]; +}); + +var typedarrays = _interopRequireWildcard(__webpack_require__(/*! ./typedarrays.js */ "./src/typedarrays.js")); + +exports.typedarrays = typedarrays; +Object.keys(typedarrays).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return; + exports[key] = typedarrays[key]; +}); + +var vertexArrays = _interopRequireWildcard(__webpack_require__(/*! ./vertex-arrays.js */ "./src/vertex-arrays.js")); + +exports.vertexArrays = vertexArrays; +Object.keys(vertexArrays).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return; + exports[key] = vertexArrays[key]; +}); + +function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; } + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * The main TWGL module. + * + * For most use cases you shouldn't need anything outside this module. + * Exceptions between the stuff added to twgl-full (v3, m4, primitives) + * + * @module twgl + * @borrows module:twgl/attributes.setAttribInfoBufferFromArray as setAttribInfoBufferFromArray + * @borrows module:twgl/attributes.createBufferInfoFromArrays as createBufferInfoFromArrays + * @borrows module:twgl/attributes.createVertexArrayInfo as createVertexArrayInfo + * @borrows module:twgl/draw.drawBufferInfo as drawBufferInfo + * @borrows module:twgl/draw.drawObjectList as drawObjectList + * @borrows module:twgl/framebuffers.createFramebufferInfo as createFramebufferInfo + * @borrows module:twgl/framebuffers.resizeFramebufferInfo as resizeFramebufferInfo + * @borrows module:twgl/framebuffers.bindFramebufferInfo as bindFramebufferInfo + * @borrows module:twgl/programs.createProgramInfo as createProgramInfo + * @borrows module:twgl/programs.createUniformBlockInfo as createUniformBlockInfo + * @borrows module:twgl/programs.bindUniformBlock as bindUniformBlock + * @borrows module:twgl/programs.setUniformBlock as setUniformBlock + * @borrows module:twgl/programs.setBlockUniforms as setBlockUniforms + * @borrows module:twgl/programs.setUniforms as setUniforms + * @borrows module:twgl/programs.setBuffersAndAttributes as setBuffersAndAttributes + * @borrows module:twgl/textures.setTextureFromArray as setTextureFromArray + * @borrows module:twgl/textures.createTexture as createTexture + * @borrows module:twgl/textures.resizeTexture as resizeTexture + * @borrows module:twgl/textures.createTextures as createTextures + */ +// make sure we don't see a global gl +var gl = undefined; +/* eslint-disable-line */ + +/* lgtm [js/unused-local-variable] */ + +var defaults = { + addExtensionsToContext: true +}; +/** + * Various default settings for twgl. + * + * Note: You can call this any number of times. Example: + * + * twgl.setDefaults({ textureColor: [1, 0, 0, 1] }); + * twgl.setDefaults({ attribPrefix: 'a_' }); + * + * is equivalent to + * + * twgl.setDefaults({ + * textureColor: [1, 0, 0, 1], + * attribPrefix: 'a_', + * }); + * + * @typedef {Object} Defaults + * @property {string} [attribPrefix] The prefix to stick on attributes + * + * When writing shaders I prefer to name attributes with `a_`, uniforms with `u_` and varyings with `v_` + * as it makes it clear where they came from. But, when building geometry I prefer using un-prefixed names. + * + * In other words I'll create arrays of geometry like this + * + * const arrays = { + * position: ... + * normal: ... + * texcoord: ... + * }; + * + * But need those mapped to attributes and my attributes start with `a_`. + * + * Default: `""` + * + * @property {number[]} [textureColor] Array of 4 values in the range 0 to 1 + * + * The default texture color is used when loading textures from + * urls. Because the URL will be loaded async we'd like to be + * able to use the texture immediately. By putting a 1x1 pixel + * color in the texture we can start using the texture before + * the URL has loaded. + * + * Default: `[0.5, 0.75, 1, 1]` + * + * @property {string} [crossOrigin] + * + * If not undefined sets the crossOrigin attribute on images + * that twgl creates when downloading images for textures. + * + * Also see {@link module:twgl.TextureOptions}. + * + * @property {bool} [addExtensionsToContext] + * + * If true, then, when twgl will try to add any supported WebGL extensions + * directly to the context under their normal GL names. For example + * if ANGLE_instances_arrays exists then twgl would enable it, + * add the functions `vertexAttribDivisor`, `drawArraysInstanced`, + * `drawElementsInstanced`, and the constant `VERTEX_ATTRIB_ARRAY_DIVISOR` + * to the `WebGLRenderingContext`. + * + * @memberOf module:twgl + */ + +/** + * Sets various defaults for twgl. + * + * In the interest of terseness which is kind of the point + * of twgl I've integrated a few of the older functions here + * + * @param {module:twgl.Defaults} newDefaults The default settings. + * @memberOf module:twgl + */ + +function setDefaults(newDefaults) { + helper.copyExistingProperties(newDefaults, defaults); + attributes.setAttributeDefaults_(newDefaults); // eslint-disable-line + + textures.setTextureDefaults_(newDefaults); // eslint-disable-line +} + +var prefixRE = /^(.*?)_/; + +function addExtensionToContext(gl, extensionName) { + utils.glEnumToString(gl, 0); + var ext = gl.getExtension(extensionName); + + if (ext) { + var enums = {}; + var fnSuffix = prefixRE.exec(extensionName)[1]; + var enumSuffix = '_' + fnSuffix; + + for (var key in ext) { + var value = ext[key]; + var isFunc = typeof value === 'function'; + var suffix = isFunc ? fnSuffix : enumSuffix; + var name = key; // examples of where this is not true are WEBGL_compressed_texture_s3tc + // and WEBGL_compressed_texture_pvrtc + + if (key.endsWith(suffix)) { + name = key.substring(0, key.length - suffix.length); + } + + if (gl[name] !== undefined) { + if (!isFunc && gl[name] !== value) { + helper.warn(name, gl[name], value, key); + } + } else { + if (isFunc) { + gl[name] = function (origFn) { + return function () { + return origFn.apply(ext, arguments); + }; + }(value); + } else { + gl[name] = value; + enums[name] = value; + } + } + } // pass the modified enums to glEnumToString + + + enums.constructor = { + name: ext.constructor.name + }; + utils.glEnumToString(enums, 0); + } + + return ext; +} +/* + * If you're wondering why the code doesn't just iterate + * over all extensions using `gl.getExtensions` is that it's possible + * some future extension is incompatible with this code. Rather than + * have thing suddenly break it seems better to manually add to this + * list. + * + */ + + +var supportedExtensions = ['ANGLE_instanced_arrays', 'EXT_blend_minmax', 'EXT_color_buffer_float', 'EXT_color_buffer_half_float', 'EXT_disjoint_timer_query', 'EXT_disjoint_timer_query_webgl2', 'EXT_frag_depth', 'EXT_sRGB', 'EXT_shader_texture_lod', 'EXT_texture_filter_anisotropic', 'OES_element_index_uint', 'OES_standard_derivatives', 'OES_texture_float', 'OES_texture_float_linear', 'OES_texture_half_float', 'OES_texture_half_float_linear', 'OES_vertex_array_object', 'WEBGL_color_buffer_float', 'WEBGL_compressed_texture_atc', 'WEBGL_compressed_texture_etc1', 'WEBGL_compressed_texture_pvrtc', 'WEBGL_compressed_texture_s3tc', 'WEBGL_compressed_texture_s3tc_srgb', 'WEBGL_depth_texture', 'WEBGL_draw_buffers']; +/** + * Attempts to enable all of the following extensions + * and add their functions and constants to the + * `WebGLRenderingContext` using their normal non-extension like names. + * + * ANGLE_instanced_arrays + * EXT_blend_minmax + * EXT_color_buffer_float + * EXT_color_buffer_half_float + * EXT_disjoint_timer_query + * EXT_disjoint_timer_query_webgl2 + * EXT_frag_depth + * EXT_sRGB + * EXT_shader_texture_lod + * EXT_texture_filter_anisotropic + * OES_element_index_uint + * OES_standard_derivatives + * OES_texture_float + * OES_texture_float_linear + * OES_texture_half_float + * OES_texture_half_float_linear + * OES_vertex_array_object + * WEBGL_color_buffer_float + * WEBGL_compressed_texture_atc + * WEBGL_compressed_texture_etc1 + * WEBGL_compressed_texture_pvrtc + * WEBGL_compressed_texture_s3tc + * WEBGL_compressed_texture_s3tc_srgb + * WEBGL_depth_texture + * WEBGL_draw_buffers + * + * For example if `ANGLE_instanced_arrays` exists then the functions + * `drawArraysInstanced`, `drawElementsInstanced`, `vertexAttribDivisor` + * and the constant `VERTEX_ATTRIB_ARRAY_DIVISOR` are added to the + * `WebGLRenderingContext`. + * + * Note that if you want to know if the extension exists you should + * probably call `gl.getExtension` for each extension. Alternatively + * you can check for the existence of the functions or constants that + * are expected to be added. For example + * + * if (gl.drawBuffers) { + * // Either WEBGL_draw_buffers was enabled OR you're running in WebGL2 + * .... + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @memberOf module:twgl + */ + +function addExtensionsToContext(gl) { + for (var ii = 0; ii < supportedExtensions.length; ++ii) { + addExtensionToContext(gl, supportedExtensions[ii]); + } +} +/** + * Creates a webgl context. + * @param {HTMLCanvasElement} canvas The canvas tag to get + * context from. If one is not passed in one will be + * created. + * @return {WebGLRenderingContext} The created context. + * @private + */ + + +function create3DContext(canvas, opt_attribs) { + var names = ["webgl", "experimental-webgl"]; + var context = null; + + for (var ii = 0; ii < names.length; ++ii) { + context = canvas.getContext(names[ii], opt_attribs); + + if (context) { + if (defaults.addExtensionsToContext) { + addExtensionsToContext(context); + } + + break; + } + } + + return context; +} +/** + * Gets a WebGL1 context. + * + * Note: Will attempt to enable Vertex Array Objects + * and add WebGL2 entry points. (unless you first set defaults with + * `twgl.setDefaults({enableVertexArrayObjects: false})`; + * + * @param {HTMLCanvasElement} canvas a canvas element. + * @param {WebGLContextAttributes} [opt_attribs] optional webgl context creation attributes + * @return {WebGLRenderingContext} The created context. + * @memberOf module:twgl + */ + + +function getWebGLContext(canvas, opt_attribs) { + var gl = create3DContext(canvas, opt_attribs); + return gl; +} +/** + * Creates a webgl context. + * + * Will return a WebGL2 context if possible. + * + * You can check if it's WebGL2 with + * + * twgl.isWebGL2(gl); + * + * @param {HTMLCanvasElement} canvas The canvas tag to get + * context from. If one is not passed in one will be + * created. + * @return {WebGLRenderingContext} The created context. + */ + + +function createContext(canvas, opt_attribs) { + var names = ["webgl2", "webgl", "experimental-webgl"]; + var context = null; + + for (var ii = 0; ii < names.length; ++ii) { + context = canvas.getContext(names[ii], opt_attribs); + + if (context) { + if (defaults.addExtensionsToContext) { + addExtensionsToContext(context); + } + + break; + } + } + + return context; +} +/** + * Gets a WebGL context. Will create a WebGL2 context if possible. + * + * You can check if it's WebGL2 with + * + * function isWebGL2(gl) { + * return gl.getParameter(gl.VERSION).indexOf("WebGL 2.0 ") == 0; + * } + * + * Note: For a WebGL1 context will attempt to enable Vertex Array Objects + * and add WebGL2 entry points. (unless you first set defaults with + * `twgl.setDefaults({enableVertexArrayObjects: false})`; + * + * @param {HTMLCanvasElement} canvas a canvas element. + * @param {WebGLContextAttributes} [opt_attribs] optional webgl context creation attributes + * @return {WebGLRenderingContext} The created context. + * @memberOf module:twgl + */ + + +function getContext(canvas, opt_attribs) { + var gl = createContext(canvas, opt_attribs); + return gl; +} +/** + * Resize a canvas to match the size it's displayed. + * @param {HTMLCanvasElement} canvas The canvas to resize. + * @param {number} [multiplier] So you can pass in `window.devicePixelRatio` or other scale value if you want to. + * @return {boolean} true if the canvas was resized. + * @memberOf module:twgl + */ + + +function resizeCanvasToDisplaySize(canvas, multiplier) { + multiplier = multiplier || 1; + multiplier = Math.max(0, multiplier); + var width = canvas.clientWidth * multiplier | 0; + var height = canvas.clientHeight * multiplier | 0; + + if (canvas.width !== width || canvas.height !== height) { + canvas.width = width; + canvas.height = height; + return true; + } + + return false; +} + +/***/ }), + +/***/ "./src/typedarrays.js": +/*!****************************!*\ + !*** ./src/typedarrays.js ***! + \****************************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +exports.getGLTypeForTypedArray = getGLTypeForTypedArray; +exports.getGLTypeForTypedArrayType = getGLTypeForTypedArrayType; +exports.getTypedArrayTypeForGLType = getTypedArrayTypeForGLType; +exports.isArrayBuffer = void 0; + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * Low level shader typed array related functions + * + * You should generally not need to use these functions. They are provided + * for those cases where you're doing something out of the ordinary + * and you need lower level access. + * + * For backward compatibility they are available at both `twgl.typedArray` and `twgl` + * itself + * + * See {@link module:twgl} for core functions + * + * @module twgl/typedArray + */ +// make sure we don't see a global gl +var gl = undefined; +/* eslint-disable-line */ + +/* lgtm [js/unused-local-variable] */ + +/* DataType */ + +var BYTE = 0x1400; +var UNSIGNED_BYTE = 0x1401; +var SHORT = 0x1402; +var UNSIGNED_SHORT = 0x1403; +var INT = 0x1404; +var UNSIGNED_INT = 0x1405; +var FLOAT = 0x1406; +var UNSIGNED_SHORT_4_4_4_4 = 0x8033; +var UNSIGNED_SHORT_5_5_5_1 = 0x8034; +var UNSIGNED_SHORT_5_6_5 = 0x8363; +var HALF_FLOAT = 0x140B; +var UNSIGNED_INT_2_10_10_10_REV = 0x8368; +var UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B; +var UNSIGNED_INT_5_9_9_9_REV = 0x8C3E; +var FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD; +var UNSIGNED_INT_24_8 = 0x84FA; +var glTypeToTypedArray = {}; +{ + var tt = glTypeToTypedArray; + tt[BYTE] = Int8Array; + tt[UNSIGNED_BYTE] = Uint8Array; + tt[SHORT] = Int16Array; + tt[UNSIGNED_SHORT] = Uint16Array; + tt[INT] = Int32Array; + tt[UNSIGNED_INT] = Uint32Array; + tt[FLOAT] = Float32Array; + tt[UNSIGNED_SHORT_4_4_4_4] = Uint16Array; + tt[UNSIGNED_SHORT_5_5_5_1] = Uint16Array; + tt[UNSIGNED_SHORT_5_6_5] = Uint16Array; + tt[HALF_FLOAT] = Uint16Array; + tt[UNSIGNED_INT_2_10_10_10_REV] = Uint32Array; + tt[UNSIGNED_INT_10F_11F_11F_REV] = Uint32Array; + tt[UNSIGNED_INT_5_9_9_9_REV] = Uint32Array; + tt[FLOAT_32_UNSIGNED_INT_24_8_REV] = Uint32Array; + tt[UNSIGNED_INT_24_8] = Uint32Array; +} +/** + * Get the GL type for a typedArray + * @param {ArrayBufferView} typedArray a typedArray + * @return {number} the GL type for array. For example pass in an `Int8Array` and `gl.BYTE` will + * be returned. Pass in a `Uint32Array` and `gl.UNSIGNED_INT` will be returned + * @memberOf module:twgl/typedArray + */ + +function getGLTypeForTypedArray(typedArray) { + if (typedArray instanceof Int8Array) { + return BYTE; + } // eslint-disable-line + + + if (typedArray instanceof Uint8Array) { + return UNSIGNED_BYTE; + } // eslint-disable-line + + + if (typedArray instanceof Uint8ClampedArray) { + return UNSIGNED_BYTE; + } // eslint-disable-line + + + if (typedArray instanceof Int16Array) { + return SHORT; + } // eslint-disable-line + + + if (typedArray instanceof Uint16Array) { + return UNSIGNED_SHORT; + } // eslint-disable-line + + + if (typedArray instanceof Int32Array) { + return INT; + } // eslint-disable-line + + + if (typedArray instanceof Uint32Array) { + return UNSIGNED_INT; + } // eslint-disable-line + + + if (typedArray instanceof Float32Array) { + return FLOAT; + } // eslint-disable-line + + + throw new Error('unsupported typed array type'); +} +/** + * Get the GL type for a typedArray type + * @param {ArrayBufferView} typedArrayType a typedArray constructor + * @return {number} the GL type for type. For example pass in `Int8Array` and `gl.BYTE` will + * be returned. Pass in `Uint32Array` and `gl.UNSIGNED_INT` will be returned + * @memberOf module:twgl/typedArray + */ + + +function getGLTypeForTypedArrayType(typedArrayType) { + if (typedArrayType === Int8Array) { + return BYTE; + } // eslint-disable-line + + + if (typedArrayType === Uint8Array) { + return UNSIGNED_BYTE; + } // eslint-disable-line + + + if (typedArrayType === Uint8ClampedArray) { + return UNSIGNED_BYTE; + } // eslint-disable-line + + + if (typedArrayType === Int16Array) { + return SHORT; + } // eslint-disable-line + + + if (typedArrayType === Uint16Array) { + return UNSIGNED_SHORT; + } // eslint-disable-line + + + if (typedArrayType === Int32Array) { + return INT; + } // eslint-disable-line + + + if (typedArrayType === Uint32Array) { + return UNSIGNED_INT; + } // eslint-disable-line + + + if (typedArrayType === Float32Array) { + return FLOAT; + } // eslint-disable-line + + + throw new Error('unsupported typed array type'); +} +/** + * Get the typed array constructor for a given GL type + * @param {number} type the GL type. (eg: `gl.UNSIGNED_INT`) + * @return {function} the constructor for a the corresponding typed array. (eg. `Uint32Array`). + * @memberOf module:twgl/typedArray + */ + + +function getTypedArrayTypeForGLType(type) { + var CTOR = glTypeToTypedArray[type]; + + if (!CTOR) { + throw new Error('unknown gl type'); + } + + return CTOR; +} + +var isArrayBuffer = typeof SharedArrayBuffer !== 'undefined' ? function isArrayBufferOrSharedArrayBuffer(a) { + return a && a.buffer && (a.buffer instanceof ArrayBuffer || a.buffer instanceof SharedArrayBuffer); +} : function isArrayBuffer(a) { + return a && a.buffer && a.buffer instanceof ArrayBuffer; +}; +exports.isArrayBuffer = isArrayBuffer; + +/***/ }), + +/***/ "./src/utils.js": +/*!**********************!*\ + !*** ./src/utils.js ***! + \**********************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +exports.isWebGL1 = isWebGL1; +exports.isWebGL2 = isWebGL2; +exports.glEnumToString = void 0; + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * Gets the gl version as a number + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @return {number} version of gl + * @private + */ +//function getVersionAsNumber(gl) { +// return parseFloat(gl.getParameter(gl.VERSION).substr(6)); +//} + +/** + * Check if context is WebGL 2.0 + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @return {bool} true if it's WebGL 2.0 + * @memberOf module:twgl + */ +function isWebGL2(gl) { + // This is the correct check but it's slow + // return gl.getParameter(gl.VERSION).indexOf("WebGL 2.0") === 0; + // This might also be the correct check but I'm assuming it's slow-ish + // return gl instanceof WebGL2RenderingContext; + return !!gl.texStorage2D; +} +/** + * Check if context is WebGL 1.0 + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @return {bool} true if it's WebGL 1.0 + * @memberOf module:twgl + */ + + +function isWebGL1(gl) { + // This is the correct check but it's slow + // const version = getVersionAsNumber(gl); + // return version <= 1.0 && version > 0.0; // because as of 2016/5 Edge returns 0.96 + // This might also be the correct check but I'm assuming it's slow-ish + // return gl instanceof WebGLRenderingContext; + return !gl.texStorage2D; +} +/** + * Gets a string for WebGL enum + * + * Note: Several enums are the same. Without more + * context (which function) it's impossible to always + * give the correct enum. As it is, for matching values + * it gives all enums. Checking the WebGL2RenderingContext + * that means + * + * 0 = ZERO | POINT | NONE | NO_ERROR + * 1 = ONE | LINES | SYNC_FLUSH_COMMANDS_BIT + * 32777 = BLEND_EQUATION_RGB | BLEND_EQUATION_RGB + * 36662 = COPY_READ_BUFFER | COPY_READ_BUFFER_BINDING + * 36663 = COPY_WRITE_BUFFER | COPY_WRITE_BUFFER_BINDING + * 36006 = FRAMEBUFFER_BINDING | DRAW_FRAMEBUFFER_BINDING + * + * It's also not useful for bits really unless you pass in individual bits. + * In other words + * + * const bits = gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT; + * twgl.glEnumToString(gl, bits); // not going to work + * + * Note that some enums only exist on extensions. If you + * want them to show up you need to pass the extension at least + * once. For example + * + * const ext = gl.getExtension('WEBGL_compressed_texture_s3tc'); + * if (ext) { + * twgl.glEnumToString(ext, 0); // just prime the function + * + * ..later.. + * + * const internalFormat = ext.COMPRESSED_RGB_S3TC_DXT1_EXT; + * console.log(twgl.glEnumToString(gl, internalFormat)); + * + * Notice I didn't have to pass the extension the second time. This means + * you can have place that generically gets an enum for texture formats for example. + * and as long as you primed the function with the extensions + * + * If you're using `twgl.addExtensionsToContext` to enable your extensions + * then twgl will automatically get the extension's enums. + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext or any extension object + * @param {number} value the value of the enum you want to look up. + * @return {string} enum string or hex value + * @memberOf module:twgl + * @function glEnumToString + */ + + +var glEnumToString = function () { + var haveEnumsForType = {}; + var enums = {}; + + function addEnums(gl) { + var type = gl.constructor.name; + + if (!haveEnumsForType[type]) { + for (var key in gl) { + if (typeof gl[key] === 'number') { + var existing = enums[gl[key]]; + enums[gl[key]] = existing ? "".concat(existing, " | ").concat(key) : key; + } + } + + haveEnumsForType[type] = true; + } + } + + return function glEnumToString(gl, value) { + addEnums(gl); + return enums[value] || "0x" + value.toString(16); + }; +}(); + +exports.glEnumToString = glEnumToString; + +/***/ }), + +/***/ "./src/vertex-arrays.js": +/*!******************************!*\ + !*** ./src/vertex-arrays.js ***! + \******************************/ +/*! no static exports found */ +/***/ (function(module, exports, __webpack_require__) { + +"use strict"; + + +exports.__esModule = true; +exports.createVertexArrayInfo = createVertexArrayInfo; +exports.createVAOAndSetAttributes = createVAOAndSetAttributes; +exports.createVAOFromBufferInfo = createVAOFromBufferInfo; + +var programs = _interopRequireWildcard(__webpack_require__(/*! ./programs.js */ "./src/programs.js")); + +function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; } + +/* + * Copyright 2019 Gregg Tavares + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * vertex array object related functions + * + * You should generally not need to use these functions. They are provided + * for those cases where you're doing something out of the ordinary + * and you need lower level access. + * + * For backward compatibility they are available at both `twgl.attributes` and `twgl` + * itself + * + * See {@link module:twgl} for core functions + * + * @module twgl/vertexArrays + */ +var ELEMENT_ARRAY_BUFFER = 0x8893; +/** + * @typedef {Object} VertexArrayInfo + * @property {number} numElements The number of elements to pass to `gl.drawArrays` or `gl.drawElements`. + * @property {number} [elementType] The type of indices `UNSIGNED_BYTE`, `UNSIGNED_SHORT` etc.. + * @property {WebGLVertexArrayObject} [vertexArrayObject] a vertex array object + * @memberOf module:twgl + */ + +/** + * Creates a VertexArrayInfo from a BufferInfo and one or more ProgramInfos + * + * This can be passed to {@link module:twgl.setBuffersAndAttributes} and to + * {@link module:twgl:drawBufferInfo}. + * + * > **IMPORTANT:** Vertex Array Objects are **not** a direct analog for a BufferInfo. Vertex Array Objects + * assign buffers to specific attributes at creation time. That means they can only be used with programs + * who's attributes use the same attribute locations for the same purposes. + * + * > Bind your attribute locations by passing an array of attribute names to {@link module:twgl.createProgramInfo} + * or use WebGL 2's GLSL ES 3's `layout(location = )` to make sure locations match. + * + * also + * + * > **IMPORTANT:** After calling twgl.setBuffersAndAttribute with a BufferInfo that uses a Vertex Array Object + * that Vertex Array Object will be bound. That means **ANY MANIPULATION OF ELEMENT_ARRAY_BUFFER or ATTRIBUTES** + * will affect the Vertex Array Object state. + * + * > Call `gl.bindVertexArray(null)` to get back manipulating the global attributes and ELEMENT_ARRAY_BUFFER. + * + * @param {WebGLRenderingContext} gl A WebGLRenderingContext + * @param {module:twgl.ProgramInfo|module:twgl.ProgramInfo[]} programInfo a programInfo or array of programInfos + * @param {module:twgl.BufferInfo} bufferInfo BufferInfo as returned from createBufferInfoFromArrays etc... + * + * You need to make sure every attribute that will be used is bound. So for example assume shader 1 + * uses attributes A, B, C and shader 2 uses attributes A, B, D. If you only pass in the programInfo + * for shader 1 then only attributes A, B, and C will have their attributes set because TWGL doesn't + * now attribute D's location. + * + * So, you can pass in both shader 1 and shader 2's programInfo + * + * @return {module:twgl.VertexArrayInfo} The created VertexArrayInfo + * + * @memberOf module:twgl/vertexArrays + */ + +function createVertexArrayInfo(gl, programInfos, bufferInfo) { + var vao = gl.createVertexArray(); + gl.bindVertexArray(vao); + + if (!programInfos.length) { + programInfos = [programInfos]; + } + + programInfos.forEach(function (programInfo) { + programs.setBuffersAndAttributes(gl, programInfo, bufferInfo); + }); + gl.bindVertexArray(null); + return { + numElements: bufferInfo.numElements, + elementType: bufferInfo.elementType, + vertexArrayObject: vao + }; +} +/** + * Creates a vertex array object and then sets the attributes on it + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. + * @param {Object.} setters Attribute setters as returned from createAttributeSetters + * @param {Object.} attribs AttribInfos mapped by attribute name. + * @param {WebGLBuffer} [indices] an optional ELEMENT_ARRAY_BUFFER of indices + * @memberOf module:twgl/vertexArrays + */ + + +function createVAOAndSetAttributes(gl, setters, attribs, indices) { + var vao = gl.createVertexArray(); + gl.bindVertexArray(vao); + programs.setAttributes(setters, attribs); + + if (indices) { + gl.bindBuffer(ELEMENT_ARRAY_BUFFER, indices); + } // We unbind this because otherwise any change to ELEMENT_ARRAY_BUFFER + // like when creating buffers for other stuff will mess up this VAO's binding + + + gl.bindVertexArray(null); + return vao; +} +/** + * Creates a vertex array object and then sets the attributes + * on it + * + * @param {WebGLRenderingContext} gl The WebGLRenderingContext + * to use. + * @param {Object.| module:twgl.ProgramInfo} programInfo as returned from createProgramInfo or Attribute setters as returned from createAttributeSetters + * @param {module:twgl.BufferInfo} bufferInfo BufferInfo as returned from createBufferInfoFromArrays etc... + * @param {WebGLBuffer} [indices] an optional ELEMENT_ARRAY_BUFFER of indices + * @memberOf module:twgl/vertexArrays + */ + + +function createVAOFromBufferInfo(gl, programInfo, bufferInfo) { + return createVAOAndSetAttributes(gl, programInfo.attribSetters || programInfo, bufferInfo.attribs, bufferInfo.indices); +} + +/***/ }) + +/******/ }); +}); +//# sourceMappingURL=twgl.js.map \ No newline at end of file diff --git a/blocks/waves/twgl/twgl.js.map b/blocks/waves/twgl/twgl.js.map new file mode 100755 index 00000000..03bf06d8 --- /dev/null +++ b/blocks/waves/twgl/twgl.js.map @@ -0,0 +1 @@ +{"version":3,"sources":["webpack://twgl/webpack/universalModuleDefinition","webpack://twgl/webpack/bootstrap","webpack://twgl/./src/attributes.js","webpack://twgl/./src/draw.js","webpack://twgl/./src/framebuffers.js","webpack://twgl/./src/helper.js","webpack://twgl/./src/programs.js","webpack://twgl/./src/textures.js","webpack://twgl/./src/twgl-base.js","webpack://twgl/./src/twgl.js","webpack://twgl/./src/typedarrays.js","webpack://twgl/./src/utils.js","webpack://twgl/./src/vertex-arrays.js"],"names":["STATIC_DRAW","ARRAY_BUFFER","ELEMENT_ARRAY_BUFFER","BUFFER_SIZE","BYTE","UNSIGNED_BYTE","SHORT","UNSIGNED_SHORT","INT","UNSIGNED_INT","FLOAT","gl","undefined","defaults","attribPrefix","setAttributePrefix","prefix","setDefaults","newDefaults","helper","copyExistingProperties","setBufferFromTypedArray","type","buffer","array","drawType","bindBuffer","bufferData","createBufferFromTypedArray","typedArray","isBuffer","createBuffer","isIndices","name","getNormalizationForTypedArray","Int8Array","Uint8Array","getNormalizationForTypedArrayType","typedArrayType","getArray","length","data","texcoordRE","colorRE","guessNumComponentsFromName","numComponents","test","Error","getNumComponents","arrayName","size","makeTypedArray","typedArrays","isArrayBuffer","Array","isArray","Type","Uint16Array","Float32Array","createAttribsFromArrays","arrays","attribs","Object","keys","forEach","attribName","attrib","value","normalization","WebGLBuffer","normalize","numValues","arrayType","numBytes","BYTES_PER_ELEMENT","getGLTypeForTypedArrayType","getGLTypeForTypedArray","stride","offset","divisor","setAttribInfoBufferFromArray","attribInfo","bufferSubData","getBytesPerValueForGLType","positionKeys","getNumElementsFromNonIndexedArrays","key","ii","numElements","getNumElementsFromAttributes","getBufferParameter","bytesPerValue","totalElements","createBufferInfoFromArrays","srcBufferInfo","newAttribs","bufferInfo","assign","indices","newIndices","elementType","createBufferFromArray","createBuffersFromArrays","buffers","TRIANGLES","drawBufferInfo","count","instanceCount","drawElementsInstanced","drawElements","drawArraysInstanced","drawArrays","drawObjectList","objectsToDraw","lastUsedProgramInfo","lastUsedBufferInfo","object","active","programInfo","vertexArrayInfo","bindBuffers","useProgram","program","vertexArrayObject","bindVertexArray","programs","setBuffersAndAttributes","setUniforms","uniforms","FRAMEBUFFER","RENDERBUFFER","TEXTURE_2D","DEPTH_COMPONENT","RGBA","RGBA4","RGB5_A1","RGB565","DEPTH_COMPONENT16","STENCIL_INDEX","STENCIL_INDEX8","DEPTH_STENCIL","COLOR_ATTACHMENT0","DEPTH_ATTACHMENT","STENCIL_ATTACHMENT","DEPTH_STENCIL_ATTACHMENT","REPEAT","CLAMP_TO_EDGE","MIRRORED_REPEAT","NEAREST","LINEAR","NEAREST_MIPMAP_NEAREST","LINEAR_MIPMAP_NEAREST","NEAREST_MIPMAP_LINEAR","LINEAR_MIPMAP_LINEAR","defaultAttachments","format","min","wrap","attachmentsByFormat","getAttachmentPointForFormat","renderbufferFormats","isRenderbufferFormat","createFramebufferInfo","attachments","width","height","target","fb","createFramebuffer","bindFramebuffer","drawingBufferWidth","drawingBufferHeight","colorAttachmentCount","framebufferInfo","framebuffer","attachmentOptions","attachment","attachmentPoint","createRenderbuffer","bindRenderbuffer","renderbufferStorage","textureOptions","auto","minMag","mag","wrapS","wrapT","textures","createTexture","isRenderbuffer","framebufferRenderbuffer","isTexture","layer","framebufferTextureLayer","level","framebufferTexture2D","texTarget","push","resizeFramebufferInfo","ndx","resizeTexture","bindFramebufferInfo","viewport","copyNamedProperties","names","src","dst","hasOwnProperty","error","console","warn","t","WebGLRenderbuffer","isShader","WebGLShader","WebGLTexture","isSampler","WebGLSampler","getElementById","id","document","TEXTURE0","DYNAMIC_DRAW","UNIFORM_BUFFER","TRANSFORM_FEEDBACK_BUFFER","TRANSFORM_FEEDBACK","COMPILE_STATUS","LINK_STATUS","FRAGMENT_SHADER","VERTEX_SHADER","SEPARATE_ATTRIBS","ACTIVE_UNIFORMS","ACTIVE_ATTRIBUTES","TRANSFORM_FEEDBACK_VARYINGS","ACTIVE_UNIFORM_BLOCKS","UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER","UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER","UNIFORM_BLOCK_DATA_SIZE","UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES","FLOAT_VEC2","FLOAT_VEC3","FLOAT_VEC4","INT_VEC2","INT_VEC3","INT_VEC4","BOOL","BOOL_VEC2","BOOL_VEC3","BOOL_VEC4","FLOAT_MAT2","FLOAT_MAT3","FLOAT_MAT4","SAMPLER_2D","SAMPLER_CUBE","SAMPLER_3D","SAMPLER_2D_SHADOW","FLOAT_MAT2x3","FLOAT_MAT2x4","FLOAT_MAT3x2","FLOAT_MAT3x4","FLOAT_MAT4x2","FLOAT_MAT4x3","SAMPLER_2D_ARRAY","SAMPLER_2D_ARRAY_SHADOW","SAMPLER_CUBE_SHADOW","UNSIGNED_INT_VEC2","UNSIGNED_INT_VEC3","UNSIGNED_INT_VEC4","INT_SAMPLER_2D","INT_SAMPLER_3D","INT_SAMPLER_CUBE","INT_SAMPLER_2D_ARRAY","UNSIGNED_INT_SAMPLER_2D","UNSIGNED_INT_SAMPLER_3D","UNSIGNED_INT_SAMPLER_CUBE","UNSIGNED_INT_SAMPLER_2D_ARRAY","TEXTURE_CUBE_MAP","TEXTURE_3D","TEXTURE_2D_ARRAY","typeMap","getBindPointForSamplerType","bindPoint","floatSetter","location","v","uniform1f","floatArraySetter","uniform1fv","floatVec2Setter","uniform2fv","floatVec3Setter","uniform3fv","floatVec4Setter","uniform4fv","intSetter","uniform1i","intArraySetter","uniform1iv","intVec2Setter","uniform2iv","intVec3Setter","uniform3iv","intVec4Setter","uniform4iv","uintSetter","uniform1ui","uintArraySetter","uniform1uiv","uintVec2Setter","uniform2uiv","uintVec3Setter","uniform3uiv","uintVec4Setter","uniform4uiv","floatMat2Setter","uniformMatrix2fv","floatMat3Setter","uniformMatrix3fv","floatMat4Setter","uniformMatrix4fv","floatMat23Setter","uniformMatrix2x3fv","floatMat32Setter","uniformMatrix3x2fv","floatMat24Setter","uniformMatrix2x4fv","floatMat42Setter","uniformMatrix4x2fv","floatMat34Setter","uniformMatrix3x4fv","floatMat43Setter","uniformMatrix4x3fv","samplerSetter","unit","utils","isWebGL2","textureOrPair","texture","sampler","activeTexture","bindTexture","bindSampler","samplerArraySetter","units","Int32Array","index","setter","arraySetter","Uint32Array","floatAttribSetter","b","disableVertexAttribArray","vertexAttrib4fv","vertexAttrib3fv","vertexAttrib2fv","vertexAttrib1fv","enableVertexAttribArray","vertexAttribPointer","vertexAttribDivisor","intAttribSetter","vertexAttrib4iv","vertexAttribIPointer","uintAttribSetter","vertexAttrib4uiv","matAttribSetter","typeInfo","defaultSize","rowOffset","i","attrTypeMap","addLineNumbers","lineOffset","split","map","line","join","spaceRE","loadShader","shaderSource","shaderType","opt_errorCallback","errFn","shader","createShader","replace","compileShader","compiled","getShaderParameter","lastError","getShaderInfoLog","deleteShader","getProgramOptions","opt_attribs","opt_locations","transformFeedbackVaryings","transformFeedbackMode","errorCallback","opt","attribLocations","options","defaultShaderType","getShaderTypeFromScriptType","scriptType","indexOf","deleteShaders","shaders","createProgram","progOptions","realShaders","newShaders","elem","text","attachShader","bindAttribLocation","varyings","linkProgram","linked","getProgramParameter","getProgramInfoLog","deleteProgram","createShaderFromScript","scriptId","opt_shaderType","shaderScript","createProgramFromScripts","shaderScriptIds","createProgramFromSources","shaderSources","isBuiltIn","info","startsWith","createUniformSetters","textureUnit","createUniformSetter","uniformInfo","getUniformLocation","substr","toString","uniformSetters","numUniforms","getActiveUniform","createTransformFeedbackInfo","numVaryings","varying","getTransformFeedbackVarying","bindTransformFeedbackInfo","transformFeedbackInfo","buf","bindBufferRange","bindBufferBase","createTransformFeedback","tf","bindTransformFeedback","createUniformBlockSpecFromProgram","uniformData","uniformIndices","pair","pname","getActiveUniforms","blockSpecs","numUniformBlocks","getActiveUniformBlockName","blockSpec","usedByVertexShader","getActiveUniformBlockParameter","usedByFragmentShader","used","arraySuffixRE","createUniformBlockInfoFromProgram","uniformBlockSpec","blockName","ArrayBuffer","uniformBufferIndex","uniformBlockBinding","uniformNdx","asFloat","createUniformBlockInfo","bindUniformBlock","uniformBlockInfo","bufferBindIndex","byteLength","setUniformBlock","setBlockUniforms","values","set","setters","actualSetters","numArgs","arguments","aNdx","setUniformsAndBindTextures","createAttributeSetters","attribSetters","numAttribs","getActiveAttrib","getAttribLocation","setAttributes","createProgramInfoFromProgram","createProgramInfo","good","source","script","textureColor","crossOrigin","s_ctx","getShared2DContext","createElement","getContext","ALPHA","RGB","LUMINANCE","LUMINANCE_ALPHA","TEXTURE_CUBE_MAP_POSITIVE_X","TEXTURE_CUBE_MAP_NEGATIVE_X","TEXTURE_CUBE_MAP_POSITIVE_Y","TEXTURE_CUBE_MAP_NEGATIVE_Y","TEXTURE_CUBE_MAP_POSITIVE_Z","TEXTURE_CUBE_MAP_NEGATIVE_Z","TEXTURE_MIN_FILTER","TEXTURE_MAG_FILTER","TEXTURE_WRAP_S","TEXTURE_WRAP_T","TEXTURE_WRAP_R","TEXTURE_MIN_LOD","TEXTURE_MAX_LOD","TEXTURE_BASE_LEVEL","TEXTURE_MAX_LEVEL","UNPACK_ALIGNMENT","UNPACK_ROW_LENGTH","UNPACK_IMAGE_HEIGHT","UNPACK_SKIP_PIXELS","UNPACK_SKIP_ROWS","UNPACK_SKIP_IMAGES","UNPACK_COLORSPACE_CONVERSION_WEBGL","UNPACK_PREMULTIPLY_ALPHA_WEBGL","UNPACK_FLIP_Y_WEBGL","R8","R8_SNORM","R16F","R32F","R8UI","R8I","RG16UI","RG16I","RG32UI","RG32I","RG8","RG8_SNORM","RG16F","RG32F","RG8UI","RG8I","R16UI","R16I","R32UI","R32I","RGB8","SRGB8","RGB8_SNORM","R11F_G11F_B10F","RGB9_E5","RGB16F","RGB32F","RGB8UI","RGB8I","RGB16UI","RGB16I","RGB32UI","RGB32I","RGBA8","SRGB8_ALPHA8","RGBA8_SNORM","RGB10_A2","RGBA16F","RGBA32F","RGBA8UI","RGBA8I","RGB10_A2UI","RGBA16UI","RGBA16I","RGBA32I","RGBA32UI","DEPTH_COMPONENT24","DEPTH_COMPONENT32F","DEPTH32F_STENCIL8","DEPTH24_STENCIL8","UNSIGNED_SHORT_4_4_4_4","UNSIGNED_SHORT_5_5_5_1","UNSIGNED_SHORT_5_6_5","HALF_FLOAT","HALF_FLOAT_OES","UNSIGNED_INT_2_10_10_10_REV","UNSIGNED_INT_10F_11F_11F_REV","UNSIGNED_INT_5_9_9_9_REV","FLOAT_32_UNSIGNED_INT_24_8_REV","UNSIGNED_INT_24_8","RG","RG_INTEGER","RED","RED_INTEGER","RGB_INTEGER","RGBA_INTEGER","formatInfo","f","numColorComponents","s_textureInternalFormatInfo","getTextureInternalFormatInfo","internalFormat","textureFormat","colorRenderable","textureFilterable","bytesPerElement","bytesPerElementMap","getBytesPerElementForInternalFormat","getFormatAndTypeForInternalFormat","isPowerOf2","canGenerateMipmap","canFilter","getNumComponentsForFormat","getTextureTypeForArrayType","defaultType","guessDimensions","Math","sqrt","setDefaultTextureColor","color","lastPackState","savePackState","colorspaceConversion","getParameter","pixelStorei","premultiplyAlpha","flipY","restorePackState","saveSkipState","unpackAlignment","unpackRowLength","unpackImageHeight","unpackSkipPixels","unpackSkipRows","unpackSkipImages","restoreSkipState","setTextureSamplerParameters","parameteriFn","call","wrapR","minLod","maxLod","baseLevel","maxLevel","setTextureParameters","tex","texParameteri","setSamplerParameters","samplerParameteri","createSampler","createSamplers","samplerOptions","samplers","make1Pixel","setTextureFilteringForSize","generateMipmap","filtering","shouldAutomaticallySetTextureFilteringForSize","getCubeFaceOrder","cubeFaceOrder","getCubeFacesWithNdx","faces","facesWithNdx","face","sort","a","setTextureFromElement","element","formatType","imgWidth","imgHeight","slices","nodeName","ctx","canvas","xOffset","yOffset","drawImage","texImage2D","createImageBitmap","colorSpaceConversion","then","imageBitmap","smallest","largest","max","depth","xMult","yMult","texImage3D","d","srcX","srcY","texSubImage3D","noop","urlIsSameOrigin","url","href","hostname","port","protocol","localOrigin","URL","origin","urlOrigin","setToAnonymousIfUndefinedAndURLIsNotSameOrigin","loadImage","callback","img","Image","clearEventHandlers","removeEventListener","onError","onLoad","msg","addEventListener","ImageBitmap","err","bm","cb","mode","fetch","response","ok","blob","bitmap","setTimeout","e","isTexImageSource","obj","ImageData","HTMLElement","loadAndUseImage","setTextureTo1PixelColor","loadTextureFromUrl","loadCubemapFromUrls","urls","numToLoad","errors","imgs","uploadImg","faceTarget","otherTarget","loadSlicesFromUrls","firstImage","slice","s","setTextureFromArray","getTypedArrayTypeForGLType","Uint8ClampedArray","glEnumToString","dimensions","cbrt","elementsPerElement","faceSize","subarray","setEmptyTexture","isAsyncSrc","createTextures","numDownloading","images","callCallbackIfReady","onLoadFn","addExtensionsToContext","attributes","setAttributeDefaults_","setTextureDefaults_","prefixRE","addExtensionToContext","extensionName","ext","getExtension","enums","fnSuffix","exec","enumSuffix","isFunc","suffix","endsWith","substring","origFn","apply","constructor","supportedExtensions","create3DContext","context","getWebGLContext","createContext","resizeCanvasToDisplaySize","multiplier","clientWidth","clientHeight","glTypeToTypedArray","tt","Int16Array","CTOR","SharedArrayBuffer","isArrayBufferOrSharedArrayBuffer","texStorage2D","isWebGL1","haveEnumsForType","addEnums","existing","createVertexArrayInfo","programInfos","vao","createVertexArray","createVAOAndSetAttributes","createVAOFromBufferInfo"],"mappings":";;;;;AAAA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC;AACD,O;QCVA;QACA;;QAEA;QACA;;QAEA;QACA;QACA;QACA;QACA;QACA;QACA;QACA;QACA;QACA;;QAEA;QACA;;QAEA;QACA;;QAEA;QACA;QACA;;;QAGA;QACA;;QAEA;QACA;;QAEA;QACA;QACA;QACA,0CAA0C,gCAAgC;QAC1E;QACA;;QAEA;QACA;QACA;QACA,wDAAwD,kBAAkB;QAC1E;QACA,iDAAiD,cAAc;QAC/D;;QAEA;QACA;QACA;QACA;QACA;QACA;QACA;QACA;QACA;QACA;QACA;QACA,yCAAyC,iCAAiC;QAC1E,gHAAgH,mBAAmB,EAAE;QACrI;QACA;;QAEA;QACA;QACA;QACA,2BAA2B,0BAA0B,EAAE;QACvD,iCAAiC,eAAe;QAChD;QACA;QACA;;QAEA;QACA,sDAAsD,+DAA+D;;QAErH;QACA;;;QAGA;QACA;;;;;;;;;;;;;;;;;;;;;;;;;;;AC5DA;;AACA;;;;;;AAvBA;;;;;;;;;;;;;;;;;;;;;AAyBA,IAAMA,WAAW,GAAoB,MAArC;AACA,IAAMC,YAAY,GAAmB,MAArC;AACA,IAAMC,oBAAoB,GAAW,MAArC;AACA,IAAMC,WAAW,GAAoB,MAArC;AAEA,IAAMC,IAAI,GAA2B,MAArC;AACA,IAAMC,aAAa,GAAkB,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,cAAc,GAAiB,MAArC;AACA,IAAMC,GAAG,GAA4B,MAArC;AACA,IAAMC,YAAY,GAAmB,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AAEA;;;;;;;;;;;;;;AAeA;;AACA,IAAMC,EAAE,GAAGC,SAAX;AAAuB;;AAA0B;;AACjD,IAAMC,QAAQ,GAAG;AACfC,cAAY,EAAE;AADC,CAAjB;AAIA;;;;;;;;;;;;;;;;;;;;;AAoBA,SAASC,kBAAT,CAA4BC,MAA5B,EAAoC;AAClCH,UAAQ,CAACC,YAAT,GAAwBE,MAAxB;AACD;;AAED,SAASC,WAAT,CAAqBC,WAArB,EAAkC;AAChCC,QAAM,CAACC,sBAAP,CAA8BF,WAA9B,EAA2CL,QAA3C;AACD;;AAED,SAASQ,uBAAT,CAAiCV,EAAjC,EAAqCW,IAArC,EAA2CC,MAA3C,EAAmDC,KAAnD,EAA0DC,QAA1D,EAAoE;AAClEd,IAAE,CAACe,UAAH,CAAcJ,IAAd,EAAoBC,MAApB;AACAZ,IAAE,CAACgB,UAAH,CAAcL,IAAd,EAAoBE,KAApB,EAA2BC,QAAQ,IAAIzB,WAAvC;AACD;AAED;;;;;;;;;;;;;AAWA,SAAS4B,0BAAT,CAAoCjB,EAApC,EAAwCkB,UAAxC,EAAoDP,IAApD,EAA0DG,QAA1D,EAAoE;AAClE,MAAIN,MAAM,CAACW,QAAP,CAAgBnB,EAAhB,EAAoBkB,UAApB,CAAJ,EAAqC;AACnC,WAAOA,UAAP;AACD;;AACDP,MAAI,GAAGA,IAAI,IAAIrB,YAAf;AACA,MAAMsB,MAAM,GAAGZ,EAAE,CAACoB,YAAH,EAAf;AACAV,yBAAuB,CAACV,EAAD,EAAKW,IAAL,EAAWC,MAAX,EAAmBM,UAAnB,EAA+BJ,QAA/B,CAAvB;AACA,SAAOF,MAAP;AACD;;AAED,SAASS,SAAT,CAAmBC,IAAnB,EAAyB;AACvB,SAAOA,IAAI,KAAK,SAAhB;AACD,C,CAED;AACA;;;AACA,SAASC,6BAAT,CAAuCL,UAAvC,EAAmD;AACjD,MAAIA,UAAU,YAAYM,SAA1B,EAAwC;AAAE,WAAO,IAAP;AAAc,GADP,CACS;;;AAC1D,MAAIN,UAAU,YAAYO,UAA1B,EAAwC;AAAE,WAAO,IAAP;AAAc,GAFP,CAES;;;AAC1D,SAAO,KAAP;AACD,C,CAED;AACA;;;AACA,SAASC,iCAAT,CAA2CC,cAA3C,EAA2D;AACzD,MAAIA,cAAc,KAAKH,SAAvB,EAAqC;AAAE,WAAO,IAAP;AAAc,GADI,CACF;;;AACvD,MAAIG,cAAc,KAAKF,UAAvB,EAAqC;AAAE,WAAO,IAAP;AAAc,GAFI,CAEF;;;AACvD,SAAO,KAAP;AACD;;AAED,SAASG,QAAT,CAAkBf,KAAlB,EAAyB;AACvB,SAAOA,KAAK,CAACgB,MAAN,GAAehB,KAAf,GAAuBA,KAAK,CAACiB,IAApC;AACD;;AAED,IAAMC,UAAU,GAAG,gBAAnB;AACA,IAAMC,OAAO,GAAG,eAAhB;;AAEA,SAASC,0BAAT,CAAoCX,IAApC,EAA0CO,MAA1C,EAAkD;AAChD,MAAIK,aAAJ;;AACA,MAAIH,UAAU,CAACI,IAAX,CAAgBb,IAAhB,CAAJ,EAA2B;AACzBY,iBAAa,GAAG,CAAhB;AACD,GAFD,MAEO,IAAIF,OAAO,CAACG,IAAR,CAAab,IAAb,CAAJ,EAAwB;AAC7BY,iBAAa,GAAG,CAAhB;AACD,GAFM,MAEA;AACLA,iBAAa,GAAG,CAAhB,CADK,CACe;AACrB;;AAED,MAAIL,MAAM,GAAGK,aAAT,GAAyB,CAA7B,EAAgC;AAC9B,UAAM,IAAIE,KAAJ,sDAAwDd,IAAxD,sBAAwEY,aAAxE,kBAA6FL,MAA7F,gDAAyIK,aAAzI,8BAAN;AACD;;AAED,SAAOA,aAAP;AACD;;AAED,SAASG,gBAAT,CAA0BxB,KAA1B,EAAiCyB,SAAjC,EAA4C;AAC1C,SAAOzB,KAAK,CAACqB,aAAN,IAAuBrB,KAAK,CAAC0B,IAA7B,IAAqCN,0BAA0B,CAACK,SAAD,EAAYV,QAAQ,CAACf,KAAD,CAAR,CAAgBgB,MAA5B,CAAtE;AACD;;AAED,SAASW,cAAT,CAAwB3B,KAAxB,EAA+BS,IAA/B,EAAqC;AACnC,MAAImB,WAAW,CAACC,aAAZ,CAA0B7B,KAA1B,CAAJ,EAAsC;AACpC,WAAOA,KAAP;AACD;;AAED,MAAI4B,WAAW,CAACC,aAAZ,CAA0B7B,KAAK,CAACiB,IAAhC,CAAJ,EAA2C;AACzC,WAAOjB,KAAK,CAACiB,IAAb;AACD;;AAED,MAAIa,KAAK,CAACC,OAAN,CAAc/B,KAAd,CAAJ,EAA0B;AACxBA,SAAK,GAAG;AACNiB,UAAI,EAAEjB;AADA,KAAR;AAGD;;AAED,MAAIgC,IAAI,GAAGhC,KAAK,CAACF,IAAjB;;AACA,MAAI,CAACkC,IAAL,EAAW;AACT,QAAIxB,SAAS,CAACC,IAAD,CAAb,EAAqB;AACnBuB,UAAI,GAAGC,WAAP;AACD,KAFD,MAEO;AACLD,UAAI,GAAGE,YAAP;AACD;AACF;;AACD,SAAO,IAAIF,IAAJ,CAAShC,KAAK,CAACiB,IAAf,CAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;AAoBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmCA;;;;;;;;;;;AAWA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA0CA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA0DA,SAASkB,uBAAT,CAAiChD,EAAjC,EAAqCiD,MAArC,EAA6C;AAC3C,MAAMC,OAAO,GAAG,EAAhB;AACAC,QAAM,CAACC,IAAP,CAAYH,MAAZ,EAAoBI,OAApB,CAA4B,UAASf,SAAT,EAAoB;AAC9C,QAAI,CAACjB,SAAS,CAACiB,SAAD,CAAd,EAA2B;AACzB,UAAMzB,KAAK,GAAGoC,MAAM,CAACX,SAAD,CAApB;AACA,UAAMgB,UAAU,GAAGzC,KAAK,CAAC0C,MAAN,IAAgB1C,KAAK,CAACS,IAAtB,IAA8BT,KAAK,CAACyC,UAApC,IAAmDpD,QAAQ,CAACC,YAAT,GAAwBmC,SAA9F;;AACA,UAAIzB,KAAK,CAAC2C,KAAV,EAAiB;AACf,YAAI,CAACb,KAAK,CAACC,OAAN,CAAc/B,KAAK,CAAC2C,KAApB,CAAD,IAA+B,CAACf,WAAW,CAACC,aAAZ,CAA0B7B,KAAK,CAAC2C,KAAhC,CAApC,EAA4E;AAC1E,gBAAM,IAAIpB,KAAJ,CAAU,wCAAV,CAAN;AACD;;AACDc,eAAO,CAACI,UAAD,CAAP,GAAsB;AACpBE,eAAK,EAAE3C,KAAK,CAAC2C;AADO,SAAtB;AAGD,OAPD,MAOO;AACL,YAAI5C,MAAJ;AACA,YAAID,IAAJ;AACA,YAAI8C,aAAJ;AACA,YAAIvB,aAAJ;;AACA,YAAIrB,KAAK,CAACD,MAAN,IAAgBC,KAAK,CAACD,MAAN,YAAwB8C,WAA5C,EAAyD;AACvD9C,gBAAM,GAAGC,KAAK,CAACD,MAAf;AACAsB,uBAAa,GAAGrB,KAAK,CAACqB,aAAN,IAAuBrB,KAAK,CAAC0B,IAA7C;AACA5B,cAAI,GAAGE,KAAK,CAACF,IAAb;AACA8C,uBAAa,GAAG5C,KAAK,CAAC8C,SAAtB;AACD,SALD,MAKO,IAAI,OAAO9C,KAAP,KAAiB,QAAjB,IAA6B,OAAOA,KAAK,CAACiB,IAAb,KAAsB,QAAvD,EAAiE;AACtE,cAAM8B,SAAS,GAAG/C,KAAK,CAACiB,IAAN,IAAcjB,KAAhC;AACA,cAAMgD,SAAS,GAAGhD,KAAK,CAACF,IAAN,IAAcoC,YAAhC;AACA,cAAMe,QAAQ,GAAGF,SAAS,GAAGC,SAAS,CAACE,iBAAvC;AACApD,cAAI,GAAG8B,WAAW,CAACuB,0BAAZ,CAAuCH,SAAvC,CAAP;AACAJ,uBAAa,GAAG5C,KAAK,CAAC8C,SAAN,KAAoB1D,SAApB,GAAgCY,KAAK,CAAC8C,SAAtC,GAAkDjC,iCAAiC,CAACmC,SAAD,CAAnG;AACA3B,uBAAa,GAAGrB,KAAK,CAACqB,aAAN,IAAuBrB,KAAK,CAAC0B,IAA7B,IAAqCN,0BAA0B,CAACK,SAAD,EAAYsB,SAAZ,CAA/E;AACAhD,gBAAM,GAAGZ,EAAE,CAACoB,YAAH,EAAT;AACApB,YAAE,CAACe,UAAH,CAAczB,YAAd,EAA4BsB,MAA5B;AACAZ,YAAE,CAACgB,UAAH,CAAc1B,YAAd,EAA4BwE,QAA5B,EAAsCjD,KAAK,CAACC,QAAN,IAAkBzB,WAAxD;AACD,SAVM,MAUA;AACL,cAAM6B,UAAU,GAAGsB,cAAc,CAAC3B,KAAD,EAAQyB,SAAR,CAAjC;AACA1B,gBAAM,GAAGK,0BAA0B,CAACjB,EAAD,EAAKkB,UAAL,EAAiBjB,SAAjB,EAA4BY,KAAK,CAACC,QAAlC,CAAnC;AACAH,cAAI,GAAG8B,WAAW,CAACwB,sBAAZ,CAAmC/C,UAAnC,CAAP;AACAuC,uBAAa,GAAG5C,KAAK,CAAC8C,SAAN,KAAoB1D,SAApB,GAAgCY,KAAK,CAAC8C,SAAtC,GAAkDpC,6BAA6B,CAACL,UAAD,CAA/F;AACAgB,uBAAa,GAAGG,gBAAgB,CAACxB,KAAD,EAAQyB,SAAR,CAAhC;AACD;;AACDY,eAAO,CAACI,UAAD,CAAP,GAAsB;AACpB1C,gBAAM,EAASA,MADK;AAEpBsB,uBAAa,EAAEA,aAFK;AAGpBvB,cAAI,EAAWA,IAHK;AAIpBgD,mBAAS,EAAMF,aAJK;AAKpBS,gBAAM,EAASrD,KAAK,CAACqD,MAAN,IAAgB,CALX;AAMpBC,gBAAM,EAAStD,KAAK,CAACsD,MAAN,IAAgB,CANX;AAOpBC,iBAAO,EAAQvD,KAAK,CAACuD,OAAN,KAAkBnE,SAAlB,GAA8BA,SAA9B,GAA0CY,KAAK,CAACuD,OAP3C;AAQpBtD,kBAAQ,EAAOD,KAAK,CAACC;AARD,SAAtB;AAUD;AACF;AACF,GAlDD;AAmDAd,IAAE,CAACe,UAAH,CAAczB,YAAd,EAA4B,IAA5B;AACA,SAAO4D,OAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAoCA,SAASmB,4BAAT,CAAsCrE,EAAtC,EAA0CsE,UAA1C,EAAsDzD,KAAtD,EAA6DsD,MAA7D,EAAqE;AACnEtD,OAAK,GAAG2B,cAAc,CAAC3B,KAAD,CAAtB;;AACA,MAAIsD,MAAM,KAAKlE,SAAf,EAA0B;AACxBD,MAAE,CAACe,UAAH,CAAczB,YAAd,EAA4BgF,UAAU,CAAC1D,MAAvC;AACAZ,MAAE,CAACuE,aAAH,CAAiBjF,YAAjB,EAA+B6E,MAA/B,EAAuCtD,KAAvC;AACD,GAHD,MAGO;AACLH,2BAAuB,CAACV,EAAD,EAAKV,YAAL,EAAmBgF,UAAU,CAAC1D,MAA9B,EAAsCC,KAAtC,EAA6CyD,UAAU,CAACxD,QAAxD,CAAvB;AACD;AACF;;AAED,SAAS0D,yBAAT,CAAmCxE,EAAnC,EAAuCW,IAAvC,EAA6C;AAC3C,MAAIA,IAAI,KAAKlB,IAAb,EAA6B,OAAO,CAAP,CADc,CACH;;AACxC,MAAIkB,IAAI,KAAKjB,aAAb,EAA6B,OAAO,CAAP,CAFc,CAEH;;AACxC,MAAIiB,IAAI,KAAKhB,KAAb,EAA6B,OAAO,CAAP,CAHc,CAGH;;AACxC,MAAIgB,IAAI,KAAKf,cAAb,EAA6B,OAAO,CAAP,CAJc,CAIH;;AACxC,MAAIe,IAAI,KAAKd,GAAb,EAA6B,OAAO,CAAP,CALc,CAKH;;AACxC,MAAIc,IAAI,KAAKb,YAAb,EAA6B,OAAO,CAAP,CANc,CAMH;;AACxC,MAAIa,IAAI,KAAKZ,KAAb,EAA6B,OAAO,CAAP,CAPc,CAOH;;AACxC,SAAO,CAAP;AACD,C,CAED;;;AACA,IAAM0E,YAAY,GAAG,CAAC,UAAD,EAAa,WAAb,EAA0B,YAA1B,CAArB;;AACA,SAASC,kCAAT,CAA4CzB,MAA5C,EAAoD;AAClD,MAAI0B,GAAJ;AACA,MAAIC,EAAJ;;AACA,OAAKA,EAAE,GAAG,CAAV,EAAaA,EAAE,GAAGH,YAAY,CAAC5C,MAA/B,EAAuC,EAAE+C,EAAzC,EAA6C;AAC3CD,OAAG,GAAGF,YAAY,CAACG,EAAD,CAAlB;;AACA,QAAID,GAAG,IAAI1B,MAAX,EAAmB;AACjB;AACD;AACF;;AACD,MAAI2B,EAAE,KAAKH,YAAY,CAAC5C,MAAxB,EAAgC;AAC9B8C,OAAG,GAAGxB,MAAM,CAACC,IAAP,CAAYH,MAAZ,EAAoB,CAApB,CAAN;AACD;;AACD,MAAMpC,KAAK,GAAGoC,MAAM,CAAC0B,GAAD,CAApB;AACA,MAAM9C,MAAM,GAAGD,QAAQ,CAACf,KAAD,CAAR,CAAgBgB,MAA/B;AACA,MAAMK,aAAa,GAAGG,gBAAgB,CAACxB,KAAD,EAAQ8D,GAAR,CAAtC;AACA,MAAME,WAAW,GAAGhD,MAAM,GAAGK,aAA7B;;AACA,MAAIL,MAAM,GAAGK,aAAT,GAAyB,CAA7B,EAAgC;AAC9B,UAAM,IAAIE,KAAJ,yBAA2BF,aAA3B,qCAAmEL,MAAnE,EAAN;AACD;;AACD,SAAOgD,WAAP;AACD;;AAED,SAASC,4BAAT,CAAsC9E,EAAtC,EAA0CkD,OAA1C,EAAmD;AACjD,MAAIyB,GAAJ;AACA,MAAIC,EAAJ;;AACA,OAAKA,EAAE,GAAG,CAAV,EAAaA,EAAE,GAAGH,YAAY,CAAC5C,MAA/B,EAAuC,EAAE+C,EAAzC,EAA6C;AAC3CD,OAAG,GAAGF,YAAY,CAACG,EAAD,CAAlB;;AACA,QAAID,GAAG,IAAIzB,OAAX,EAAoB;AAClB;AACD;;AACDyB,OAAG,GAAGzE,QAAQ,CAACC,YAAT,GAAwBwE,GAA9B;;AACA,QAAIA,GAAG,IAAIzB,OAAX,EAAoB;AAClB;AACD;AACF;;AACD,MAAI0B,EAAE,KAAKH,YAAY,CAAC5C,MAAxB,EAAgC;AAC9B8C,OAAG,GAAGxB,MAAM,CAACC,IAAP,CAAYF,OAAZ,EAAqB,CAArB,CAAN;AACD;;AACD,MAAMK,MAAM,GAAGL,OAAO,CAACyB,GAAD,CAAtB;AACA3E,IAAE,CAACe,UAAH,CAAczB,YAAd,EAA4BiE,MAAM,CAAC3C,MAAnC;AACA,MAAMkD,QAAQ,GAAG9D,EAAE,CAAC+E,kBAAH,CAAsBzF,YAAtB,EAAoCE,WAApC,CAAjB;AACAQ,IAAE,CAACe,UAAH,CAAczB,YAAd,EAA4B,IAA5B;AAEA,MAAM0F,aAAa,GAAGR,yBAAyB,CAACxE,EAAD,EAAKuD,MAAM,CAAC5C,IAAZ,CAA/C;AACA,MAAMsE,aAAa,GAAGnB,QAAQ,GAAGkB,aAAjC;AACA,MAAM9C,aAAa,GAAGqB,MAAM,CAACrB,aAAP,IAAwBqB,MAAM,CAAChB,IAArD,CAvBiD,CAwBjD;;AACA,MAAMsC,WAAW,GAAGI,aAAa,GAAG/C,aAApC;;AACA,MAAI2C,WAAW,GAAG,CAAd,KAAoB,CAAxB,EAA2B;AACzB,UAAM,IAAIzC,KAAJ,yBAA2BF,aAA3B,qCAAmEL,MAAnE,EAAN;AACD;;AACD,SAAOgD,WAAP;AACD;AAED;;;;;;;;;AASA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgGA,SAASK,0BAAT,CAAoClF,EAApC,EAAwCiD,MAAxC,EAAgDkC,aAAhD,EAA+D;AAC7D,MAAMC,UAAU,GAAGpC,uBAAuB,CAAChD,EAAD,EAAKiD,MAAL,CAA1C;AACA,MAAMoC,UAAU,GAAGlC,MAAM,CAACmC,MAAP,CAAc,EAAd,EAAkBH,aAAa,GAAGA,aAAH,GAAmB,EAAlD,CAAnB;AACAE,YAAU,CAACnC,OAAX,GAAqBC,MAAM,CAACmC,MAAP,CAAc,EAAd,EAAkBH,aAAa,GAAGA,aAAa,CAACjC,OAAjB,GAA2B,EAA1D,EAA8DkC,UAA9D,CAArB;AACA,MAAMG,OAAO,GAAGtC,MAAM,CAACsC,OAAvB;;AACA,MAAIA,OAAJ,EAAa;AACX,QAAMC,UAAU,GAAGhD,cAAc,CAAC+C,OAAD,EAAU,SAAV,CAAjC;AACAF,cAAU,CAACE,OAAX,GAAqBtE,0BAA0B,CAACjB,EAAD,EAAKwF,UAAL,EAAiBjG,oBAAjB,CAA/C;AACA8F,cAAU,CAACR,WAAX,GAAyBW,UAAU,CAAC3D,MAApC;AACAwD,cAAU,CAACI,WAAX,GAAyBhD,WAAW,CAACwB,sBAAZ,CAAmCuB,UAAnC,CAAzB;AACD,GALD,MAKO,IAAI,CAACH,UAAU,CAACR,WAAhB,EAA6B;AAClCQ,cAAU,CAACR,WAAX,GAAyBC,4BAA4B,CAAC9E,EAAD,EAAKqF,UAAU,CAACnC,OAAhB,CAArD;AACD;;AAED,SAAOmC,UAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA0BA,SAASK,qBAAT,CAA+B1F,EAA/B,EAAmCa,KAAnC,EAA0CyB,SAA1C,EAAqD;AACnD,MAAM3B,IAAI,GAAG2B,SAAS,KAAK,SAAd,GAA0B/C,oBAA1B,GAAiDD,YAA9D;AACA,MAAM4B,UAAU,GAAGsB,cAAc,CAAC3B,KAAD,EAAQyB,SAAR,CAAjC;AACA,SAAOrB,0BAA0B,CAACjB,EAAD,EAAKkB,UAAL,EAAiBP,IAAjB,CAAjC;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;AAwBA,SAASgF,uBAAT,CAAiC3F,EAAjC,EAAqCiD,MAArC,EAA6C;AAC3C,MAAM2C,OAAO,GAAG,EAAhB;AACAzC,QAAM,CAACC,IAAP,CAAYH,MAAZ,EAAoBI,OAApB,CAA4B,UAASsB,GAAT,EAAc;AACxCiB,WAAO,CAACjB,GAAD,CAAP,GAAee,qBAAqB,CAAC1F,EAAD,EAAKiD,MAAM,CAAC0B,GAAD,CAAX,EAAkBA,GAAlB,CAApC;AACD,GAFD,EAF2C,CAM3C;;AACA,MAAI1B,MAAM,CAACsC,OAAX,EAAoB;AAClBK,WAAO,CAACf,WAAR,GAAsB5B,MAAM,CAACsC,OAAP,CAAe1D,MAArC;AACA+D,WAAO,CAACH,WAAR,GAAsBhD,WAAW,CAACwB,sBAAZ,CAAmCzB,cAAc,CAACS,MAAM,CAACsC,OAAR,CAAjD,EAAmE,SAAnE,CAAtB;AACD,GAHD,MAGO;AACLK,WAAO,CAACf,WAAR,GAAsBH,kCAAkC,CAACzB,MAAD,CAAxD;AACD;;AAED,SAAO2C,OAAP;AACD,C;;;;;;;;;;;;;;;;;;ACtrBD;;;;;;AAtBA;;;;;;;;;;;;;;;;;;;;;AAwBA,IAAMC,SAAS,GAAwB,MAAvC;AACA,IAAMjG,cAAc,GAAmB,MAAvC;AAEA;;;;;;;;;;;AAWA;;;;;;;;;;;;;;;;;AAgBA,SAASkG,cAAT,CAAwB9F,EAAxB,EAA4BqF,UAA5B,EAAwC1E,IAAxC,EAA8CoF,KAA9C,EAAqD5B,MAArD,EAA6D6B,aAA7D,EAA4E;AAC1ErF,MAAI,GAAGA,IAAI,KAAKV,SAAT,GAAqB4F,SAArB,GAAiClF,IAAxC;AACA,MAAM4E,OAAO,GAAGF,UAAU,CAACE,OAA3B;AACA,MAAME,WAAW,GAAGJ,UAAU,CAACI,WAA/B;AACA,MAAMZ,WAAW,GAAGkB,KAAK,KAAK9F,SAAV,GAAsBoF,UAAU,CAACR,WAAjC,GAA+CkB,KAAnE;AACA5B,QAAM,GAAGA,MAAM,KAAKlE,SAAX,GAAuB,CAAvB,GAA2BkE,MAApC;;AACA,MAAIsB,WAAW,IAAIF,OAAnB,EAA4B;AAC1B,QAAIS,aAAa,KAAK/F,SAAtB,EAAiC;AAC/BD,QAAE,CAACiG,qBAAH,CAAyBtF,IAAzB,EAA+BkE,WAA/B,EAA4CY,WAAW,KAAKxF,SAAhB,GAA4BL,cAA5B,GAA6CyF,UAAU,CAACI,WAApG,EAAiHtB,MAAjH,EAAyH6B,aAAzH;AACD,KAFD,MAEO;AACLhG,QAAE,CAACkG,YAAH,CAAgBvF,IAAhB,EAAsBkE,WAAtB,EAAmCY,WAAW,KAAKxF,SAAhB,GAA4BL,cAA5B,GAA6CyF,UAAU,CAACI,WAA3F,EAAwGtB,MAAxG;AACD;AACF,GAND,MAMO;AACL,QAAI6B,aAAa,KAAK/F,SAAtB,EAAiC;AAC/BD,QAAE,CAACmG,mBAAH,CAAuBxF,IAAvB,EAA6BwD,MAA7B,EAAqCU,WAArC,EAAkDmB,aAAlD;AACD,KAFD,MAEO;AACLhG,QAAE,CAACoG,UAAH,CAAczF,IAAd,EAAoBwD,MAApB,EAA4BU,WAA5B;AACD;AACF;AACF;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAoCA;;;;;;;;AAMA,SAASwB,cAAT,CAAwBrG,EAAxB,EAA4BsG,aAA5B,EAA2C;AACzC,MAAIC,mBAAmB,GAAG,IAA1B;AACA,MAAIC,kBAAkB,GAAG,IAAzB;AAEAF,eAAa,CAACjD,OAAd,CAAsB,UAASoD,MAAT,EAAiB;AACrC,QAAIA,MAAM,CAACC,MAAP,KAAkB,KAAtB,EAA6B;AAC3B;AACD;;AAED,QAAMC,WAAW,GAAGF,MAAM,CAACE,WAA3B;AACA,QAAMtB,UAAU,GAAGoB,MAAM,CAACG,eAAP,IAA0BH,MAAM,CAACpB,UAApD;AACA,QAAIwB,WAAW,GAAG,KAAlB;AACA,QAAMlG,IAAI,GAAG8F,MAAM,CAAC9F,IAAP,KAAgBV,SAAhB,GAA4B4F,SAA5B,GAAwCY,MAAM,CAAC9F,IAA5D;;AAEA,QAAIgG,WAAW,KAAKJ,mBAApB,EAAyC;AACvCA,yBAAmB,GAAGI,WAAtB;AACA3G,QAAE,CAAC8G,UAAH,CAAcH,WAAW,CAACI,OAA1B,EAFuC,CAIvC;AACA;AACA;AACA;;AACAF,iBAAW,GAAG,IAAd;AACD,KAnBoC,CAqBrC;;;AACA,QAAIA,WAAW,IAAIxB,UAAU,KAAKmB,kBAAlC,EAAsD;AACpD,UAAIA,kBAAkB,IAAIA,kBAAkB,CAACQ,iBAAzC,IAA8D,CAAC3B,UAAU,CAAC2B,iBAA9E,EAAiG;AAC/FhH,UAAE,CAACiH,eAAH,CAAmB,IAAnB;AACD;;AACDT,wBAAkB,GAAGnB,UAArB;AACA6B,cAAQ,CAACC,uBAAT,CAAiCnH,EAAjC,EAAqC2G,WAArC,EAAkDtB,UAAlD;AACD,KA5BoC,CA8BrC;;;AACA6B,YAAQ,CAACE,WAAT,CAAqBT,WAArB,EAAkCF,MAAM,CAACY,QAAzC,EA/BqC,CAiCrC;;AACAvB,kBAAc,CAAC9F,EAAD,EAAKqF,UAAL,EAAiB1E,IAAjB,EAAuB8F,MAAM,CAACV,KAA9B,EAAqCU,MAAM,CAACtC,MAA5C,EAAoDsC,MAAM,CAACT,aAA3D,CAAd;AACD,GAnCD;;AAqCA,MAAIQ,kBAAkB,IAAIA,kBAAkB,CAACQ,iBAA7C,EAAgE;AAC9DhH,MAAE,CAACiH,eAAH,CAAmB,IAAnB;AACD;AACF,C;;;;;;;;;;;;;;;;;;;AC3ID;;AACA;;;;;;AAvBA;;;;;;;;;;;;;;;;;;;;;;AAyBA;;;;;;;;;;AAWA;AACA,IAAMjH,EAAE,GAAGC,SAAX;AAAuB;;AAA0B;;AAEjD,IAAMqH,WAAW,GAAsB,MAAvC;AACA,IAAMC,YAAY,GAAqB,MAAvC;AACA,IAAMC,UAAU,GAAuB,MAAvC;AAEA,IAAM9H,aAAa,GAAoB,MAAvC;AAEA;;AACA,IAAM+H,eAAe,GAAkB,MAAvC;AACA,IAAMC,IAAI,GAA6B,MAAvC;AAEA;;AACA,IAAMC,KAAK,GAA4B,MAAvC;AACA,IAAMC,OAAO,GAA0B,MAAvC;AACA,IAAMC,MAAM,GAA2B,MAAvC;AACA,IAAMC,iBAAiB,GAAgB,MAAvC;AACA,IAAMC,aAAa,GAAoB,MAAvC;AACA,IAAMC,cAAc,GAAmB,MAAvC;AACA,IAAMC,aAAa,GAAoB,MAAvC;AACA,IAAMC,iBAAiB,GAAgB,MAAvC;AACA,IAAMC,gBAAgB,GAAiB,MAAvC;AACA,IAAMC,kBAAkB,GAAe,MAAvC;AACA,IAAMC,wBAAwB,GAAS,MAAvC;AAEA;;AACA,IAAMC,MAAM,GAA2B,MAAvC,C,CAAgD;;AAChD,IAAMC,aAAa,GAAoB,MAAvC;AACA,IAAMC,eAAe,GAAkB,MAAvC,C,CAAgD;;AAEhD;;AACA,IAAMC,OAAO,GAA0B,MAAvC,C,CAAgD;;AAChD,IAAMC,MAAM,GAA2B,MAAvC;AAEA;;AACA,IAAMC,sBAAsB,GAAW,MAAvC,C,CAAgD;;AAChD,IAAMC,qBAAqB,GAAY,MAAvC,C,CAAgD;;AAChD,IAAMC,qBAAqB,GAAY,MAAvC,C,CAAgD;;AAChD,IAAMC,oBAAoB,GAAa,MAAvC,C,CAAgD;;AAEhD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+BA,IAAMC,kBAAkB,GAAG,CACzB;AAAEC,QAAM,EAAEtB,IAAV;AAAgB/G,MAAI,EAAEjB,aAAtB;AAAqCuJ,KAAG,EAAEP,MAA1C;AAAkDQ,MAAI,EAAEX;AAAxD,CADyB,EAEzB;AAAES,QAAM,EAAEf;AAAV,CAFyB,CAA3B;AAKA,IAAMkB,mBAAmB,GAAG,EAA5B;AACAA,mBAAmB,CAAClB,aAAD,CAAnB,GAAqCI,wBAArC;AACAc,mBAAmB,CAACpB,aAAD,CAAnB,GAAqCK,kBAArC;AACAe,mBAAmB,CAACnB,cAAD,CAAnB,GAAsCI,kBAAtC;AACAe,mBAAmB,CAAC1B,eAAD,CAAnB,GAAuCU,gBAAvC;AACAgB,mBAAmB,CAACrB,iBAAD,CAAnB,GAAyCK,gBAAzC;;AAEA,SAASiB,2BAAT,CAAqCJ,MAArC,EAA6C;AAC3C,SAAOG,mBAAmB,CAACH,MAAD,CAA1B;AACD;;AAED,IAAMK,mBAAmB,GAAG,EAA5B;AACAA,mBAAmB,CAAC1B,KAAD,CAAnB,GAA6B,IAA7B;AACA0B,mBAAmB,CAACzB,OAAD,CAAnB,GAA+B,IAA/B;AACAyB,mBAAmB,CAACxB,MAAD,CAAnB,GAA8B,IAA9B;AACAwB,mBAAmB,CAACpB,aAAD,CAAnB,GAAqC,IAArC;AACAoB,mBAAmB,CAACvB,iBAAD,CAAnB,GAAyC,IAAzC;AACAuB,mBAAmB,CAACtB,aAAD,CAAnB,GAAqC,IAArC;AACAsB,mBAAmB,CAACrB,cAAD,CAAnB,GAAsC,IAAtC;;AAEA,SAASsB,oBAAT,CAA8BN,MAA9B,EAAsC;AACpC,SAAOK,mBAAmB,CAACL,MAAD,CAA1B;AACD;AAED;;;;;;;;;AASA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAoCA,SAASO,qBAAT,CAA+BvJ,EAA/B,EAAmCwJ,WAAnC,EAAgDC,KAAhD,EAAuDC,MAAvD,EAA+D;AAC7D,MAAMC,MAAM,GAAGrC,WAAf;AACA,MAAMsC,EAAE,GAAG5J,EAAE,CAAC6J,iBAAH,EAAX;AACA7J,IAAE,CAAC8J,eAAH,CAAmBH,MAAnB,EAA2BC,EAA3B;AACAH,OAAK,GAAIA,KAAK,IAAKzJ,EAAE,CAAC+J,kBAAtB;AACAL,QAAM,GAAGA,MAAM,IAAI1J,EAAE,CAACgK,mBAAtB;AACAR,aAAW,GAAGA,WAAW,IAAIT,kBAA7B;AACA,MAAIkB,oBAAoB,GAAG,CAA3B;AACA,MAAMC,eAAe,GAAG;AACtBC,eAAW,EAAEP,EADS;AAEtBJ,eAAW,EAAE,EAFS;AAGtBC,SAAK,EAAEA,KAHe;AAItBC,UAAM,EAAEA;AAJc,GAAxB;AAMAF,aAAW,CAACnG,OAAZ,CAAoB,UAAS+G,iBAAT,EAA4B;AAC9C,QAAIC,UAAU,GAAGD,iBAAiB,CAACC,UAAnC;AACA,QAAMrB,MAAM,GAAGoB,iBAAiB,CAACpB,MAAjC;AACA,QAAIsB,eAAe,GAAGlB,2BAA2B,CAACJ,MAAD,CAAjD;;AACA,QAAI,CAACsB,eAAL,EAAsB;AACpBA,qBAAe,GAAGpC,iBAAiB,GAAG+B,oBAAoB,EAA1D;AACD;;AACD,QAAI,CAACI,UAAL,EAAiB;AACf,UAAIf,oBAAoB,CAACN,MAAD,CAAxB,EAAkC;AAChCqB,kBAAU,GAAGrK,EAAE,CAACuK,kBAAH,EAAb;AACAvK,UAAE,CAACwK,gBAAH,CAAoBjD,YAApB,EAAkC8C,UAAlC;AACArK,UAAE,CAACyK,mBAAH,CAAuBlD,YAAvB,EAAqCyB,MAArC,EAA6CS,KAA7C,EAAoDC,MAApD;AACD,OAJD,MAIO;AACL,YAAMgB,cAAc,GAAGvH,MAAM,CAACmC,MAAP,CAAc,EAAd,EAAkB8E,iBAAlB,CAAvB;AACAM,sBAAc,CAACjB,KAAf,GAAuBA,KAAvB;AACAiB,sBAAc,CAAChB,MAAf,GAAwBA,MAAxB;;AACA,YAAIgB,cAAc,CAACC,IAAf,KAAwB1K,SAA5B,EAAuC;AACrCyK,wBAAc,CAACC,IAAf,GAAsB,KAAtB;AACAD,wBAAc,CAACzB,GAAf,GAAqByB,cAAc,CAACzB,GAAf,IAAsByB,cAAc,CAACE,MAArC,IAA+ClC,MAApE;AACAgC,wBAAc,CAACG,GAAf,GAAqBH,cAAc,CAACG,GAAf,IAAsBH,cAAc,CAACE,MAArC,IAA+ClC,MAApE;AACAgC,wBAAc,CAACI,KAAf,GAAuBJ,cAAc,CAACI,KAAf,IAAwBJ,cAAc,CAACxB,IAAvC,IAA+CX,aAAtE;AACAmC,wBAAc,CAACK,KAAf,GAAuBL,cAAc,CAACK,KAAf,IAAwBL,cAAc,CAACxB,IAAvC,IAA+CX,aAAtE;AACD;;AACD8B,kBAAU,GAAGW,QAAQ,CAACC,aAAT,CAAuBjL,EAAvB,EAA2B0K,cAA3B,CAAb;AACD;AACF;;AACD,QAAIlK,MAAM,CAAC0K,cAAP,CAAsBlL,EAAtB,EAA0BqK,UAA1B,CAAJ,EAA2C;AACzCrK,QAAE,CAACmL,uBAAH,CAA2BxB,MAA3B,EAAmCW,eAAnC,EAAoD/C,YAApD,EAAkE8C,UAAlE;AACD,KAFD,MAEO,IAAI7J,MAAM,CAAC4K,SAAP,CAAiBpL,EAAjB,EAAqBqK,UAArB,CAAJ,EAAsC;AAC3C,UAAID,iBAAiB,CAACiB,KAAlB,KAA4BpL,SAAhC,EAA2C;AACzCD,UAAE,CAACsL,uBAAH,CACE3B,MADF,EAEEW,eAFF,EAGED,UAHF,EAIED,iBAAiB,CAACmB,KAAlB,IAA2B,CAJ7B,EAKEnB,iBAAiB,CAACiB,KALpB;AAMD,OAPD,MAOO;AACLrL,UAAE,CAACwL,oBAAH,CACI7B,MADJ,EAEIW,eAFJ,EAGIF,iBAAiB,CAACqB,SAAlB,IAA+BjE,UAHnC,EAII6C,UAJJ,EAKID,iBAAiB,CAACmB,KAAlB,IAA2B,CAL/B;AAMD;AACF,KAhBM,MAgBA;AACL,YAAM,IAAInJ,KAAJ,CAAU,yBAAV,CAAN;AACD;;AACD8H,mBAAe,CAACV,WAAhB,CAA4BkC,IAA5B,CAAiCrB,UAAjC;AACD,GAhDD;AAiDA,SAAOH,eAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA2CA,SAASyB,qBAAT,CAA+B3L,EAA/B,EAAmCkK,eAAnC,EAAoDV,WAApD,EAAiEC,KAAjE,EAAwEC,MAAxE,EAAgF;AAC9ED,OAAK,GAAIA,KAAK,IAAKzJ,EAAE,CAAC+J,kBAAtB;AACAL,QAAM,GAAGA,MAAM,IAAI1J,EAAE,CAACgK,mBAAtB;AACAE,iBAAe,CAACT,KAAhB,GAAwBA,KAAxB;AACAS,iBAAe,CAACR,MAAhB,GAAyBA,MAAzB;AACAF,aAAW,GAAGA,WAAW,IAAIT,kBAA7B;AACAS,aAAW,CAACnG,OAAZ,CAAoB,UAAS+G,iBAAT,EAA4BwB,GAA5B,EAAiC;AACnD,QAAMvB,UAAU,GAAGH,eAAe,CAACV,WAAhB,CAA4BoC,GAA5B,CAAnB;AACA,QAAM5C,MAAM,GAAGoB,iBAAiB,CAACpB,MAAjC;;AACA,QAAIxI,MAAM,CAAC0K,cAAP,CAAsBlL,EAAtB,EAA0BqK,UAA1B,CAAJ,EAA2C;AACzCrK,QAAE,CAACwK,gBAAH,CAAoBjD,YAApB,EAAkC8C,UAAlC;AACArK,QAAE,CAACyK,mBAAH,CAAuBlD,YAAvB,EAAqCyB,MAArC,EAA6CS,KAA7C,EAAoDC,MAApD;AACD,KAHD,MAGO,IAAIlJ,MAAM,CAAC4K,SAAP,CAAiBpL,EAAjB,EAAqBqK,UAArB,CAAJ,EAAsC;AAC3CW,cAAQ,CAACa,aAAT,CAAuB7L,EAAvB,EAA2BqK,UAA3B,EAAuCD,iBAAvC,EAA0DX,KAA1D,EAAiEC,MAAjE;AACD,KAFM,MAEA;AACL,YAAM,IAAItH,KAAJ,CAAU,yBAAV,CAAN;AACD;AACF,GAXD;AAYD;AAED;;;;;;;;;;;;;;;;;;;;;AAoBA,SAAS0J,mBAAT,CAA6B9L,EAA7B,EAAiCkK,eAAjC,EAAkDP,MAAlD,EAA0D;AACxDA,QAAM,GAAGA,MAAM,IAAIrC,WAAnB;;AACA,MAAI4C,eAAJ,EAAqB;AACnBlK,MAAE,CAAC8J,eAAH,CAAmBH,MAAnB,EAA2BO,eAAe,CAACC,WAA3C;AACAnK,MAAE,CAAC+L,QAAH,CAAY,CAAZ,EAAe,CAAf,EAAkB7B,eAAe,CAACT,KAAlC,EAAyCS,eAAe,CAACR,MAAzD;AACD,GAHD,MAGO;AACL1J,MAAE,CAAC8J,eAAH,CAAmBH,MAAnB,EAA2B,IAA3B;AACA3J,MAAE,CAAC+L,QAAH,CAAY,CAAZ,EAAe,CAAf,EAAkB/L,EAAE,CAAC+J,kBAArB,EAAyC/J,EAAE,CAACgK,mBAA5C;AACD;AACF,C;;;;;;;;;;;;;;;;;;;;;;;;;ACpVD;;;;;;;;;;;;;;;;;;;;;;AAsBA;;AAEA;;;;;;;;AAQA,SAASgC,mBAAT,CAA6BC,KAA7B,EAAoCC,GAApC,EAAyCC,GAAzC,EAA8C;AAC5CF,OAAK,CAAC5I,OAAN,CAAc,UAAS/B,IAAT,EAAe;AAC3B,QAAMkC,KAAK,GAAG0I,GAAG,CAAC5K,IAAD,CAAjB;;AACA,QAAIkC,KAAK,KAAKvD,SAAd,EAAyB;AACvBkM,SAAG,CAAC7K,IAAD,CAAH,GAAYkC,KAAZ;AACD;AACF,GALD;AAMD;AAED;;;;;;;;;AAOA,SAAS/C,sBAAT,CAAgCyL,GAAhC,EAAqCC,GAArC,EAA0C;AACxChJ,QAAM,CAACC,IAAP,CAAY+I,GAAZ,EAAiB9I,OAAjB,CAAyB,UAASsB,GAAT,EAAc;AACrC,QAAIwH,GAAG,CAACC,cAAJ,CAAmBzH,GAAnB,KAA2BuH,GAAG,CAACE,cAAJ,CAAmBzH,GAAnB,CAA/B,EAAwD;AAAG;AACzDwH,SAAG,CAACxH,GAAD,CAAH,GAAWuH,GAAG,CAACvH,GAAD,CAAd;AACD;AACF,GAJD;AAKD;;AAED,SAAS0H,KAAT,GAAwB;AAAA;;AACtB,cAAAC,OAAO,EAACD,KAAR;AACD;;AAED,SAASE,IAAT,GAAuB;AAAA;;AACrB,eAAAD,OAAO,EAACC,IAAR;AACD;;AAED,SAASpL,QAAT,CAAkBnB,EAAlB,EAAsBwM,CAAtB,EAAyB;AACvB,SAAO,OAAO9I,WAAP,KAAuB,WAAvB,IAAsC8I,CAAC,YAAY9I,WAA1D;AACD;;AAED,SAASwH,cAAT,CAAwBlL,EAAxB,EAA4BwM,CAA5B,EAA+B;AAC7B,SAAO,OAAOC,iBAAP,KAA6B,WAA7B,IAA4CD,CAAC,YAAYC,iBAAhE;AACD;;AAED,SAASC,QAAT,CAAkB1M,EAAlB,EAAsBwM,CAAtB,EAAyB;AACvB,SAAO,OAAOG,WAAP,KAAuB,WAAvB,IAAsCH,CAAC,YAAYG,WAA1D;AACD;;AAED,SAASvB,SAAT,CAAmBpL,EAAnB,EAAuBwM,CAAvB,EAA0B;AACxB,SAAO,OAAOI,YAAP,KAAwB,WAAxB,IAAuCJ,CAAC,YAAYI,YAA3D;AACD;;AAED,SAASC,SAAT,CAAmB7M,EAAnB,EAAuBwM,CAAvB,EAA0B;AACxB,SAAO,OAAOM,YAAP,KAAwB,WAAxB,IAAuCN,CAAC,YAAYM,YAA3D;AACD,C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AC5DD;;AACA;;;;;;AAvBA;;;;;;;;;;;;;;;;;;;;;;AAyBA;;;;;;;;;;;;;;AAeA,IAAMT,KAAK,GAAG7L,MAAM,CAAC6L,KAArB;AACA,IAAME,IAAI,GAAG/L,MAAM,CAAC+L,IAApB;;AACA,SAASQ,cAAT,CAAwBC,EAAxB,EAA4B;AAC1B,SAAQ,OAAOC,QAAP,KAAoB,WAApB,IAAmCA,QAAQ,CAACF,cAA7C,GACDE,QAAQ,CAACF,cAAT,CAAwBC,EAAxB,CADC,GAED,IAFN;AAGD;;AAED,IAAME,QAAQ,GAAyB,MAAvC;AACA,IAAMC,YAAY,GAAqB,MAAvC;AAEA,IAAM7N,YAAY,GAAqB,MAAvC;AACA,IAAMC,oBAAoB,GAAa,MAAvC;AACA,IAAM6N,cAAc,GAAmB,MAAvC;AACA,IAAMC,yBAAyB,GAAQ,MAAvC;AAEA,IAAMC,kBAAkB,GAAe,MAAvC;AAEA,IAAMC,cAAc,GAAmB,MAAvC;AACA,IAAMC,WAAW,GAAsB,MAAvC;AACA,IAAMC,eAAe,GAAkB,MAAvC;AACA,IAAMC,aAAa,GAAoB,MAAvC;AACA,IAAMC,gBAAgB,GAAiB,MAAvC;AAEA,IAAMC,eAAe,GAAkB,MAAvC;AACA,IAAMC,iBAAiB,GAAgB,MAAvC;AACA,IAAMC,2BAA2B,GAAM,MAAvC;AACA,IAAMC,qBAAqB,GAAY,MAAvC;AACA,IAAMC,yCAAyC,GAAK,MAApD;AACA,IAAMC,2CAA2C,GAAG,MAApD;AACA,IAAMC,uBAAuB,GAAuB,MAApD;AACA,IAAMC,oCAAoC,GAAU,MAApD;AAEA,IAAMpO,KAAK,GAA2B,MAAtC;AACA,IAAMqO,UAAU,GAAsB,MAAtC;AACA,IAAMC,UAAU,GAAsB,MAAtC;AACA,IAAMC,UAAU,GAAsB,MAAtC;AACA,IAAMzO,GAAG,GAA6B,MAAtC;AACA,IAAM0O,QAAQ,GAAwB,MAAtC;AACA,IAAMC,QAAQ,GAAwB,MAAtC;AACA,IAAMC,QAAQ,GAAwB,MAAtC;AACA,IAAMC,IAAI,GAA4B,MAAtC;AACA,IAAMC,SAAS,GAAuB,MAAtC;AACA,IAAMC,SAAS,GAAuB,MAAtC;AACA,IAAMC,SAAS,GAAuB,MAAtC;AACA,IAAMC,UAAU,GAAsB,MAAtC;AACA,IAAMC,UAAU,GAAsB,MAAtC;AACA,IAAMC,UAAU,GAAsB,MAAtC;AACA,IAAMC,UAAU,GAAsB,MAAtC;AACA,IAAMC,YAAY,GAAoB,MAAtC;AACA,IAAMC,UAAU,GAAsB,MAAtC;AACA,IAAMC,iBAAiB,GAAe,MAAtC;AACA,IAAMC,YAAY,GAAoB,MAAtC;AACA,IAAMC,YAAY,GAAoB,MAAtC;AACA,IAAMC,YAAY,GAAoB,MAAtC;AACA,IAAMC,YAAY,GAAoB,MAAtC;AACA,IAAMC,YAAY,GAAoB,MAAtC;AACA,IAAMC,YAAY,GAAoB,MAAtC;AACA,IAAMC,gBAAgB,GAAgB,MAAtC;AACA,IAAMC,uBAAuB,GAAS,MAAtC;AACA,IAAMC,mBAAmB,GAAa,MAAtC;AACA,IAAM/P,YAAY,GAAoB,MAAtC;AACA,IAAMgQ,iBAAiB,GAAe,MAAtC;AACA,IAAMC,iBAAiB,GAAe,MAAtC;AACA,IAAMC,iBAAiB,GAAe,MAAtC;AACA,IAAMC,cAAc,GAAkB,MAAtC;AACA,IAAMC,cAAc,GAAkB,MAAtC;AACA,IAAMC,gBAAgB,GAAgB,MAAtC;AACA,IAAMC,oBAAoB,GAAY,MAAtC;AACA,IAAMC,uBAAuB,GAAS,MAAtC;AACA,IAAMC,uBAAuB,GAAS,MAAtC;AACA,IAAMC,yBAAyB,GAAO,MAAtC;AACA,IAAMC,6BAA6B,GAAG,MAAtC;AAEA,IAAMhJ,UAAU,GAAsB,MAAtC;AACA,IAAMiJ,gBAAgB,GAAgB,MAAtC;AACA,IAAMC,UAAU,GAAsB,MAAtC;AACA,IAAMC,gBAAgB,GAAgB,MAAtC;AAEA,IAAMC,OAAO,GAAG,EAAhB;AAEA;;;;AAGA,SAASC,0BAAT,CAAoC7Q,EAApC,EAAwCW,IAAxC,EAA8C;AAC5C,SAAOiQ,OAAO,CAACjQ,IAAD,CAAP,CAAcmQ,SAArB;AACD,C,CAED;AACA;;;AAEA,SAASC,WAAT,CAAqB/Q,EAArB,EAAyBgR,QAAzB,EAAmC;AACjC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAACkR,SAAH,CAAaF,QAAb,EAAuBC,CAAvB;AACD,GAFD;AAGD;;AAED,SAASE,gBAAT,CAA0BnR,EAA1B,EAA8BgR,QAA9B,EAAwC;AACtC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAACoR,UAAH,CAAcJ,QAAd,EAAwBC,CAAxB;AACD,GAFD;AAGD;;AAED,SAASI,eAAT,CAAyBrR,EAAzB,EAA6BgR,QAA7B,EAAuC;AACrC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAACsR,UAAH,CAAcN,QAAd,EAAwBC,CAAxB;AACD,GAFD;AAGD;;AAED,SAASM,eAAT,CAAyBvR,EAAzB,EAA6BgR,QAA7B,EAAuC;AACrC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAACwR,UAAH,CAAcR,QAAd,EAAwBC,CAAxB;AACD,GAFD;AAGD;;AAED,SAASQ,eAAT,CAAyBzR,EAAzB,EAA6BgR,QAA7B,EAAuC;AACrC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAAC0R,UAAH,CAAcV,QAAd,EAAwBC,CAAxB;AACD,GAFD;AAGD;;AAED,SAASU,SAAT,CAAmB3R,EAAnB,EAAuBgR,QAAvB,EAAiC;AAC/B,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAAC4R,SAAH,CAAaZ,QAAb,EAAuBC,CAAvB;AACD,GAFD;AAGD;;AAED,SAASY,cAAT,CAAwB7R,EAAxB,EAA4BgR,QAA5B,EAAsC;AACpC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAAC8R,UAAH,CAAcd,QAAd,EAAwBC,CAAxB;AACD,GAFD;AAGD;;AAED,SAASc,aAAT,CAAuB/R,EAAvB,EAA2BgR,QAA3B,EAAqC;AACnC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAACgS,UAAH,CAAchB,QAAd,EAAwBC,CAAxB;AACD,GAFD;AAGD;;AAED,SAASgB,aAAT,CAAuBjS,EAAvB,EAA2BgR,QAA3B,EAAqC;AACnC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAACkS,UAAH,CAAclB,QAAd,EAAwBC,CAAxB;AACD,GAFD;AAGD;;AAED,SAASkB,aAAT,CAAuBnS,EAAvB,EAA2BgR,QAA3B,EAAqC;AACnC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAACoS,UAAH,CAAcpB,QAAd,EAAwBC,CAAxB;AACD,GAFD;AAGD;;AAED,SAASoB,UAAT,CAAoBrS,EAApB,EAAwBgR,QAAxB,EAAkC;AAChC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAACsS,UAAH,CAActB,QAAd,EAAwBC,CAAxB;AACD,GAFD;AAGD;;AAED,SAASsB,eAAT,CAAyBvS,EAAzB,EAA6BgR,QAA7B,EAAuC;AACrC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAACwS,WAAH,CAAexB,QAAf,EAAyBC,CAAzB;AACD,GAFD;AAGD;;AAED,SAASwB,cAAT,CAAwBzS,EAAxB,EAA4BgR,QAA5B,EAAsC;AACpC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAAC0S,WAAH,CAAe1B,QAAf,EAAyBC,CAAzB;AACD,GAFD;AAGD;;AAED,SAAS0B,cAAT,CAAwB3S,EAAxB,EAA4BgR,QAA5B,EAAsC;AACpC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAAC4S,WAAH,CAAe5B,QAAf,EAAyBC,CAAzB;AACD,GAFD;AAGD;;AAED,SAAS4B,cAAT,CAAwB7S,EAAxB,EAA4BgR,QAA5B,EAAsC;AACpC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAAC8S,WAAH,CAAe9B,QAAf,EAAyBC,CAAzB;AACD,GAFD;AAGD;;AAED,SAAS8B,eAAT,CAAyB/S,EAAzB,EAA6BgR,QAA7B,EAAuC;AACrC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAACgT,gBAAH,CAAoBhC,QAApB,EAA8B,KAA9B,EAAqCC,CAArC;AACD,GAFD;AAGD;;AAED,SAASgC,eAAT,CAAyBjT,EAAzB,EAA6BgR,QAA7B,EAAuC;AACrC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAACkT,gBAAH,CAAoBlC,QAApB,EAA8B,KAA9B,EAAqCC,CAArC;AACD,GAFD;AAGD;;AAED,SAASkC,eAAT,CAAyBnT,EAAzB,EAA6BgR,QAA7B,EAAuC;AACrC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAACoT,gBAAH,CAAoBpC,QAApB,EAA8B,KAA9B,EAAqCC,CAArC;AACD,GAFD;AAGD;;AAED,SAASoC,gBAAT,CAA0BrT,EAA1B,EAA8BgR,QAA9B,EAAwC;AACtC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAACsT,kBAAH,CAAsBtC,QAAtB,EAAgC,KAAhC,EAAuCC,CAAvC;AACD,GAFD;AAGD;;AAED,SAASsC,gBAAT,CAA0BvT,EAA1B,EAA8BgR,QAA9B,EAAwC;AACtC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAACwT,kBAAH,CAAsBxC,QAAtB,EAAgC,KAAhC,EAAuCC,CAAvC;AACD,GAFD;AAGD;;AAED,SAASwC,gBAAT,CAA0BzT,EAA1B,EAA8BgR,QAA9B,EAAwC;AACtC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAAC0T,kBAAH,CAAsB1C,QAAtB,EAAgC,KAAhC,EAAuCC,CAAvC;AACD,GAFD;AAGD;;AAED,SAAS0C,gBAAT,CAA0B3T,EAA1B,EAA8BgR,QAA9B,EAAwC;AACtC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAAC4T,kBAAH,CAAsB5C,QAAtB,EAAgC,KAAhC,EAAuCC,CAAvC;AACD,GAFD;AAGD;;AAED,SAAS4C,gBAAT,CAA0B7T,EAA1B,EAA8BgR,QAA9B,EAAwC;AACtC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAAC8T,kBAAH,CAAsB9C,QAAtB,EAAgC,KAAhC,EAAuCC,CAAvC;AACD,GAFD;AAGD;;AAED,SAAS8C,gBAAT,CAA0B/T,EAA1B,EAA8BgR,QAA9B,EAAwC;AACtC,SAAO,UAASC,CAAT,EAAY;AACjBjR,MAAE,CAACgU,kBAAH,CAAsBhD,QAAtB,EAAgC,KAAhC,EAAuCC,CAAvC;AACD,GAFD;AAGD;;AAED,SAASgD,aAAT,CAAuBjU,EAAvB,EAA2BW,IAA3B,EAAiCuT,IAAjC,EAAuClD,QAAvC,EAAiD;AAC/C,MAAMF,SAAS,GAAGD,0BAA0B,CAAC7Q,EAAD,EAAKW,IAAL,CAA5C;AACA,SAAOwT,KAAK,CAACC,QAAN,CAAepU,EAAf,IAAqB,UAASqU,aAAT,EAAwB;AAClD,QAAIC,OAAJ;AACA,QAAIC,OAAJ;;AACA,QAAI/T,MAAM,CAAC4K,SAAP,CAAiBpL,EAAjB,EAAqBqU,aAArB,CAAJ,EAAyC;AACvCC,aAAO,GAAGD,aAAV;AACAE,aAAO,GAAG,IAAV;AACD,KAHD,MAGO;AACLD,aAAO,GAAGD,aAAa,CAACC,OAAxB;AACAC,aAAO,GAAGF,aAAa,CAACE,OAAxB;AACD;;AACDvU,MAAE,CAAC4R,SAAH,CAAaZ,QAAb,EAAuBkD,IAAvB;AACAlU,MAAE,CAACwU,aAAH,CAAiBtH,QAAQ,GAAGgH,IAA5B;AACAlU,MAAE,CAACyU,WAAH,CAAe3D,SAAf,EAA0BwD,OAA1B;AACAtU,MAAE,CAAC0U,WAAH,CAAeR,IAAf,EAAqBK,OAArB;AACD,GAdM,GAcH,UAASD,OAAT,EAAkB;AACpBtU,MAAE,CAAC4R,SAAH,CAAaZ,QAAb,EAAuBkD,IAAvB;AACAlU,MAAE,CAACwU,aAAH,CAAiBtH,QAAQ,GAAGgH,IAA5B;AACAlU,MAAE,CAACyU,WAAH,CAAe3D,SAAf,EAA0BwD,OAA1B;AACD,GAlBD;AAmBD;;AAED,SAASK,kBAAT,CAA4B3U,EAA5B,EAAgCW,IAAhC,EAAsCuT,IAAtC,EAA4ClD,QAA5C,EAAsDzO,IAAtD,EAA4D;AAC1D,MAAMuO,SAAS,GAAGD,0BAA0B,CAAC7Q,EAAD,EAAKW,IAAL,CAA5C;AACA,MAAMiU,KAAK,GAAG,IAAIC,UAAJ,CAAetS,IAAf,CAAd;;AACA,OAAK,IAAIqC,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGrC,IAAtB,EAA4B,EAAEqC,EAA9B,EAAkC;AAChCgQ,SAAK,CAAChQ,EAAD,CAAL,GAAYsP,IAAI,GAAGtP,EAAnB;AACD;;AAED,SAAOuP,KAAK,CAACC,QAAN,CAAepU,EAAf,IAAqB,UAASgL,QAAT,EAAmB;AAC7ChL,MAAE,CAAC8R,UAAH,CAAcd,QAAd,EAAwB4D,KAAxB;AACA5J,YAAQ,CAAC3H,OAAT,CAAiB,UAASgR,aAAT,EAAwBS,KAAxB,EAA+B;AAC9C9U,QAAE,CAACwU,aAAH,CAAiBtH,QAAQ,GAAG0H,KAAK,CAACE,KAAD,CAAjC;AACA,UAAIR,OAAJ;AACA,UAAIC,OAAJ;;AACA,UAAI/T,MAAM,CAAC4K,SAAP,CAAiBpL,EAAjB,EAAqBqU,aAArB,CAAJ,EAAyC;AACvCC,eAAO,GAAGD,aAAV;AACAE,eAAO,GAAG,IAAV;AACD,OAHD,MAGO;AACLD,eAAO,GAAGD,aAAa,CAACC,OAAxB;AACAC,eAAO,GAAGF,aAAa,CAACE,OAAxB;AACD;;AACDvU,QAAE,CAAC0U,WAAH,CAAeR,IAAf,EAAqBK,OAArB;AACAvU,QAAE,CAACyU,WAAH,CAAe3D,SAAf,EAA0BwD,OAA1B;AACD,KAbD;AAcD,GAhBM,GAgBH,UAAStJ,QAAT,EAAmB;AACrBhL,MAAE,CAAC8R,UAAH,CAAcd,QAAd,EAAwB4D,KAAxB;AACA5J,YAAQ,CAAC3H,OAAT,CAAiB,UAASiR,OAAT,EAAkBQ,KAAlB,EAAyB;AACxC9U,QAAE,CAACwU,aAAH,CAAiBtH,QAAQ,GAAG0H,KAAK,CAACE,KAAD,CAAjC;AACA9U,QAAE,CAACyU,WAAH,CAAe3D,SAAf,EAA0BwD,OAA1B;AACD,KAHD;AAID,GAtBD;AAuBD;;AAED1D,OAAO,CAAC7Q,KAAD,CAAP,GAAyC;AAAE8C,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAEhE,WAAxC;AAA0DiE,aAAW,EAAE7D;AAAvE,CAAzC;AACAP,OAAO,CAACxC,UAAD,CAAP,GAAyC;AAAEvL,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAE1D;AAAxC,CAAzC;AACAT,OAAO,CAACvC,UAAD,CAAP,GAAyC;AAAExL,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgCwS,QAAM,EAAExD;AAAxC,CAAzC;AACAX,OAAO,CAACtC,UAAD,CAAP,GAAyC;AAAEzL,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgCwS,QAAM,EAAEtD;AAAxC,CAAzC;AACAb,OAAO,CAAC/Q,GAAD,CAAP,GAAyC;AAAEgD,MAAI,EAAEgS,UAAR;AAAsBtS,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAEpD,SAAxC;AAA0DqD,aAAW,EAAEnD;AAAvE,CAAzC;AACAjB,OAAO,CAACrC,QAAD,CAAP,GAAyC;AAAE1L,MAAI,EAAEgS,UAAR;AAAsBtS,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAEhD;AAAxC,CAAzC;AACAnB,OAAO,CAACpC,QAAD,CAAP,GAAyC;AAAE3L,MAAI,EAAEgS,UAAR;AAAsBtS,MAAI,EAAE,EAA5B;AAAgCwS,QAAM,EAAE9C;AAAxC,CAAzC;AACArB,OAAO,CAACnC,QAAD,CAAP,GAAyC;AAAE5L,MAAI,EAAEgS,UAAR;AAAsBtS,MAAI,EAAE,EAA5B;AAAgCwS,QAAM,EAAE5C;AAAxC,CAAzC;AACAvB,OAAO,CAAC9Q,YAAD,CAAP,GAAyC;AAAE+C,MAAI,EAAEoS,WAAR;AAAsB1S,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAE1C,UAAxC;AAA0D2C,aAAW,EAAEzC;AAAvE,CAAzC;AACA3B,OAAO,CAACd,iBAAD,CAAP,GAAyC;AAAEjN,MAAI,EAAEoS,WAAR;AAAsB1S,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAEtC;AAAxC,CAAzC;AACA7B,OAAO,CAACb,iBAAD,CAAP,GAAyC;AAAElN,MAAI,EAAEoS,WAAR;AAAsB1S,MAAI,EAAE,EAA5B;AAAgCwS,QAAM,EAAEpC;AAAxC,CAAzC;AACA/B,OAAO,CAACZ,iBAAD,CAAP,GAAyC;AAAEnN,MAAI,EAAEoS,WAAR;AAAsB1S,MAAI,EAAE,EAA5B;AAAgCwS,QAAM,EAAElC;AAAxC,CAAzC;AACAjC,OAAO,CAAClC,IAAD,CAAP,GAAyC;AAAE7L,MAAI,EAAEoS,WAAR;AAAsB1S,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAEpD,SAAxC;AAA0DqD,aAAW,EAAEnD;AAAvE,CAAzC;AACAjB,OAAO,CAACjC,SAAD,CAAP,GAAyC;AAAE9L,MAAI,EAAEoS,WAAR;AAAsB1S,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAEhD;AAAxC,CAAzC;AACAnB,OAAO,CAAChC,SAAD,CAAP,GAAyC;AAAE/L,MAAI,EAAEoS,WAAR;AAAsB1S,MAAI,EAAE,EAA5B;AAAgCwS,QAAM,EAAE9C;AAAxC,CAAzC;AACArB,OAAO,CAAC/B,SAAD,CAAP,GAAyC;AAAEhM,MAAI,EAAEoS,WAAR;AAAsB1S,MAAI,EAAE,EAA5B;AAAgCwS,QAAM,EAAE5C;AAAxC,CAAzC;AACAvB,OAAO,CAAC9B,UAAD,CAAP,GAAyC;AAAEjM,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgCwS,QAAM,EAAEhC;AAAxC,CAAzC;AACAnC,OAAO,CAAC7B,UAAD,CAAP,GAAyC;AAAElM,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgCwS,QAAM,EAAE9B;AAAxC,CAAzC;AACArC,OAAO,CAAC5B,UAAD,CAAP,GAAyC;AAAEnM,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgCwS,QAAM,EAAE5B;AAAxC,CAAzC;AACAvC,OAAO,CAACvB,YAAD,CAAP,GAAyC;AAAExM,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgCwS,QAAM,EAAE1B;AAAxC,CAAzC;AACAzC,OAAO,CAACtB,YAAD,CAAP,GAAyC;AAAEzM,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgCwS,QAAM,EAAEtB;AAAxC,CAAzC;AACA7C,OAAO,CAACrB,YAAD,CAAP,GAAyC;AAAE1M,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgCwS,QAAM,EAAExB;AAAxC,CAAzC;AACA3C,OAAO,CAACpB,YAAD,CAAP,GAAyC;AAAE3M,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgCwS,QAAM,EAAElB;AAAxC,CAAzC;AACAjD,OAAO,CAACnB,YAAD,CAAP,GAAyC;AAAE5M,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgCwS,QAAM,EAAEpB;AAAxC,CAAzC;AACA/C,OAAO,CAAClB,YAAD,CAAP,GAAyC;AAAE7M,MAAI,EAAEE,YAAR;AAAsBR,MAAI,EAAE,EAA5B;AAAgCwS,QAAM,EAAEhB;AAAxC,CAAzC;AACAnD,OAAO,CAAC3B,UAAD,CAAP,GAAyC;AAAEpM,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F7D,WAAS,EAAEtJ;AAAtG,CAAzC;AACAoJ,OAAO,CAAC1B,YAAD,CAAP,GAAyC;AAAErM,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F7D,WAAS,EAAEL;AAAtG,CAAzC;AACAG,OAAO,CAACzB,UAAD,CAAP,GAAyC;AAAEtM,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F7D,WAAS,EAAEJ;AAAtG,CAAzC;AACAE,OAAO,CAACxB,iBAAD,CAAP,GAAyC;AAAEvM,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F7D,WAAS,EAAEtJ;AAAtG,CAAzC;AACAoJ,OAAO,CAACjB,gBAAD,CAAP,GAAyC;AAAE9M,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F7D,WAAS,EAAEH;AAAtG,CAAzC;AACAC,OAAO,CAAChB,uBAAD,CAAP,GAAyC;AAAE/M,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F7D,WAAS,EAAEH;AAAtG,CAAzC;AACAC,OAAO,CAACf,mBAAD,CAAP,GAAyC;AAAEhN,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F7D,WAAS,EAAEL;AAAtG,CAAzC;AACAG,OAAO,CAACX,cAAD,CAAP,GAAyC;AAAEpN,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F7D,WAAS,EAAEtJ;AAAtG,CAAzC;AACAoJ,OAAO,CAACV,cAAD,CAAP,GAAyC;AAAErN,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F7D,WAAS,EAAEJ;AAAtG,CAAzC;AACAE,OAAO,CAACT,gBAAD,CAAP,GAAyC;AAAEtN,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F7D,WAAS,EAAEL;AAAtG,CAAzC;AACAG,OAAO,CAACR,oBAAD,CAAP,GAAyC;AAAEvN,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F7D,WAAS,EAAEH;AAAtG,CAAzC;AACAC,OAAO,CAACP,uBAAD,CAAP,GAAyC;AAAExN,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F7D,WAAS,EAAEtJ;AAAtG,CAAzC;AACAoJ,OAAO,CAACN,uBAAD,CAAP,GAAyC;AAAEzN,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F7D,WAAS,EAAEJ;AAAtG,CAAzC;AACAE,OAAO,CAACL,yBAAD,CAAP,GAAyC;AAAE1N,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F7D,WAAS,EAAEL;AAAtG,CAAzC;AACAG,OAAO,CAACJ,6BAAD,CAAP,GAAyC;AAAE3N,MAAI,EAAE,IAAR;AAAsBN,MAAI,EAAG,CAA7B;AAAgCwS,QAAM,EAAEd,aAAxC;AAA0De,aAAW,EAAEL,kBAAvE;AAA2F7D,WAAS,EAAEH;AAAtG,CAAzC;;AAEA,SAASuE,iBAAT,CAA2BlV,EAA3B,EAA+B8U,KAA/B,EAAsC;AACpC,SAAO,UAASK,CAAT,EAAY;AACjB,QAAIA,CAAC,CAAC3R,KAAN,EAAa;AACXxD,QAAE,CAACoV,wBAAH,CAA4BN,KAA5B;;AACA,cAAQK,CAAC,CAAC3R,KAAF,CAAQ3B,MAAhB;AACE,aAAK,CAAL;AACE7B,YAAE,CAACqV,eAAH,CAAmBP,KAAnB,EAA0BK,CAAC,CAAC3R,KAA5B;AACA;;AACF,aAAK,CAAL;AACExD,YAAE,CAACsV,eAAH,CAAmBR,KAAnB,EAA0BK,CAAC,CAAC3R,KAA5B;AACA;;AACF,aAAK,CAAL;AACExD,YAAE,CAACuV,eAAH,CAAmBT,KAAnB,EAA0BK,CAAC,CAAC3R,KAA5B;AACA;;AACF,aAAK,CAAL;AACExD,YAAE,CAACwV,eAAH,CAAmBV,KAAnB,EAA0BK,CAAC,CAAC3R,KAA5B;AACA;;AACF;AACE,gBAAM,IAAIpB,KAAJ,CAAU,+DAAV,CAAN;AAdJ;AAgBD,KAlBD,MAkBO;AACLpC,QAAE,CAACe,UAAH,CAAczB,YAAd,EAA4B6V,CAAC,CAACvU,MAA9B;AACAZ,QAAE,CAACyV,uBAAH,CAA2BX,KAA3B;AACA9U,QAAE,CAAC0V,mBAAH,CACIZ,KADJ,EACWK,CAAC,CAACjT,aAAF,IAAmBiT,CAAC,CAAC5S,IADhC,EACsC4S,CAAC,CAACxU,IAAF,IAAUZ,KADhD,EACuDoV,CAAC,CAACxR,SAAF,IAAe,KADtE,EAC6EwR,CAAC,CAACjR,MAAF,IAAY,CADzF,EAC4FiR,CAAC,CAAChR,MAAF,IAAY,CADxG;;AAEA,UAAIgR,CAAC,CAAC/Q,OAAF,KAAcnE,SAAlB,EAA6B;AAC3BD,UAAE,CAAC2V,mBAAH,CAAuBb,KAAvB,EAA8BK,CAAC,CAAC/Q,OAAhC;AACD;AACF;AACF,GA5BD;AA6BD;;AAED,SAASwR,eAAT,CAAyB5V,EAAzB,EAA6B8U,KAA7B,EAAoC;AAClC,SAAO,UAASK,CAAT,EAAY;AACjB,QAAIA,CAAC,CAAC3R,KAAN,EAAa;AACXxD,QAAE,CAACoV,wBAAH,CAA4BN,KAA5B;;AACA,UAAIK,CAAC,CAAC3R,KAAF,CAAQ3B,MAAR,KAAmB,CAAvB,EAA0B;AACxB7B,UAAE,CAAC6V,eAAH,CAAmBf,KAAnB,EAA0BK,CAAC,CAAC3R,KAA5B;AACD,OAFD,MAEO;AACL,cAAM,IAAIpB,KAAJ,CAAU,oDAAV,CAAN;AACD;AACF,KAPD,MAOO;AACLpC,QAAE,CAACe,UAAH,CAAczB,YAAd,EAA4B6V,CAAC,CAACvU,MAA9B;AACAZ,QAAE,CAACyV,uBAAH,CAA2BX,KAA3B;AACA9U,QAAE,CAAC8V,oBAAH,CACIhB,KADJ,EACWK,CAAC,CAACjT,aAAF,IAAmBiT,CAAC,CAAC5S,IADhC,EACsC4S,CAAC,CAACxU,IAAF,IAAUd,GADhD,EACqDsV,CAAC,CAACjR,MAAF,IAAY,CADjE,EACoEiR,CAAC,CAAChR,MAAF,IAAY,CADhF;;AAEA,UAAIgR,CAAC,CAAC/Q,OAAF,KAAcnE,SAAlB,EAA6B;AAC3BD,UAAE,CAAC2V,mBAAH,CAAuBb,KAAvB,EAA8BK,CAAC,CAAC/Q,OAAhC;AACD;AACF;AACF,GAjBD;AAkBD;;AAED,SAAS2R,gBAAT,CAA0B/V,EAA1B,EAA8B8U,KAA9B,EAAqC;AACnC,SAAO,UAASK,CAAT,EAAY;AACjB,QAAIA,CAAC,CAAC3R,KAAN,EAAa;AACXxD,QAAE,CAACoV,wBAAH,CAA4BN,KAA5B;;AACA,UAAIK,CAAC,CAAC3R,KAAF,CAAQ3B,MAAR,KAAmB,CAAvB,EAA0B;AACxB7B,UAAE,CAACgW,gBAAH,CAAoBlB,KAApB,EAA2BK,CAAC,CAAC3R,KAA7B;AACD,OAFD,MAEO;AACL,cAAM,IAAIpB,KAAJ,CAAU,6DAAV,CAAN;AACD;AACF,KAPD,MAOO;AACLpC,QAAE,CAACe,UAAH,CAAczB,YAAd,EAA4B6V,CAAC,CAACvU,MAA9B;AACAZ,QAAE,CAACyV,uBAAH,CAA2BX,KAA3B;AACA9U,QAAE,CAAC8V,oBAAH,CACIhB,KADJ,EACWK,CAAC,CAACjT,aAAF,IAAmBiT,CAAC,CAAC5S,IADhC,EACsC4S,CAAC,CAACxU,IAAF,IAAUb,YADhD,EAC8DqV,CAAC,CAACjR,MAAF,IAAY,CAD1E,EAC6EiR,CAAC,CAAChR,MAAF,IAAY,CADzF;;AAEA,UAAIgR,CAAC,CAAC/Q,OAAF,KAAcnE,SAAlB,EAA6B;AAC3BD,UAAE,CAAC2V,mBAAH,CAAuBb,KAAvB,EAA8BK,CAAC,CAAC/Q,OAAhC;AACD;AACF;AACF,GAjBD;AAkBD;;AAED,SAAS6R,eAAT,CAAyBjW,EAAzB,EAA6B8U,KAA7B,EAAoCoB,QAApC,EAA8C;AAC5C,MAAMC,WAAW,GAAGD,QAAQ,CAAC3T,IAA7B;AACA,MAAMwD,KAAK,GAAGmQ,QAAQ,CAACnQ,KAAvB;AAEA,SAAO,UAASoP,CAAT,EAAY;AACjBnV,MAAE,CAACe,UAAH,CAAczB,YAAd,EAA4B6V,CAAC,CAACvU,MAA9B;AACA,QAAMsB,aAAa,GAAGiT,CAAC,CAAC5S,IAAF,IAAU4S,CAAC,CAACjT,aAAZ,IAA6BiU,WAAnD;AACA,QAAM5T,IAAI,GAAGL,aAAa,GAAG6D,KAA7B;AACA,QAAMpF,IAAI,GAAGwU,CAAC,CAACxU,IAAF,IAAUZ,KAAvB;AACA,QAAMmW,QAAQ,GAAGtF,OAAO,CAACjQ,IAAD,CAAxB;AACA,QAAMuD,MAAM,GAAGgS,QAAQ,CAAC3T,IAAT,GAAgBL,aAA/B;AACA,QAAMyB,SAAS,GAAGwR,CAAC,CAACxR,SAAF,IAAe,KAAjC;AACA,QAAMQ,MAAM,GAAGgR,CAAC,CAAChR,MAAF,IAAY,CAA3B;AACA,QAAMiS,SAAS,GAAGlS,MAAM,GAAG6B,KAA3B;;AACA,SAAK,IAAIsQ,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGtQ,KAApB,EAA2B,EAAEsQ,CAA7B,EAAgC;AAC9BrW,QAAE,CAACyV,uBAAH,CAA2BX,KAAK,GAAGuB,CAAnC;AACArW,QAAE,CAAC0V,mBAAH,CACIZ,KAAK,GAAGuB,CADZ,EACe9T,IADf,EACqB5B,IADrB,EAC2BgD,SAD3B,EACsCO,MADtC,EAC8CC,MAAM,GAAGiS,SAAS,GAAGC,CADnE;;AAEA,UAAIlB,CAAC,CAAC/Q,OAAF,KAAcnE,SAAlB,EAA6B;AAC3BD,UAAE,CAAC2V,mBAAH,CAAuBb,KAAK,GAAGuB,CAA/B,EAAkClB,CAAC,CAAC/Q,OAApC;AACD;AACF;AACF,GAlBD;AAmBD;;AAID,IAAMkS,WAAW,GAAG,EAApB;AACAA,WAAW,CAACvW,KAAD,CAAX,GAAiC;AAAEwC,MAAI,EAAG,CAAT;AAAYwS,QAAM,EAAEG;AAApB,CAAjC;AACAoB,WAAW,CAAClI,UAAD,CAAX,GAAiC;AAAE7L,MAAI,EAAG,CAAT;AAAYwS,QAAM,EAAEG;AAApB,CAAjC;AACAoB,WAAW,CAACjI,UAAD,CAAX,GAAiC;AAAE9L,MAAI,EAAE,EAAR;AAAYwS,QAAM,EAAEG;AAApB,CAAjC;AACAoB,WAAW,CAAChI,UAAD,CAAX,GAAiC;AAAE/L,MAAI,EAAE,EAAR;AAAYwS,QAAM,EAAEG;AAApB,CAAjC;AACAoB,WAAW,CAACzW,GAAD,CAAX,GAAiC;AAAE0C,MAAI,EAAG,CAAT;AAAYwS,QAAM,EAAEa;AAApB,CAAjC;AACAU,WAAW,CAAC/H,QAAD,CAAX,GAAiC;AAAEhM,MAAI,EAAG,CAAT;AAAYwS,QAAM,EAAEa;AAApB,CAAjC;AACAU,WAAW,CAAC9H,QAAD,CAAX,GAAiC;AAAEjM,MAAI,EAAE,EAAR;AAAYwS,QAAM,EAAEa;AAApB,CAAjC;AACAU,WAAW,CAAC7H,QAAD,CAAX,GAAiC;AAAElM,MAAI,EAAE,EAAR;AAAYwS,QAAM,EAAEa;AAApB,CAAjC;AACAU,WAAW,CAACxW,YAAD,CAAX,GAAiC;AAAEyC,MAAI,EAAG,CAAT;AAAYwS,QAAM,EAAEgB;AAApB,CAAjC;AACAO,WAAW,CAACxG,iBAAD,CAAX,GAAiC;AAAEvN,MAAI,EAAG,CAAT;AAAYwS,QAAM,EAAEgB;AAApB,CAAjC;AACAO,WAAW,CAACvG,iBAAD,CAAX,GAAiC;AAAExN,MAAI,EAAE,EAAR;AAAYwS,QAAM,EAAEgB;AAApB,CAAjC;AACAO,WAAW,CAACtG,iBAAD,CAAX,GAAiC;AAAEzN,MAAI,EAAE,EAAR;AAAYwS,QAAM,EAAEgB;AAApB,CAAjC;AACAO,WAAW,CAAC5H,IAAD,CAAX,GAAiC;AAAEnM,MAAI,EAAG,CAAT;AAAYwS,QAAM,EAAEa;AAApB,CAAjC;AACAU,WAAW,CAAC3H,SAAD,CAAX,GAAiC;AAAEpM,MAAI,EAAG,CAAT;AAAYwS,QAAM,EAAEa;AAApB,CAAjC;AACAU,WAAW,CAAC1H,SAAD,CAAX,GAAiC;AAAErM,MAAI,EAAE,EAAR;AAAYwS,QAAM,EAAEa;AAApB,CAAjC;AACAU,WAAW,CAACzH,SAAD,CAAX,GAAiC;AAAEtM,MAAI,EAAE,EAAR;AAAYwS,QAAM,EAAEa;AAApB,CAAjC;AACAU,WAAW,CAACxH,UAAD,CAAX,GAAiC;AAAEvM,MAAI,EAAG,CAAT;AAAYwS,QAAM,EAAEkB,eAApB;AAAuClQ,OAAK,EAAE;AAA9C,CAAjC;AACAuQ,WAAW,CAACvH,UAAD,CAAX,GAAiC;AAAExM,MAAI,EAAG,CAAT;AAAYwS,QAAM,EAAEkB,eAApB;AAAuClQ,OAAK,EAAE;AAA9C,CAAjC;AACAuQ,WAAW,CAACtH,UAAD,CAAX,GAAiC;AAAEzM,MAAI,EAAE,EAAR;AAAYwS,QAAM,EAAEkB,eAApB;AAAuClQ,OAAK,EAAE;AAA9C,CAAjC,C,CAEA;;AACA,IAAM/F,EAAE,GAAGC,SAAX;AAAuB;;AAA0B;;AAEjD;;;;;;;;AAQA,SAASsW,cAAT,CAAwBrK,GAAxB,EAA6BsK,UAA7B,EAAyC;AACvCA,YAAU,GAAGA,UAAU,IAAI,CAA3B;AACA,IAAEA,UAAF;AAEA,SAAOtK,GAAG,CAACuK,KAAJ,CAAU,IAAV,EAAgBC,GAAhB,CAAoB,UAASC,IAAT,EAAe/K,GAAf,EAAoB;AAC7C,WAAQA,GAAG,GAAG4K,UAAP,GAAqB,IAArB,GAA4BG,IAAnC;AACD,GAFM,EAEJC,IAFI,CAEC,IAFD,CAAP;AAGD;;AAED,IAAMC,OAAO,GAAG,WAAhB;AAEA;;;;;;;;;;AASA,SAASC,UAAT,CAAoB9W,EAApB,EAAwB+W,YAAxB,EAAsCC,UAAtC,EAAkDC,iBAAlD,EAAqE;AACnE,MAAMC,KAAK,GAAGD,iBAAiB,IAAI5K,KAAnC,CADmE,CAEnE;;AACA,MAAM8K,MAAM,GAAGnX,EAAE,CAACoX,YAAH,CAAgBJ,UAAhB,CAAf,CAHmE,CAKnE;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;AACA,MAAIR,UAAU,GAAG,CAAjB;;AACA,MAAIK,OAAO,CAAC1U,IAAR,CAAa4U,YAAb,CAAJ,EAAgC;AAC9BP,cAAU,GAAG,CAAb;AACAO,gBAAY,GAAGA,YAAY,CAACM,OAAb,CAAqBR,OAArB,EAA8B,EAA9B,CAAf;AACD,GApBkE,CAsBnE;;;AACA7W,IAAE,CAAC+W,YAAH,CAAgBI,MAAhB,EAAwBJ,YAAxB,EAvBmE,CAyBnE;;AACA/W,IAAE,CAACsX,aAAH,CAAiBH,MAAjB,EA1BmE,CA4BnE;;AACA,MAAMI,QAAQ,GAAGvX,EAAE,CAACwX,kBAAH,CAAsBL,MAAtB,EAA8B5J,cAA9B,CAAjB;;AACA,MAAI,CAACgK,QAAL,EAAe;AACb;AACA,QAAME,SAAS,GAAGzX,EAAE,CAAC0X,gBAAH,CAAoBP,MAApB,CAAlB;AACAD,SAAK,CAACX,cAAc,CAACQ,YAAD,EAAeP,UAAf,CAAd,GAA2C,gCAA3C,GAA8EiB,SAA/E,CAAL;AACAzX,MAAE,CAAC2X,YAAH,CAAgBR,MAAhB;AACA,WAAO,IAAP;AACD;;AAED,SAAOA,MAAP;AACD;AAED;;;;;;;;;;;AAWA;;;;;;;;;;;AASA,SAASS,iBAAT,CAA2BC,WAA3B,EAAwCC,aAAxC,EAAuDb,iBAAvD,EAA0E;AACxE,MAAIc,yBAAJ;AACA,MAAIC,qBAAJ;;AACA,MAAI,OAAOF,aAAP,KAAyB,UAA7B,EAAyC;AACvCb,qBAAiB,GAAGa,aAApB;AACAA,iBAAa,GAAG7X,SAAhB;AACD;;AACD,MAAI,OAAO4X,WAAP,KAAuB,UAA3B,EAAuC;AACrCZ,qBAAiB,GAAGY,WAApB;AACAA,eAAW,GAAG5X,SAAd;AACD,GAHD,MAGO,IAAI4X,WAAW,IAAI,CAAClV,KAAK,CAACC,OAAN,CAAciV,WAAd,CAApB,EAAgD;AACrD;AACA;AACA,QAAIA,WAAW,CAACI,aAAhB,EAA+B;AAC7B,aAAOJ,WAAP;AACD;;AACD,QAAMK,GAAG,GAAGL,WAAZ;AACAZ,qBAAiB,GAAGiB,GAAG,CAACD,aAAxB;AACAJ,eAAW,GAAGK,GAAG,CAACC,eAAlB;AACAJ,6BAAyB,GAAGG,GAAG,CAACH,yBAAhC;AACAC,yBAAqB,GAAGE,GAAG,CAACF,qBAA5B;AACD;;AAED,MAAMI,OAAO,GAAG;AACdH,iBAAa,EAAEhB,iBAAiB,IAAI5K,KADtB;AAEd0L,6BAAyB,EAAEA,yBAFb;AAGdC,yBAAqB,EAAEA;AAHT,GAAhB;;AAMA,MAAIH,WAAJ,EAAiB;AACf,QAAIM,eAAe,GAAG,EAAtB;;AACA,QAAIxV,KAAK,CAACC,OAAN,CAAciV,WAAd,CAAJ,EAAgC;AAC9BA,iBAAW,CAACxU,OAAZ,CAAoB,UAASE,MAAT,EAAkBqI,GAAlB,EAAuB;AACzCuM,uBAAe,CAAC5U,MAAD,CAAf,GAA0BuU,aAAa,GAAGA,aAAa,CAAClM,GAAD,CAAhB,GAAwBA,GAA/D;AACD,OAFD;AAGD,KAJD,MAIO;AACLuM,qBAAe,GAAGN,WAAlB;AACD;;AACDO,WAAO,CAACD,eAAR,GAA0BA,eAA1B;AACD;;AAED,SAAOC,OAAP;AACD;;AAED,IAAMC,iBAAiB,GAAG,CACxB,eADwB,EAExB,iBAFwB,CAA1B;;AAKA,SAASC,2BAAT,CAAqCtY,EAArC,EAAyCuY,UAAzC,EAAqD;AACnD,MAAIA,UAAU,CAACC,OAAX,CAAmB,MAAnB,KAA8B,CAAlC,EAAqC;AACnC,WAAO/K,eAAP;AACD,GAFD,MAEO,IAAI8K,UAAU,CAACC,OAAX,CAAmB,MAAnB,KAA8B,CAAlC,EAAqC;AAC1C,WAAO9K,aAAP;AACD;;AACD,SAAOzN,SAAP;AACD;;AAED,SAASwY,aAAT,CAAuBzY,EAAvB,EAA2B0Y,OAA3B,EAAoC;AAClCA,SAAO,CAACrV,OAAR,CAAgB,UAAS8T,MAAT,EAAiB;AAC/BnX,MAAE,CAAC2X,YAAH,CAAgBR,MAAhB;AACD,GAFD;AAGD;AAED;;;;;;;;;;;;;;;;;;;;;;AAoBA,SAASwB,aAAT,CACI3Y,EADJ,EACQ0Y,OADR,EACiBb,WADjB,EAC8BC,aAD9B,EAC6Cb,iBAD7C,EACgE;AAC9D,MAAM2B,WAAW,GAAGhB,iBAAiB,CAACC,WAAD,EAAcC,aAAd,EAA6Bb,iBAA7B,CAArC;AACA,MAAM4B,WAAW,GAAG,EAApB;AACA,MAAMC,UAAU,GAAG,EAAnB;;AACA,OAAK,IAAIlN,GAAG,GAAG,CAAf,EAAkBA,GAAG,GAAG8M,OAAO,CAAC7W,MAAhC,EAAwC,EAAE+J,GAA1C,EAA+C;AAC7C,QAAIuL,MAAM,GAAGuB,OAAO,CAAC9M,GAAD,CAApB;;AACA,QAAI,OAAQuL,MAAR,KAAoB,QAAxB,EAAkC;AAChC,UAAM4B,IAAI,GAAGhM,cAAc,CAACoK,MAAD,CAA3B;AACA,UAAMjL,GAAG,GAAG6M,IAAI,GAAGA,IAAI,CAACC,IAAR,GAAe7B,MAA/B;AACA,UAAIxW,IAAI,GAAGX,EAAE,CAACqY,iBAAiB,CAACzM,GAAD,CAAlB,CAAb;;AACA,UAAImN,IAAI,IAAIA,IAAI,CAACpY,IAAjB,EAAuB;AACrBA,YAAI,GAAG2X,2BAA2B,CAACtY,EAAD,EAAK+Y,IAAI,CAACpY,IAAV,CAA3B,IAA8CA,IAArD;AACD;;AACDwW,YAAM,GAAGL,UAAU,CAAC9W,EAAD,EAAKkM,GAAL,EAAUvL,IAAV,EAAgBiY,WAAW,CAACX,aAA5B,CAAnB;AACAa,gBAAU,CAACpN,IAAX,CAAgByL,MAAhB;AACD;;AACD,QAAI3W,MAAM,CAACkM,QAAP,CAAgB1M,EAAhB,EAAoBmX,MAApB,CAAJ,EAAiC;AAC/B0B,iBAAW,CAACnN,IAAZ,CAAiByL,MAAjB;AACD;AACF;;AAED,MAAI0B,WAAW,CAAChX,MAAZ,KAAuB6W,OAAO,CAAC7W,MAAnC,EAA2C;AACzC+W,eAAW,CAACX,aAAZ,CAA0B,gCAA1B;AACAQ,iBAAa,CAACzY,EAAD,EAAK8Y,UAAL,CAAb;AACA,WAAO,IAAP;AACD;;AAED,MAAM/R,OAAO,GAAG/G,EAAE,CAAC2Y,aAAH,EAAhB;AACAE,aAAW,CAACxV,OAAZ,CAAoB,UAAS8T,MAAT,EAAiB;AACnCnX,MAAE,CAACiZ,YAAH,CAAgBlS,OAAhB,EAAyBoQ,MAAzB;AACD,GAFD;;AAGA,MAAIyB,WAAW,CAACT,eAAhB,EAAiC;AAC/BhV,UAAM,CAACC,IAAP,CAAYwV,WAAW,CAACT,eAAxB,EAAyC9U,OAAzC,CAAiD,UAASE,MAAT,EAAiB;AAChEvD,QAAE,CAACkZ,kBAAH,CAAsBnS,OAAtB,EAA+B6R,WAAW,CAACT,eAAZ,CAA4B5U,MAA5B,CAA/B,EAAoEA,MAApE;AACD,KAFD;AAGD;;AACD,MAAI4V,QAAQ,GAAGP,WAAW,CAACb,yBAA3B;;AACA,MAAIoB,QAAJ,EAAc;AACZ,QAAIA,QAAQ,CAACjW,OAAb,EAAsB;AACpBiW,cAAQ,GAAGA,QAAQ,CAACjW,OAApB;AACD;;AACD,QAAI,CAACP,KAAK,CAACC,OAAN,CAAcuW,QAAd,CAAL,EAA8B;AAC5BA,cAAQ,GAAGhW,MAAM,CAACC,IAAP,CAAY+V,QAAZ,CAAX;AACD;;AACDnZ,MAAE,CAAC+X,yBAAH,CAA6BhR,OAA7B,EAAsCoS,QAAtC,EAAgDP,WAAW,CAACZ,qBAAZ,IAAqCrK,gBAArF;AACD;;AACD3N,IAAE,CAACoZ,WAAH,CAAerS,OAAf,EA9C8D,CAgD9D;;AACA,MAAMsS,MAAM,GAAGrZ,EAAE,CAACsZ,mBAAH,CAAuBvS,OAAvB,EAAgCyG,WAAhC,CAAf;;AACA,MAAI,CAAC6L,MAAL,EAAa;AACX;AACA,QAAM5B,SAAS,GAAGzX,EAAE,CAACuZ,iBAAH,CAAqBxS,OAArB,CAAlB;AACA6R,eAAW,CAACX,aAAZ,CAA0B,8BAA8BR,SAAxD;AAEAzX,MAAE,CAACwZ,aAAH,CAAiBzS,OAAjB;AACA0R,iBAAa,CAACzY,EAAD,EAAK8Y,UAAL,CAAb;AACA,WAAO,IAAP;AACD;;AACD,SAAO/R,OAAP;AACD;AAED;;;;;;;;;;;;AAUA,SAAS0S,sBAAT,CACIzZ,EADJ,EACQ0Z,QADR,EACkBC,cADlB,EACkC1C,iBADlC,EACqD;AACnD,MAAIF,YAAY,GAAG,EAAnB;AACA,MAAM6C,YAAY,GAAG7M,cAAc,CAAC2M,QAAD,CAAnC;;AACA,MAAI,CAACE,YAAL,EAAmB;AACjB,UAAM,IAAIxX,KAAJ,mCAAqCsX,QAArC,EAAN;AACD;;AACD3C,cAAY,GAAG6C,YAAY,CAACZ,IAA5B;AAEA,MAAMhC,UAAU,GAAG2C,cAAc,IAAIrB,2BAA2B,CAACtY,EAAD,EAAK4Z,YAAY,CAACjZ,IAAlB,CAAhE;;AACA,MAAI,CAACqW,UAAL,EAAiB;AACf,UAAM,IAAI5U,KAAJ,CAAU,qBAAV,CAAN;AACD;;AAED,SAAO0U,UAAU,CAAC9W,EAAD,EAAK+W,YAAL,EAAmBC,UAAnB,EAA+BC,iBAA/B,CAAjB;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;AAsBA,SAAS4C,wBAAT,CACI7Z,EADJ,EACQ8Z,eADR,EACyBjC,WADzB,EACsCC,aADtC,EACqDb,iBADrD,EACwE;AACtE,MAAM2B,WAAW,GAAGhB,iBAAiB,CAACC,WAAD,EAAcC,aAAd,EAA6Bb,iBAA7B,CAArC;AACA,MAAMyB,OAAO,GAAG,EAAhB;;AACA,OAAK,IAAI9T,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGkV,eAAe,CAACjY,MAAtC,EAA8C,EAAE+C,EAAhD,EAAoD;AAClD,QAAMuS,MAAM,GAAGsC,sBAAsB,CACjCzZ,EADiC,EAC7B8Z,eAAe,CAAClV,EAAD,CADc,EACR5E,EAAE,CAACqY,iBAAiB,CAACzT,EAAD,CAAlB,CADM,EACmBgU,WAAW,CAACX,aAD/B,CAArC;;AAEA,QAAI,CAACd,MAAL,EAAa;AACX,aAAO,IAAP;AACD;;AACDuB,WAAO,CAAChN,IAAR,CAAayL,MAAb;AACD;;AACD,SAAOwB,aAAa,CAAC3Y,EAAD,EAAK0Y,OAAL,EAAcE,WAAd,CAApB;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;AAsBA,SAASmB,wBAAT,CACI/Z,EADJ,EACQga,aADR,EACuBnC,WADvB,EACoCC,aADpC,EACmDb,iBADnD,EACsE;AACpE,MAAM2B,WAAW,GAAGhB,iBAAiB,CAACC,WAAD,EAAcC,aAAd,EAA6Bb,iBAA7B,CAArC;AACA,MAAMyB,OAAO,GAAG,EAAhB;;AACA,OAAK,IAAI9T,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGoV,aAAa,CAACnY,MAApC,EAA4C,EAAE+C,EAA9C,EAAkD;AAChD,QAAMuS,MAAM,GAAGL,UAAU,CACrB9W,EADqB,EACjBga,aAAa,CAACpV,EAAD,CADI,EACE5E,EAAE,CAACqY,iBAAiB,CAACzT,EAAD,CAAlB,CADJ,EAC6BgU,WAAW,CAACX,aADzC,CAAzB;;AAEA,QAAI,CAACd,MAAL,EAAa;AACX,aAAO,IAAP;AACD;;AACDuB,WAAO,CAAChN,IAAR,CAAayL,MAAb;AACD;;AACD,SAAOwB,aAAa,CAAC3Y,EAAD,EAAK0Y,OAAL,EAAcE,WAAd,CAApB;AACD;AAED;;;;;;;;;;;;;;;;;;;AAiBA,SAASqB,SAAT,CAAmBC,IAAnB,EAAyB;AACvB,MAAM5Y,IAAI,GAAG4Y,IAAI,CAAC5Y,IAAlB;AACA,SAAOA,IAAI,CAAC6Y,UAAL,CAAgB,KAAhB,KAA0B7Y,IAAI,CAAC6Y,UAAL,CAAgB,QAAhB,CAAjC;AACD;AAED;;;;;;;;;;;;;AAWA,SAASC,oBAAT,CAA8Bpa,EAA9B,EAAkC+G,OAAlC,EAA2C;AACzC,MAAIsT,WAAW,GAAG,CAAlB;AAEA;;;;;;;;AAOA,WAASC,mBAAT,CAA6BvT,OAA7B,EAAsCwT,WAAtC,EAAmD;AACjD,QAAMvJ,QAAQ,GAAGhR,EAAE,CAACwa,kBAAH,CAAsBzT,OAAtB,EAA+BwT,WAAW,CAACjZ,IAA3C,CAAjB;AACA,QAAMsB,OAAO,GAAI2X,WAAW,CAAChY,IAAZ,GAAmB,CAAnB,IAAwBgY,WAAW,CAACjZ,IAAZ,CAAiBmZ,MAAjB,CAAwB,CAAC,CAAzB,MAAgC,KAAzE;AACA,QAAM9Z,IAAI,GAAG4Z,WAAW,CAAC5Z,IAAzB;AACA,QAAMuV,QAAQ,GAAGtF,OAAO,CAACjQ,IAAD,CAAxB;;AACA,QAAI,CAACuV,QAAL,EAAe;AACb,YAAM,IAAI9T,KAAJ,2BAA6BzB,IAAI,CAAC+Z,QAAL,CAAc,EAAd,CAA7B,EAAN,CADa,CAC4C;AAC1D;;AACD,QAAI3F,MAAJ;;AACA,QAAImB,QAAQ,CAACpF,SAAb,EAAwB;AACtB;AACA,UAAMoD,IAAI,GAAGmG,WAAb;AACAA,iBAAW,IAAIE,WAAW,CAAChY,IAA3B;;AACA,UAAIK,OAAJ,EAAa;AACXmS,cAAM,GAAGmB,QAAQ,CAAClB,WAAT,CAAqBhV,EAArB,EAAyBW,IAAzB,EAA+BuT,IAA/B,EAAqClD,QAArC,EAA+CuJ,WAAW,CAAChY,IAA3D,CAAT;AACD,OAFD,MAEO;AACLwS,cAAM,GAAGmB,QAAQ,CAACnB,MAAT,CAAgB/U,EAAhB,EAAoBW,IAApB,EAA0BuT,IAA1B,EAAgClD,QAAhC,EAA0CuJ,WAAW,CAAChY,IAAtD,CAAT;AACD;AACF,KATD,MASO;AACL,UAAI2T,QAAQ,CAAClB,WAAT,IAAwBpS,OAA5B,EAAqC;AACnCmS,cAAM,GAAGmB,QAAQ,CAAClB,WAAT,CAAqBhV,EAArB,EAAyBgR,QAAzB,CAAT;AACD,OAFD,MAEO;AACL+D,cAAM,GAAGmB,QAAQ,CAACnB,MAAT,CAAgB/U,EAAhB,EAAoBgR,QAApB,CAAT;AACD;AACF;;AACD+D,UAAM,CAAC/D,QAAP,GAAkBA,QAAlB;AACA,WAAO+D,MAAP;AACD;;AAED,MAAM4F,cAAc,GAAG,EAAvB;AACA,MAAMC,WAAW,GAAG5a,EAAE,CAACsZ,mBAAH,CAAuBvS,OAAvB,EAAgC6G,eAAhC,CAApB;;AAEA,OAAK,IAAIhJ,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGgW,WAAtB,EAAmC,EAAEhW,EAArC,EAAyC;AACvC,QAAM2V,WAAW,GAAGva,EAAE,CAAC6a,gBAAH,CAAoB9T,OAApB,EAA6BnC,EAA7B,CAApB;;AACA,QAAIqV,SAAS,CAACM,WAAD,CAAb,EAA4B;AACxB;AACH;;AACD,QAAIjZ,IAAI,GAAGiZ,WAAW,CAACjZ,IAAvB,CALuC,CAMvC;;AACA,QAAIA,IAAI,CAACmZ,MAAL,CAAY,CAAC,CAAb,MAAoB,KAAxB,EAA+B;AAC7BnZ,UAAI,GAAGA,IAAI,CAACmZ,MAAL,CAAY,CAAZ,EAAenZ,IAAI,CAACO,MAAL,GAAc,CAA7B,CAAP;AACD;;AACD,QAAMkT,MAAM,GAAGuF,mBAAmB,CAACvT,OAAD,EAAUwT,WAAV,CAAlC;AACAI,kBAAc,CAACrZ,IAAD,CAAd,GAAuByT,MAAvB;AACD;;AACD,SAAO4F,cAAP;AACD;AAED;;;;;;;;AAQA;;;;;;;;;AAOA,SAASG,2BAAT,CAAqC9a,EAArC,EAAyC+G,OAAzC,EAAkD;AAChD,MAAMmT,IAAI,GAAG,EAAb;AACA,MAAMa,WAAW,GAAG/a,EAAE,CAACsZ,mBAAH,CAAuBvS,OAAvB,EAAgC+G,2BAAhC,CAApB;;AACA,OAAK,IAAIlJ,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGmW,WAAtB,EAAmC,EAAEnW,EAArC,EAAyC;AACvC,QAAMoW,OAAO,GAAGhb,EAAE,CAACib,2BAAH,CAA+BlU,OAA/B,EAAwCnC,EAAxC,CAAhB;AACAsV,QAAI,CAACc,OAAO,CAAC1Z,IAAT,CAAJ,GAAqB;AACnBwT,WAAK,EAAElQ,EADY;AAEnBjE,UAAI,EAAEqa,OAAO,CAACra,IAFK;AAGnB4B,UAAI,EAAEyY,OAAO,CAACzY;AAHK,KAArB;AAKD;;AACD,SAAO2X,IAAP;AACD;AAED;;;;;;;;;;AAQA,SAASgB,yBAAT,CAAmClb,EAAnC,EAAuCmb,qBAAvC,EAA8D9V,UAA9D,EAA0E;AACxE,MAAI8V,qBAAqB,CAACA,qBAA1B,EAAiD;AAC/CA,yBAAqB,GAAGA,qBAAqB,CAACA,qBAA9C;AACD;;AACD,MAAI9V,UAAU,CAACnC,OAAf,EAAwB;AACtBmC,cAAU,GAAGA,UAAU,CAACnC,OAAxB;AACD;;AACD,OAAK,IAAM5B,IAAX,IAAmB+D,UAAnB,EAA+B;AAC7B,QAAM2V,OAAO,GAAGG,qBAAqB,CAAC7Z,IAAD,CAArC;;AACA,QAAI0Z,OAAJ,EAAa;AACX,UAAMI,GAAG,GAAG/V,UAAU,CAAC/D,IAAD,CAAtB;;AACA,UAAI8Z,GAAG,CAACjX,MAAR,EAAgB;AACdnE,UAAE,CAACqb,eAAH,CAAmBhO,yBAAnB,EAA8C2N,OAAO,CAAClG,KAAtD,EAA6DsG,GAAG,CAACxa,MAAjE,EAAyEwa,GAAG,CAACjX,MAA7E,EAAqFiX,GAAG,CAAC7Y,IAAzF;AACD,OAFD,MAEO;AACLvC,UAAE,CAACsb,cAAH,CAAkBjO,yBAAlB,EAA6C2N,OAAO,CAAClG,KAArD,EAA4DsG,GAAG,CAACxa,MAAhE;AACD;AACF;AACF;AACF;AAED;;;;;;;;;;AAQA,SAAS2a,uBAAT,CAAiCvb,EAAjC,EAAqC2G,WAArC,EAAkDtB,UAAlD,EAA8D;AAC5D,MAAMmW,EAAE,GAAGxb,EAAE,CAACub,uBAAH,EAAX;AACAvb,IAAE,CAACyb,qBAAH,CAAyBnO,kBAAzB,EAA6CkO,EAA7C;AACAxb,IAAE,CAAC8G,UAAH,CAAcH,WAAW,CAACI,OAA1B;AACAmU,2BAAyB,CAAClb,EAAD,EAAK2G,WAAL,EAAkBtB,UAAlB,CAAzB;AACArF,IAAE,CAACyb,qBAAH,CAAyBnO,kBAAzB,EAA6C,IAA7C;AACA,SAAOkO,EAAP;AACD;AAED;;;;;;;;;AASA;;;;;;;;;;;;;;AAcA;;;;;;;;;;AAUA;;;;;;;;;;;;;AAWA,SAASE,iCAAT,CAA2C1b,EAA3C,EAA+C+G,OAA/C,EAAwD;AACtD,MAAM6T,WAAW,GAAG5a,EAAE,CAACsZ,mBAAH,CAAuBvS,OAAvB,EAAgC6G,eAAhC,CAApB;AACA,MAAM+N,WAAW,GAAG,EAApB;AACA,MAAMC,cAAc,GAAG,EAAvB;;AAEA,OAAK,IAAIhX,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGgW,WAAtB,EAAmC,EAAEhW,EAArC,EAAyC;AACvCgX,kBAAc,CAAClQ,IAAf,CAAoB9G,EAApB;AACA+W,eAAW,CAACjQ,IAAZ,CAAiB,EAAjB;AACA,QAAM6O,WAAW,GAAGva,EAAE,CAAC6a,gBAAH,CAAoB9T,OAApB,EAA6BnC,EAA7B,CAApB;;AACA,QAAIqV,SAAS,CAACM,WAAD,CAAb,EAA4B;AAC1B;AACD,KANsC,CAOvC;;;AACAoB,eAAW,CAAC/W,EAAD,CAAX,CAAgBtD,IAAhB,GAAuBiZ,WAAW,CAACjZ,IAAnC;AACD;;AAED,GACE,CAAE,cAAF,EAAkB,MAAlB,CADF,EAEE,CAAE,cAAF,EAAkB,MAAlB,CAFF,EAE+B;AAC7B,GAAE,qBAAF,EAAyB,UAAzB,CAHF,EAIE,CAAE,gBAAF,EAAoB,QAApB,CAJF,EAKE+B,OALF,CAKU,UAASwY,IAAT,EAAe;AACvB,QAAMC,KAAK,GAAGD,IAAI,CAAC,CAAD,CAAlB;AACA,QAAMlX,GAAG,GAAGkX,IAAI,CAAC,CAAD,CAAhB;AACA7b,MAAE,CAAC+b,iBAAH,CAAqBhV,OAArB,EAA8B6U,cAA9B,EAA8C5b,EAAE,CAAC8b,KAAD,CAAhD,EAAyDzY,OAAzD,CAAiE,UAASG,KAAT,EAAgBoI,GAAhB,EAAqB;AACpF+P,iBAAW,CAAC/P,GAAD,CAAX,CAAiBjH,GAAjB,IAAwBnB,KAAxB;AACD,KAFD;AAGD,GAXD;AAaA,MAAMwY,UAAU,GAAG,EAAnB;AAEA,MAAMC,gBAAgB,GAAGjc,EAAE,CAACsZ,mBAAH,CAAuBvS,OAAvB,EAAgCgH,qBAAhC,CAAzB;;AACA,OAAK,IAAInJ,GAAE,GAAG,CAAd,EAAiBA,GAAE,GAAGqX,gBAAtB,EAAwC,EAAErX,GAA1C,EAA8C;AAC5C,QAAMtD,IAAI,GAAGtB,EAAE,CAACkc,yBAAH,CAA6BnV,OAA7B,EAAsCnC,GAAtC,CAAb;AACA,QAAMuX,SAAS,GAAG;AAChBrH,WAAK,EAAElQ,GADS;AAEhBwX,wBAAkB,EAAEpc,EAAE,CAACqc,8BAAH,CAAkCtV,OAAlC,EAA2CnC,GAA3C,EAA+CoJ,yCAA/C,CAFJ;AAGhBsO,0BAAoB,EAAEtc,EAAE,CAACqc,8BAAH,CAAkCtV,OAAlC,EAA2CnC,GAA3C,EAA+CqJ,2CAA/C,CAHN;AAIhB1L,UAAI,EAAEvC,EAAE,CAACqc,8BAAH,CAAkCtV,OAAlC,EAA2CnC,GAA3C,EAA+CsJ,uBAA/C,CAJU;AAKhB0N,oBAAc,EAAE5b,EAAE,CAACqc,8BAAH,CAAkCtV,OAAlC,EAA2CnC,GAA3C,EAA+CuJ,oCAA/C;AALA,KAAlB;AAOAgO,aAAS,CAACI,IAAV,GAAiBJ,SAAS,CAACC,kBAAV,IAAgCD,SAAS,CAACG,oBAA3D;AACAN,cAAU,CAAC1a,IAAD,CAAV,GAAmB6a,SAAnB;AACD;;AAED,SAAO;AACLH,cAAU,EAAEA,UADP;AAELL,eAAW,EAAEA;AAFR,GAAP;AAID;;AAED,IAAMa,aAAa,GAAG,YAAtB,C,CAAqC;;AAErC;;;;;;;;;;;;;;;;;;;AAmBA;;;;;;;;;;;;;;;;;;AAiBA,SAASC,iCAAT,CAA2Czc,EAA3C,EAA+C+G,OAA/C,EAAwD2V,gBAAxD,EAA0EC,SAA1E,EAAqF;AACnF,MAAMX,UAAU,GAAGU,gBAAgB,CAACV,UAApC;AACA,MAAML,WAAW,GAAGe,gBAAgB,CAACf,WAArC;AACA,MAAMQ,SAAS,GAAGH,UAAU,CAACW,SAAD,CAA5B;;AACA,MAAI,CAACR,SAAL,EAAgB;AACd5P,QAAI,CAAC,gCAAD,EAAmCoQ,SAAnC,CAAJ;AACA,WAAO;AACLrb,UAAI,EAAEqb,SADD;AAELtV,cAAQ,EAAE;AAFL,KAAP;AAID;;AACD,MAAMxG,KAAK,GAAG,IAAI+b,WAAJ,CAAgBT,SAAS,CAAC5Z,IAA1B,CAAd;AACA,MAAM3B,MAAM,GAAGZ,EAAE,CAACoB,YAAH,EAAf;AACA,MAAMyb,kBAAkB,GAAGV,SAAS,CAACrH,KAArC;AACA9U,IAAE,CAACe,UAAH,CAAcqM,cAAd,EAA8BxM,MAA9B;AACAZ,IAAE,CAAC8c,mBAAH,CAAuB/V,OAAvB,EAAgCoV,SAAS,CAACrH,KAA1C,EAAiD+H,kBAAjD;AAEA,MAAIxc,MAAM,GAAGsc,SAAS,GAAG,GAAzB;;AACA,MAAIH,aAAa,CAACra,IAAd,CAAmB9B,MAAnB,CAAJ,EAAgC;AAC9BA,UAAM,GAAGA,MAAM,CAACgX,OAAP,CAAemF,aAAf,EAA8B,GAA9B,CAAT;AACD;;AACD,MAAMnV,QAAQ,GAAG,EAAjB;AACA8U,WAAS,CAACP,cAAV,CAAyBvY,OAAzB,CAAiC,UAAS0Z,UAAT,EAAqB;AACpD,QAAMjb,IAAI,GAAG6Z,WAAW,CAACoB,UAAD,CAAxB;AACA,QAAM7G,QAAQ,GAAGtF,OAAO,CAAC9O,IAAI,CAACnB,IAAN,CAAxB;AACA,QAAMkC,IAAI,GAAGqT,QAAQ,CAACrT,IAAtB;AACA,QAAMhB,MAAM,GAAGC,IAAI,CAACS,IAAL,GAAY2T,QAAQ,CAAC3T,IAApC;AACA,QAAIjB,IAAI,GAAGQ,IAAI,CAACR,IAAhB;;AACA,QAAIA,IAAI,CAACmZ,MAAL,CAAY,CAAZ,EAAepa,MAAM,CAACwB,MAAtB,MAAkCxB,MAAtC,EAA8C;AAC5CiB,UAAI,GAAGA,IAAI,CAACmZ,MAAL,CAAYpa,MAAM,CAACwB,MAAnB,CAAP;AACD;;AACDwF,YAAQ,CAAC/F,IAAD,CAAR,GAAiB,IAAIuB,IAAJ,CAAShC,KAAT,EAAgBiB,IAAI,CAACqC,MAArB,EAA6BtC,MAAM,GAAGgB,IAAI,CAACkB,iBAA3C,CAAjB;AACD,GAVD;AAWA,SAAO;AACLzC,QAAI,EAAEqb,SADD;AAEL9b,SAAK,EAAEA,KAFF;AAGLmc,WAAO,EAAE,IAAIja,YAAJ,CAAiBlC,KAAjB,CAHJ;AAG8B;AACnCD,UAAM,EAAEA,MAJH;AAKLyG,YAAQ,EAAEA;AALL,GAAP;AAOD;AAED;;;;;;;;;;;;;;;;;;AAgBA,SAAS4V,sBAAT,CAAgCjd,EAAhC,EAAoC2G,WAApC,EAAiDgW,SAAjD,EAA4D;AAC1D,SAAOF,iCAAiC,CAACzc,EAAD,EAAK2G,WAAW,CAACI,OAAjB,EAA0BJ,WAAW,CAAC+V,gBAAtC,EAAwDC,SAAxD,CAAxC;AACD;AAED;;;;;;;;;;;;;;;;;;;;AAkBA,SAASO,gBAAT,CAA0Bld,EAA1B,EAA8B2G,WAA9B,EAA2CwW,gBAA3C,EAA6D;AAC3D,MAAMT,gBAAgB,GAAG/V,WAAW,CAAC+V,gBAAZ,IAAgC/V,WAAzD;AACA,MAAMwV,SAAS,GAAGO,gBAAgB,CAACV,UAAjB,CAA4BmB,gBAAgB,CAAC7b,IAA7C,CAAlB;;AACA,MAAI6a,SAAJ,EAAe;AACb,QAAMiB,eAAe,GAAGjB,SAAS,CAACrH,KAAlC;AACA9U,MAAE,CAACqb,eAAH,CAAmBjO,cAAnB,EAAmCgQ,eAAnC,EAAoDD,gBAAgB,CAACvc,MAArE,EAA6Euc,gBAAgB,CAAChZ,MAAjB,IAA2B,CAAxG,EAA2GgZ,gBAAgB,CAACtc,KAAjB,CAAuBwc,UAAlI;AACA,WAAO,IAAP;AACD;;AACD,SAAO,KAAP;AACD;AAED;;;;;;;;;;;;;;;;;AAeA,SAASC,eAAT,CAAyBtd,EAAzB,EAA6B2G,WAA7B,EAA0CwW,gBAA1C,EAA4D;AAC1D,MAAID,gBAAgB,CAACld,EAAD,EAAK2G,WAAL,EAAkBwW,gBAAlB,CAApB,EAAyD;AACvDnd,MAAE,CAACgB,UAAH,CAAcoM,cAAd,EAA8B+P,gBAAgB,CAACtc,KAA/C,EAAsDsM,YAAtD;AACD;AACF;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA4BA,SAASoQ,gBAAT,CAA0BJ,gBAA1B,EAA4CK,MAA5C,EAAoD;AAClD,MAAMnW,QAAQ,GAAG8V,gBAAgB,CAAC9V,QAAlC;;AACA,OAAK,IAAM/F,IAAX,IAAmBkc,MAAnB,EAA2B;AACzB,QAAM3c,KAAK,GAAGwG,QAAQ,CAAC/F,IAAD,CAAtB;;AACA,QAAIT,KAAJ,EAAW;AACT,UAAM2C,KAAK,GAAGga,MAAM,CAAClc,IAAD,CAApB;;AACA,UAAIkC,KAAK,CAAC3B,MAAV,EAAkB;AAChBhB,aAAK,CAAC4c,GAAN,CAAUja,KAAV;AACD,OAFD,MAEO;AACL3C,aAAK,CAAC,CAAD,CAAL,GAAW2C,KAAX;AACD;AACF;AACF;AACF;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkHA,SAAS4D,WAAT,CAAqBsW,OAArB,EAA8BF,MAA9B,EAAsC;AAAG;AACvC,MAAMG,aAAa,GAAGD,OAAO,CAAC/C,cAAR,IAA0B+C,OAAhD;AACA,MAAME,OAAO,GAAGC,SAAS,CAAChc,MAA1B;;AACA,OAAK,IAAIic,IAAI,GAAG,CAAhB,EAAmBA,IAAI,GAAGF,OAA1B,EAAmC,EAAEE,IAArC,EAA2C;AACzC,QAAMN,OAAM,GAAGK,SAAS,CAACC,IAAD,CAAxB;;AACA,QAAInb,KAAK,CAACC,OAAN,CAAc4a,OAAd,CAAJ,EAA2B;AACzB,UAAM5Z,SAAS,GAAG4Z,OAAM,CAAC3b,MAAzB;;AACA,WAAK,IAAI+C,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGhB,SAAtB,EAAiC,EAAEgB,EAAnC,EAAuC;AACrCwC,mBAAW,CAACuW,aAAD,EAAgBH,OAAM,CAAC5Y,EAAD,CAAtB,CAAX;AACD;AACF,KALD,MAKO;AACL,WAAK,IAAMtD,IAAX,IAAmBkc,OAAnB,EAA2B;AACzB,YAAMzI,MAAM,GAAG4I,aAAa,CAACrc,IAAD,CAA5B;;AACA,YAAIyT,MAAJ,EAAY;AACVA,gBAAM,CAACyI,OAAM,CAAClc,IAAD,CAAP,CAAN;AACD;AACF;AACF;AACF;AACF;AAED;;;;;;;;;;AAQA,IAAMyc,0BAA0B,GAAG3W,WAAnC;AAEA;;;;;;;;;;;;;AAUA,SAAS4W,sBAAT,CAAgChe,EAAhC,EAAoC+G,OAApC,EAA6C;AAC3C,MAAMkX,aAAa,GAAG,EAAtB;AAGA,MAAMC,UAAU,GAAGle,EAAE,CAACsZ,mBAAH,CAAuBvS,OAAvB,EAAgC8G,iBAAhC,CAAnB;;AACA,OAAK,IAAIjJ,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGsZ,UAAtB,EAAkC,EAAEtZ,EAApC,EAAwC;AACtC,QAAMN,UAAU,GAAGtE,EAAE,CAACme,eAAH,CAAmBpX,OAAnB,EAA4BnC,EAA5B,CAAnB;;AACA,QAAIqV,SAAS,CAAC3V,UAAD,CAAb,EAA2B;AACvB;AACH;;AACD,QAAMwQ,KAAK,GAAG9U,EAAE,CAACoe,iBAAH,CAAqBrX,OAArB,EAA8BzC,UAAU,CAAChD,IAAzC,CAAd;AACA,QAAM4U,QAAQ,GAAGI,WAAW,CAAChS,UAAU,CAAC3D,IAAZ,CAA5B;AACA,QAAMoU,MAAM,GAAGmB,QAAQ,CAACnB,MAAT,CAAgB/U,EAAhB,EAAoB8U,KAApB,EAA2BoB,QAA3B,CAAf;AACAnB,UAAM,CAAC/D,QAAP,GAAkB8D,KAAlB;AACAmJ,iBAAa,CAAC3Z,UAAU,CAAChD,IAAZ,CAAb,GAAiCyT,MAAjC;AACD;;AAED,SAAOkJ,aAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAsDA,SAASI,aAAT,CAAuBX,OAAvB,EAAgC9X,OAAhC,EAAyC;AACvC,OAAK,IAAMtE,IAAX,IAAmBsE,OAAnB,EAA4B;AAC1B,QAAMmP,MAAM,GAAG2I,OAAO,CAACpc,IAAD,CAAtB;;AACA,QAAIyT,MAAJ,EAAY;AACVA,YAAM,CAACnP,OAAO,CAACtE,IAAD,CAAR,CAAN;AACD;AACF;AACF;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAqCA,SAAS6F,uBAAT,CAAiCnH,EAAjC,EAAqC2G,WAArC,EAAkDf,OAAlD,EAA2D;AACzD,MAAIA,OAAO,CAACoB,iBAAZ,EAA+B;AAC7BhH,MAAE,CAACiH,eAAH,CAAmBrB,OAAO,CAACoB,iBAA3B;AACD,GAFD,MAEO;AACLqX,iBAAa,CAAC1X,WAAW,CAACsX,aAAZ,IAA6BtX,WAA9B,EAA2Cf,OAAO,CAAC1C,OAAnD,CAAb;;AACA,QAAI0C,OAAO,CAACL,OAAZ,EAAqB;AACnBvF,QAAE,CAACe,UAAH,CAAcxB,oBAAd,EAAoCqG,OAAO,CAACL,OAA5C;AACD;AACF;AACF;AAED;;;;;;;;;;AAUA;;;;;;;;;;;;;;;;;;;AAiBA,SAAS+Y,4BAAT,CAAsCte,EAAtC,EAA0C+G,OAA1C,EAAmD;AACjD,MAAM4T,cAAc,GAAGP,oBAAoB,CAACpa,EAAD,EAAK+G,OAAL,CAA3C;AACA,MAAMkX,aAAa,GAAGD,sBAAsB,CAAChe,EAAD,EAAK+G,OAAL,CAA5C;AACA,MAAMJ,WAAW,GAAG;AAClBI,WAAO,EAAEA,OADS;AAElB4T,kBAAc,EAAEA,cAFE;AAGlBsD,iBAAa,EAAEA;AAHG,GAApB;;AAMA,MAAI9J,KAAK,CAACC,QAAN,CAAepU,EAAf,CAAJ,EAAwB;AACtB2G,eAAW,CAAC+V,gBAAZ,GAA+BhB,iCAAiC,CAAC1b,EAAD,EAAK+G,OAAL,CAAhE;AACAJ,eAAW,CAACwU,qBAAZ,GAAoCL,2BAA2B,CAAC9a,EAAD,EAAK+G,OAAL,CAA/D;AACD;;AAED,SAAOJ,WAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA8BA,SAAS4X,iBAAT,CACIve,EADJ,EACQga,aADR,EACuBnC,WADvB,EACoCC,aADpC,EACmDb,iBADnD,EACsE;AACpE,MAAM2B,WAAW,GAAGhB,iBAAiB,CAACC,WAAD,EAAcC,aAAd,EAA6Bb,iBAA7B,CAArC;AACA,MAAIuH,IAAI,GAAG,IAAX;AACAxE,eAAa,GAAGA,aAAa,CAACtD,GAAd,CAAkB,UAAS+H,MAAT,EAAiB;AACjD;AACA,QAAIA,MAAM,CAACjG,OAAP,CAAe,IAAf,IAAuB,CAA3B,EAA8B;AAC5B,UAAMkG,MAAM,GAAG3R,cAAc,CAAC0R,MAAD,CAA7B;;AACA,UAAI,CAACC,MAAL,EAAa;AACX9F,mBAAW,CAACX,aAAZ,CAA0B,yBAAyBwG,MAAnD;AACAD,YAAI,GAAG,KAAP;AACD,OAHD,MAGO;AACLC,cAAM,GAAGC,MAAM,CAAC1F,IAAhB;AACD;AACF;;AACD,WAAOyF,MAAP;AACD,GAZe,CAAhB;;AAaA,MAAI,CAACD,IAAL,EAAW;AACT,WAAO,IAAP;AACD;;AACD,MAAMzX,OAAO,GAAGgT,wBAAwB,CAAC/Z,EAAD,EAAKga,aAAL,EAAoBpB,WAApB,CAAxC;;AACA,MAAI,CAAC7R,OAAL,EAAc;AACZ,WAAO,IAAP;AACD;;AACD,SAAOuX,4BAA4B,CAACte,EAAD,EAAK+G,OAAL,CAAnC;AACD,C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;ACjnDD;;AACA;;AACA;;;;;;AAxBA;;;;;;;;;;;;;;;;;;;;;;AA0BA;;;;;;;;;;;;;;AAeA;AACA,IAAM/G,EAAE,GAAGC,SAAX;AAAuB;;AAA0B;;AACjD,IAAMC,QAAQ,GAAG;AACfye,cAAY,EAAE,IAAIld,UAAJ,CAAe,CAAC,GAAD,EAAM,GAAN,EAAW,GAAX,EAAgB,GAAhB,CAAf,CADC;AAEfiJ,gBAAc,EAAE,EAFD;AAGfkU,aAAW,EAAE3e;AAHE,CAAjB;AAKA,IAAMyC,aAAa,GAAGD,WAAW,CAACC,aAAlC,C,CAEA;;AACA,IAAImc,KAAJ;;AACA,SAASC,kBAAT,GAA8B;AAC5BD,OAAK,GAAGA,KAAK,KACP,OAAO5R,QAAP,KAAoB,WAApB,IAAmCA,QAAQ,CAAC8R,aAA7C,GACG9R,QAAQ,CAAC8R,aAAT,CAAuB,QAAvB,EAAiCC,UAAjC,CAA4C,IAA5C,CADH,GAEG,IAHK,CAAb;AAIA,SAAOH,KAAP;AACD,C,CAED;AACA;AACA;AACA;AAEA;AACA;AACA;AACA;AACA;AACA;;AAEA;;;AACA,IAAMI,KAAK,GAA4B,MAAvC;AACA,IAAMC,GAAG,GAA8B,MAAvC;AACA,IAAMxX,IAAI,GAA6B,MAAvC;AACA,IAAMyX,SAAS,GAAwB,MAAvC;AACA,IAAMC,eAAe,GAAkB,MAAvC;AACA,IAAM3X,eAAe,GAAkB,MAAvC;AACA,IAAMQ,aAAa,GAAoB,MAAvC;AAEA;AACA;AACA;;AACA,IAAMM,aAAa,GAAoB,MAAvC;AAEA;;AACA,IAAME,OAAO,GAA0B,MAAvC;AACA,IAAMC,MAAM,GAA2B,MAAvC;AAEA;AACA;AACA;AACA;AACA;;AAEA;;AACA,IAAMlB,UAAU,GAAuB,MAAvC;AACA,IAAMiJ,gBAAgB,GAAiB,MAAvC;AACA,IAAMC,UAAU,GAAuB,MAAvC;AACA,IAAMC,gBAAgB,GAAiB,MAAvC;AAEA;;AACA,IAAM0O,2BAA2B,GAAM,MAAvC;AACA,IAAMC,2BAA2B,GAAM,MAAvC;AACA,IAAMC,2BAA2B,GAAM,MAAvC;AACA,IAAMC,2BAA2B,GAAM,MAAvC;AACA,IAAMC,2BAA2B,GAAM,MAAvC;AACA,IAAMC,2BAA2B,GAAM,MAAvC;AAEA;;AACA,IAAMC,kBAAkB,GAAe,MAAvC;AACA,IAAMC,kBAAkB,GAAe,MAAvC;AACA,IAAMC,cAAc,GAAmB,MAAvC;AACA,IAAMC,cAAc,GAAmB,MAAvC;AACA,IAAMC,cAAc,GAAmB,MAAvC;AACA,IAAMC,eAAe,GAAkB,MAAvC;AACA,IAAMC,eAAe,GAAkB,MAAvC;AACA,IAAMC,kBAAkB,GAAe,MAAvC;AACA,IAAMC,iBAAiB,GAAgB,MAAvC;AAGA;;AACA,IAAMC,gBAAgB,GAAqB,MAA3C;AACA,IAAMC,iBAAiB,GAAoB,MAA3C;AACA,IAAMC,mBAAmB,GAAkB,MAA3C;AACA,IAAMC,kBAAkB,GAAmB,MAA3C;AACA,IAAMC,gBAAgB,GAAqB,MAA3C;AACA,IAAMC,kBAAkB,GAAmB,MAA3C;AACA,IAAMC,kCAAkC,GAAG,MAA3C;AACA,IAAMC,8BAA8B,GAAO,MAA3C;AACA,IAAMC,mBAAmB,GAAkB,MAA3C;AAEA,IAAMC,EAAE,GAA6B,MAArC;AACA,IAAMC,QAAQ,GAAuB,MAArC;AACA,IAAMC,IAAI,GAA2B,MAArC;AACA,IAAMC,IAAI,GAA2B,MAArC;AACA,IAAMC,IAAI,GAA2B,MAArC;AACA,IAAMC,GAAG,GAA4B,MAArC;AACA,IAAMC,MAAM,GAAyB,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,MAAM,GAAyB,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,GAAG,GAA4B,MAArC;AACA,IAAMC,SAAS,GAAsB,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,IAAI,GAA2B,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,IAAI,GAA2B,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,IAAI,GAA2B,MAArC;AACA,IAAMC,IAAI,GAA2B,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMra,MAAM,GAAyB,MAArC;AACA,IAAMsa,UAAU,GAAqB,MAArC;AACA,IAAMC,cAAc,GAAiB,MAArC;AACA,IAAMC,OAAO,GAAwB,MAArC;AACA,IAAMC,MAAM,GAAyB,MAArC;AACA,IAAMC,MAAM,GAAyB,MAArC;AACA,IAAMC,MAAM,GAAyB,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,OAAO,GAAwB,MAArC;AACA,IAAMC,MAAM,GAAyB,MAArC;AACA,IAAMC,OAAO,GAAwB,MAArC;AACA,IAAMC,MAAM,GAAyB,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,YAAY,GAAmB,MAArC;AACA,IAAMC,WAAW,GAAoB,MAArC;AACA,IAAMpb,OAAO,GAAwB,MAArC;AACA,IAAMD,KAAK,GAA0B,MAArC;AACA,IAAMsb,QAAQ,GAAuB,MAArC;AACA,IAAMC,OAAO,GAAwB,MAArC;AACA,IAAMC,OAAO,GAAwB,MAArC;AACA,IAAMC,OAAO,GAAwB,MAArC;AACA,IAAMC,MAAM,GAAyB,MAArC;AACA,IAAMC,UAAU,GAAqB,MAArC;AACA,IAAMC,QAAQ,GAAuB,MAArC;AACA,IAAMC,OAAO,GAAwB,MAArC;AACA,IAAMC,OAAO,GAAwB,MAArC;AACA,IAAMC,QAAQ,GAAuB,MAArC;AAEA,IAAM5b,iBAAiB,GAAc,MAArC;AACA,IAAM6b,iBAAiB,GAAc,MAArC;AACA,IAAMC,kBAAkB,GAAa,MAArC;AACA,IAAMC,iBAAiB,GAAc,MAArC;AACA,IAAMC,gBAAgB,GAAe,MAArC;AAEA;;AACA,IAAMrkB,IAAI,GAA2B,MAArC;AACA,IAAMC,aAAa,GAAkB,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMC,cAAc,GAAiB,MAArC;AACA,IAAMC,GAAG,GAA4B,MAArC;AACA,IAAMC,YAAY,GAAmB,MAArC;AACA,IAAMC,KAAK,GAA0B,MAArC;AACA,IAAMgkB,sBAAsB,GAAS,MAArC;AACA,IAAMC,sBAAsB,GAAS,MAArC;AACA,IAAMC,oBAAoB,GAAW,MAArC;AACA,IAAMC,UAAU,GAAqB,MAArC;AACA,IAAMC,cAAc,GAAiB,MAArC,C,CAA8C;;AAC9C,IAAMC,2BAA2B,GAAI,MAArC;AACA,IAAMC,4BAA4B,GAAG,MAArC;AACA,IAAMC,wBAAwB,GAAO,MAArC;AACA,IAAMC,8BAA8B,GAAG,MAAvC;AACA,IAAMC,iBAAiB,GAAc,MAArC;AAEA,IAAMC,EAAE,GAA6B,MAArC;AACA,IAAMC,UAAU,GAAqB,MAArC;AACA,IAAMC,GAAG,GAA4B,MAArC;AACA,IAAMC,WAAW,GAAoB,MAArC;AACA,IAAMC,WAAW,GAAoB,MAArC;AACA,IAAMC,YAAY,GAAmB,MAArC;AAEA,IAAMC,UAAU,GAAG,EAAnB;AACA;AACE;AACA;AACA,MAAMC,CAAC,GAAGD,UAAV;AACAC,GAAC,CAAC/F,KAAD,CAAD,GAAqB;AAAEgG,sBAAkB,EAAE;AAAtB,GAArB;AACAD,GAAC,CAAC7F,SAAD,CAAD,GAAqB;AAAE8F,sBAAkB,EAAE;AAAtB,GAArB;AACAD,GAAC,CAAC5F,eAAD,CAAD,GAAqB;AAAE6F,sBAAkB,EAAE;AAAtB,GAArB;AACAD,GAAC,CAAC9F,GAAD,CAAD,GAAqB;AAAE+F,sBAAkB,EAAE;AAAtB,GAArB;AACAD,GAAC,CAACtd,IAAD,CAAD,GAAqB;AAAEud,sBAAkB,EAAE;AAAtB,GAArB;AACAD,GAAC,CAACL,GAAD,CAAD,GAAqB;AAAEM,sBAAkB,EAAE;AAAtB,GAArB;AACAD,GAAC,CAACJ,WAAD,CAAD,GAAqB;AAAEK,sBAAkB,EAAE;AAAtB,GAArB;AACAD,GAAC,CAACP,EAAD,CAAD,GAAqB;AAAEQ,sBAAkB,EAAE;AAAtB,GAArB;AACAD,GAAC,CAACN,UAAD,CAAD,GAAqB;AAAEO,sBAAkB,EAAE;AAAtB,GAArB;AACAD,GAAC,CAAC9F,GAAD,CAAD,GAAqB;AAAE+F,sBAAkB,EAAE;AAAtB,GAArB;AACAD,GAAC,CAACH,WAAD,CAAD,GAAqB;AAAEI,sBAAkB,EAAE;AAAtB,GAArB;AACAD,GAAC,CAACtd,IAAD,CAAD,GAAqB;AAAEud,sBAAkB,EAAE;AAAtB,GAArB;AACAD,GAAC,CAACF,YAAD,CAAD,GAAqB;AAAEG,sBAAkB,EAAE;AAAtB,GAArB;AACAD,GAAC,CAACvd,eAAD,CAAD,GAAqB;AAAEwd,sBAAkB,EAAE;AAAtB,GAArB;AACAD,GAAC,CAAC/c,aAAD,CAAD,GAAqB;AAAEgd,sBAAkB,EAAE;AAAtB,GAArB;AACD;AAED;;;;;;;;;;AAUA,IAAIC,2BAAJ;;AACA,SAASC,4BAAT,CAAsCC,cAAtC,EAAsD;AACpD,MAAI,CAACF,2BAAL,EAAkC;AAChC;AACA,QAAM1Y,CAAC,GAAG,EAAV,CAFgC,CAGhC;;AACAA,KAAC,CAACyS,KAAD,CAAD,GAAwB;AAAEoG,mBAAa,EAAEpG,KAAjB;AAAkCqG,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CAArG;AAA0H7kB,UAAI,EAAE,CAACjB,aAAD,EAAgBwkB,UAAhB,EAA4BC,cAA5B,EAA4CpkB,KAA5C;AAAhI,KAAxB;AACAyM,KAAC,CAAC2S,SAAD,CAAD,GAAwB;AAAEkG,mBAAa,EAAElG,SAAjB;AAAkCmG,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CAArG;AAA0H7kB,UAAI,EAAE,CAACjB,aAAD,EAAgBwkB,UAAhB,EAA4BC,cAA5B,EAA4CpkB,KAA5C;AAAhI,KAAxB;AACAyM,KAAC,CAAC4S,eAAD,CAAD,GAAwB;AAAEiG,mBAAa,EAAEjG,eAAjB;AAAkCkG,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CAArG;AAA0H7kB,UAAI,EAAE,CAACjB,aAAD,EAAgBwkB,UAAhB,EAA4BC,cAA5B,EAA4CpkB,KAA5C;AAAhI,KAAxB;AACAyM,KAAC,CAAC0S,GAAD,CAAD,GAAwB;AAAEmG,mBAAa,EAAEnG,GAAjB;AAAkCoG,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,EAAV,EAAc,CAAd,CAArG;AAA0H7kB,UAAI,EAAE,CAACjB,aAAD,EAAgBwkB,UAAhB,EAA4BC,cAA5B,EAA4CpkB,KAA5C,EAAmDkkB,oBAAnD;AAAhI,KAAxB;AACAzX,KAAC,CAAC9E,IAAD,CAAD,GAAwB;AAAE2d,mBAAa,EAAE3d,IAAjB;AAAkC4d,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,EAAV,EAAc,CAAd,EAAiB,CAAjB,CAArG;AAA0H7kB,UAAI,EAAE,CAACjB,aAAD,EAAgBwkB,UAAhB,EAA4BC,cAA5B,EAA4CpkB,KAA5C,EAAmDgkB,sBAAnD,EAA2EC,sBAA3E;AAAhI,KAAxB,CARgC,CAUhC;;AACAxX,KAAC,CAACqU,EAAD,CAAD,GAAwB;AAAEwE,mBAAa,EAAEV,GAAjB;AAAkCW,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACjB,aAAD;AAAvH,KAAxB;AACA8M,KAAC,CAACsU,QAAD,CAAD,GAAwB;AAAEuE,mBAAa,EAAEV,GAAjB;AAAkCW,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAAClB,IAAD;AAAvH,KAAxB;AACA+M,KAAC,CAACuU,IAAD,CAAD,GAAwB;AAAEsE,mBAAa,EAAEV,GAAjB;AAAkCW,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,CAArG;AAAiH7kB,UAAI,EAAE,CAACZ,KAAD,EAAQmkB,UAAR;AAAvH,KAAxB;AACA1X,KAAC,CAACwU,IAAD,CAAD,GAAwB;AAAEqE,mBAAa,EAAEV,GAAjB;AAAkCW,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACZ,KAAD;AAAvH,KAAxB;AACAyM,KAAC,CAACyU,IAAD,CAAD,GAAwB;AAAEoE,mBAAa,EAAET,WAAjB;AAAkCU,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACjB,aAAD;AAAvH,KAAxB;AACA8M,KAAC,CAAC0U,GAAD,CAAD,GAAwB;AAAEmE,mBAAa,EAAET,WAAjB;AAAkCU,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAAClB,IAAD;AAAvH,KAAxB;AACA+M,KAAC,CAACqV,KAAD,CAAD,GAAwB;AAAEwD,mBAAa,EAAET,WAAjB;AAAkCU,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACf,cAAD;AAAvH,KAAxB;AACA4M,KAAC,CAACsV,IAAD,CAAD,GAAwB;AAAEuD,mBAAa,EAAET,WAAjB;AAAkCU,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAAChB,KAAD;AAAvH,KAAxB;AACA6M,KAAC,CAACuV,KAAD,CAAD,GAAwB;AAAEsD,mBAAa,EAAET,WAAjB;AAAkCU,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACb,YAAD;AAAvH,KAAxB;AACA0M,KAAC,CAACwV,IAAD,CAAD,GAAwB;AAAEqD,mBAAa,EAAET,WAAjB;AAAkCU,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACd,GAAD;AAAvH,KAAxB;AACA2M,KAAC,CAAC+U,GAAD,CAAD,GAAwB;AAAE8D,mBAAa,EAAEZ,EAAjB;AAAkCa,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACjB,aAAD;AAAvH,KAAxB;AACA8M,KAAC,CAACgV,SAAD,CAAD,GAAwB;AAAE6D,mBAAa,EAAEZ,EAAjB;AAAkCa,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAAClB,IAAD;AAAvH,KAAxB;AACA+M,KAAC,CAACiV,KAAD,CAAD,GAAwB;AAAE4D,mBAAa,EAAEZ,EAAjB;AAAkCa,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,CAArG;AAAiH7kB,UAAI,EAAE,CAACZ,KAAD,EAAQmkB,UAAR;AAAvH,KAAxB;AACA1X,KAAC,CAACkV,KAAD,CAAD,GAAwB;AAAE2D,mBAAa,EAAEZ,EAAjB;AAAkCa,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACZ,KAAD;AAAvH,KAAxB;AACAyM,KAAC,CAACmV,KAAD,CAAD,GAAwB;AAAE0D,mBAAa,EAAEX,UAAjB;AAAkCY,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACjB,aAAD;AAAvH,KAAxB;AACA8M,KAAC,CAACoV,IAAD,CAAD,GAAwB;AAAEyD,mBAAa,EAAEX,UAAjB;AAAkCY,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAAClB,IAAD;AAAvH,KAAxB;AACA+M,KAAC,CAAC2U,MAAD,CAAD,GAAwB;AAAEkE,mBAAa,EAAEX,UAAjB;AAAkCY,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACf,cAAD;AAAvH,KAAxB;AACA4M,KAAC,CAAC4U,KAAD,CAAD,GAAwB;AAAEiE,mBAAa,EAAEX,UAAjB;AAAkCY,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAAChB,KAAD;AAAvH,KAAxB;AACA6M,KAAC,CAAC6U,MAAD,CAAD,GAAwB;AAAEgE,mBAAa,EAAEX,UAAjB;AAAkCY,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACb,YAAD;AAAvH,KAAxB;AACA0M,KAAC,CAAC8U,KAAD,CAAD,GAAwB;AAAE+D,mBAAa,EAAEX,UAAjB;AAAkCY,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACd,GAAD;AAAvH,KAAxB;AACA2M,KAAC,CAACyV,IAAD,CAAD,GAAwB;AAAEoD,mBAAa,EAAEnG,GAAjB;AAAkCoG,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACjB,aAAD;AAAvH,KAAxB;AACA8M,KAAC,CAAC0V,KAAD,CAAD,GAAwB;AAAEmD,mBAAa,EAAEnG,GAAjB;AAAkCoG,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACjB,aAAD;AAAvH,KAAxB;AACA8M,KAAC,CAAC3E,MAAD,CAAD,GAAwB;AAAEwd,mBAAa,EAAEnG,GAAjB;AAAkCoG,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,CAArG;AAAiH7kB,UAAI,EAAE,CAACjB,aAAD,EAAgBukB,oBAAhB;AAAvH,KAAxB;AACAzX,KAAC,CAAC2V,UAAD,CAAD,GAAwB;AAAEkD,mBAAa,EAAEnG,GAAjB;AAAkCoG,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAAClB,IAAD;AAAvH,KAAxB;AACA+M,KAAC,CAAC4V,cAAD,CAAD,GAAwB;AAAEiD,mBAAa,EAAEnG,GAAjB;AAAkCoG,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,EAAD,EAAK,CAAL,EAAQ,CAAR,CAArG;AAAiH7kB,UAAI,EAAE,CAACZ,KAAD,EAAQmkB,UAAR,EAAoBG,4BAApB;AAAvH,KAAxB;AACA7X,KAAC,CAAC6V,OAAD,CAAD,GAAwB;AAAEgD,mBAAa,EAAEnG,GAAjB;AAAkCoG,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,EAAD,EAAK,CAAL,EAAQ,CAAR,CAArG;AAAiH7kB,UAAI,EAAE,CAACZ,KAAD,EAAQmkB,UAAR,EAAoBI,wBAApB;AAAvH,KAAxB;AACA9X,KAAC,CAAC8V,MAAD,CAAD,GAAwB;AAAE+C,mBAAa,EAAEnG,GAAjB;AAAkCoG,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,EAAD,EAAK,CAAL,CAArG;AAAiH7kB,UAAI,EAAE,CAACZ,KAAD,EAAQmkB,UAAR;AAAvH,KAAxB;AACA1X,KAAC,CAAC+V,MAAD,CAAD,GAAwB;AAAE8C,mBAAa,EAAEnG,GAAjB;AAAkCoG,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,EAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACZ,KAAD;AAAvH,KAAxB;AACAyM,KAAC,CAACgW,MAAD,CAAD,GAAwB;AAAE6C,mBAAa,EAAER,WAAjB;AAAkCS,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACjB,aAAD;AAAvH,KAAxB;AACA8M,KAAC,CAACiW,KAAD,CAAD,GAAwB;AAAE4C,mBAAa,EAAER,WAAjB;AAAkCS,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAAClB,IAAD;AAAvH,KAAxB;AACA+M,KAAC,CAACkW,OAAD,CAAD,GAAwB;AAAE2C,mBAAa,EAAER,WAAjB;AAAkCS,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACf,cAAD;AAAvH,KAAxB;AACA4M,KAAC,CAACmW,MAAD,CAAD,GAAwB;AAAE0C,mBAAa,EAAER,WAAjB;AAAkCS,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAAChB,KAAD;AAAvH,KAAxB;AACA6M,KAAC,CAACoW,OAAD,CAAD,GAAwB;AAAEyC,mBAAa,EAAER,WAAjB;AAAkCS,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,EAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACb,YAAD;AAAvH,KAAxB;AACA0M,KAAC,CAACqW,MAAD,CAAD,GAAwB;AAAEwC,mBAAa,EAAER,WAAjB;AAAkCS,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,EAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACd,GAAD;AAAvH,KAAxB;AACA2M,KAAC,CAACsW,KAAD,CAAD,GAAwB;AAAEuC,mBAAa,EAAE3d,IAAjB;AAAkC4d,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACjB,aAAD;AAAvH,KAAxB;AACA8M,KAAC,CAACuW,YAAD,CAAD,GAAwB;AAAEsC,mBAAa,EAAE3d,IAAjB;AAAkC4d,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACjB,aAAD;AAAvH,KAAxB;AACA8M,KAAC,CAACwW,WAAD,CAAD,GAAwB;AAAEqC,mBAAa,EAAE3d,IAAjB;AAAkC4d,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAAClB,IAAD;AAAvH,KAAxB;AACA+M,KAAC,CAAC5E,OAAD,CAAD,GAAwB;AAAEyd,mBAAa,EAAE3d,IAAjB;AAAkC4d,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,CAArG;AAAiH7kB,UAAI,EAAE,CAACjB,aAAD,EAAgBskB,sBAAhB,EAAwCI,2BAAxC;AAAvH,KAAxB;AACA5X,KAAC,CAAC7E,KAAD,CAAD,GAAwB;AAAE0d,mBAAa,EAAE3d,IAAjB;AAAkC4d,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,CAArG;AAAiH7kB,UAAI,EAAE,CAACjB,aAAD,EAAgBqkB,sBAAhB;AAAvH,KAAxB;AACAvX,KAAC,CAACyW,QAAD,CAAD,GAAwB;AAAEoC,mBAAa,EAAE3d,IAAjB;AAAkC4d,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACyjB,2BAAD;AAAvH,KAAxB;AACA5X,KAAC,CAAC0W,OAAD,CAAD,GAAwB;AAAEmC,mBAAa,EAAE3d,IAAjB;AAAkC4d,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,IAA7E;AAAoFC,qBAAe,EAAE,CAAC,EAAD,EAAK,CAAL,CAArG;AAAiH7kB,UAAI,EAAE,CAACZ,KAAD,EAAQmkB,UAAR;AAAvH,KAAxB;AACA1X,KAAC,CAAC2W,OAAD,CAAD,GAAwB;AAAEkC,mBAAa,EAAE3d,IAAjB;AAAkC4d,qBAAe,EAAE,KAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,EAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACZ,KAAD;AAAvH,KAAxB;AACAyM,KAAC,CAAC4W,OAAD,CAAD,GAAwB;AAAEiC,mBAAa,EAAEP,YAAjB;AAAkCQ,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACjB,aAAD;AAAvH,KAAxB;AACA8M,KAAC,CAAC6W,MAAD,CAAD,GAAwB;AAAEgC,mBAAa,EAAEP,YAAjB;AAAkCQ,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAAClB,IAAD;AAAvH,KAAxB;AACA+M,KAAC,CAAC8W,UAAD,CAAD,GAAwB;AAAE+B,mBAAa,EAAEP,YAAjB;AAAkCQ,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACyjB,2BAAD;AAAvH,KAAxB;AACA5X,KAAC,CAAC+W,QAAD,CAAD,GAAwB;AAAE8B,mBAAa,EAAEP,YAAjB;AAAkCQ,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACf,cAAD;AAAvH,KAAxB;AACA4M,KAAC,CAACgX,OAAD,CAAD,GAAwB;AAAE6B,mBAAa,EAAEP,YAAjB;AAAkCQ,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAAChB,KAAD;AAAvH,KAAxB;AACA6M,KAAC,CAACiX,OAAD,CAAD,GAAwB;AAAE4B,mBAAa,EAAEP,YAAjB;AAAkCQ,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,EAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACd,GAAD;AAAvH,KAAxB;AACA2M,KAAC,CAACkX,QAAD,CAAD,GAAwB;AAAE2B,mBAAa,EAAEP,YAAjB;AAAkCQ,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,EAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACb,YAAD;AAAvH,KAAxB,CA3DgC,CA4DhC;;AACA0M,KAAC,CAAC1E,iBAAD,CAAD,GAAwB;AAAEud,mBAAa,EAAE5d,eAAjB;AAAkC6d,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,EAAI,CAAJ,CAArG;AAAiH7kB,UAAI,EAAE,CAACf,cAAD,EAAiBE,YAAjB;AAAvH,KAAxB;AACA0M,KAAC,CAACmX,iBAAD,CAAD,GAAwB;AAAE0B,mBAAa,EAAE5d,eAAjB;AAAkC6d,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACb,YAAD;AAAvH,KAAxB;AACA0M,KAAC,CAACoX,kBAAD,CAAD,GAAwB;AAAEyB,mBAAa,EAAE5d,eAAjB;AAAkC6d,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAACZ,KAAD;AAAvH,KAAxB;AACAyM,KAAC,CAACsX,gBAAD,CAAD,GAAwB;AAAEuB,mBAAa,EAAEpd,aAAjB;AAAkCqd,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAAC6jB,iBAAD;AAAvH,KAAxB;AACAhY,KAAC,CAACqX,iBAAD,CAAD,GAAwB;AAAEwB,mBAAa,EAAEpd,aAAjB;AAAkCqd,qBAAe,EAAE,IAAnD;AAA0DC,uBAAiB,EAAE,KAA7E;AAAoFC,qBAAe,EAAE,CAAC,CAAD,CAArG;AAAiH7kB,UAAI,EAAE,CAAC4jB,8BAAD;AAAvH,KAAxB;AAEAphB,UAAM,CAACC,IAAP,CAAYoJ,CAAZ,EAAenJ,OAAf,CAAuB,UAAS+hB,cAAT,EAAyB;AAC9C,UAAMlL,IAAI,GAAG1N,CAAC,CAAC4Y,cAAD,CAAd;AACAlL,UAAI,CAACuL,kBAAL,GAA0B,EAA1B;AACAvL,UAAI,CAACsL,eAAL,CAAqBniB,OAArB,CAA6B,UAASmiB,eAAT,EAA0B5Z,GAA1B,EAA+B;AAC1D,YAAMjL,IAAI,GAAGuZ,IAAI,CAACvZ,IAAL,CAAUiL,GAAV,CAAb;AACAsO,YAAI,CAACuL,kBAAL,CAAwB9kB,IAAxB,IAAgC6kB,eAAhC;AACD,OAHD;AAID,KAPD;AAQAN,+BAA2B,GAAG1Y,CAA9B;AACD;;AACD,SAAO0Y,2BAA2B,CAACE,cAAD,CAAlC;AACD;AAED;;;;;;;;;AAOA,SAASM,mCAAT,CAA6CN,cAA7C,EAA6DzkB,IAA7D,EAAmE;AACjE,MAAMuZ,IAAI,GAAGiL,4BAA4B,CAACC,cAAD,CAAzC;;AACA,MAAI,CAAClL,IAAL,EAAW;AACT,UAAM,yBAAN;AACD;;AACD,MAAMsL,eAAe,GAAGtL,IAAI,CAACuL,kBAAL,CAAwB9kB,IAAxB,CAAxB;;AACA,MAAI6kB,eAAe,KAAKvlB,SAAxB,EAAmC;AACjC,UAAM,yBAAN;AACD;;AACD,SAAOulB,eAAP;AACD;AAED;;;;;;;;;;AAUA;;;;;;;;;AAOA,SAASG,iCAAT,CAA2CP,cAA3C,EAA2D;AACzD,MAAMlL,IAAI,GAAGiL,4BAA4B,CAACC,cAAD,CAAzC;;AACA,MAAI,CAAClL,IAAL,EAAW;AACT,UAAM,yBAAN;AACD;;AACD,SAAO;AACLlR,UAAM,EAAEkR,IAAI,CAACmL,aADR;AAEL1kB,QAAI,EAAEuZ,IAAI,CAACvZ,IAAL,CAAU,CAAV;AAFD,GAAP;AAID;AAED;;;;;;;;AAMA,SAASilB,UAAT,CAAoBpiB,KAApB,EAA2B;AACzB,SAAO,CAACA,KAAK,GAAIA,KAAK,GAAG,CAAlB,MAA0B,CAAjC;AACD;AAED;;;;;;;;;;;;;AAWA,SAASqiB,iBAAT,CAA2B7lB,EAA3B,EAA+ByJ,KAA/B,EAAsCC,MAAtC,EAA8C0b,cAA9C,EAA8D;AAC5D,MAAI,CAACjR,KAAK,CAACC,QAAN,CAAepU,EAAf,CAAL,EAAyB;AACvB,WAAO4lB,UAAU,CAACnc,KAAD,CAAV,IAAqBmc,UAAU,CAAClc,MAAD,CAAtC;AACD;;AACD,MAAMwQ,IAAI,GAAGiL,4BAA4B,CAACC,cAAD,CAAzC;;AACA,MAAI,CAAClL,IAAL,EAAW;AACT,UAAM,yBAAN;AACD;;AACD,SAAOA,IAAI,CAACoL,eAAL,IAAwBpL,IAAI,CAACqL,iBAApC;AACD;AAED;;;;;;;;AAMA,SAASO,SAAT,CAAmBV,cAAnB,EAAmC;AACjC,MAAMlL,IAAI,GAAGiL,4BAA4B,CAACC,cAAD,CAAzC;;AACA,MAAI,CAAClL,IAAL,EAAW;AACT,UAAM,yBAAN;AACD;;AACD,SAAOA,IAAI,CAACqL,iBAAZ;AACD;AAED;;;;;;;;AAMA,SAASQ,yBAAT,CAAmC/c,MAAnC,EAA2C;AACzC,MAAMkR,IAAI,GAAG6K,UAAU,CAAC/b,MAAD,CAAvB;;AACA,MAAI,CAACkR,IAAL,EAAW;AACT,UAAM,qBAAqBlR,MAA3B;AACD;;AACD,SAAOkR,IAAI,CAAC+K,kBAAZ;AACD;AAED;;;;;;;;AAMA,SAASe,0BAAT,CAAoChmB,EAApC,EAAwCkM,GAAxC,EAA6C+Z,WAA7C,EAA0D;AACxD,MAAIvjB,aAAa,CAACwJ,GAAD,CAAjB,EAAwB;AACtB,WAAOzJ,WAAW,CAACwB,sBAAZ,CAAmCiI,GAAnC,CAAP;AACD;;AACD,SAAO+Z,WAAW,IAAIvmB,aAAtB;AACD;;AAED,SAASwmB,eAAT,CAAyBlmB,EAAzB,EAA6B2J,MAA7B,EAAqCF,KAArC,EAA4CC,MAA5C,EAAoD7E,WAApD,EAAiE;AAC/D,MAAIA,WAAW,GAAG,CAAd,KAAoB,CAAxB,EAA2B;AACzB,UAAM,wBAAN;AACD;;AACD,MAAI,CAAC4E,KAAD,IAAU,CAACC,MAAf,EAAuB;AACrB,QAAMnH,IAAI,GAAG4jB,IAAI,CAACC,IAAL,CAAUvhB,WAAW,IAAI8E,MAAM,KAAK8G,gBAAX,GAA8B,CAA9B,GAAkC,CAAtC,CAArB,CAAb;;AACA,QAAIlO,IAAI,GAAG,CAAP,KAAa,CAAjB,EAAoB;AAClBkH,WAAK,GAAGlH,IAAR;AACAmH,YAAM,GAAGnH,IAAT;AACD,KAHD,MAGO;AACLkH,WAAK,GAAG5E,WAAR;AACA6E,YAAM,GAAG,CAAT;AACD;AACF,GATD,MASO,IAAI,CAACA,MAAL,EAAa;AAClBA,UAAM,GAAG7E,WAAW,GAAG4E,KAAvB;;AACA,QAAIC,MAAM,GAAG,CAAb,EAAgB;AACd,YAAM,wBAAN;AACD;AACF,GALM,MAKA,IAAI,CAACD,KAAL,EAAY;AACjBA,SAAK,GAAG5E,WAAW,GAAG6E,MAAtB;;AACA,QAAID,KAAK,GAAG,CAAZ,EAAe;AACb,YAAM,wBAAN;AACD;AACF;;AACD,SAAO;AACLA,SAAK,EAAEA,KADF;AAELC,UAAM,EAAEA;AAFH,GAAP;AAID;AAED;;;;;;;;;;;;;;;AAaA,SAAS2c,sBAAT,CAAgCC,KAAhC,EAAuC;AACrCpmB,UAAQ,CAACye,YAAT,GAAwB,IAAIld,UAAJ,CAAe,CAAC6kB,KAAK,CAAC,CAAD,CAAL,GAAW,GAAZ,EAAiBA,KAAK,CAAC,CAAD,CAAL,GAAW,GAA5B,EAAiCA,KAAK,CAAC,CAAD,CAAL,GAAW,GAA5C,EAAiDA,KAAK,CAAC,CAAD,CAAL,GAAW,GAA5D,CAAf,CAAxB;AACD;;AAED,SAAShmB,WAAT,CAAqBC,WAArB,EAAkC;AAChCC,QAAM,CAACC,sBAAP,CAA8BF,WAA9B,EAA2CL,QAA3C;;AACA,MAAIK,WAAW,CAACoe,YAAhB,EAA8B;AAC5B0H,0BAAsB,CAAC9lB,WAAW,CAACoe,YAAb,CAAtB;AACD;AACF;AAED;;;;;;;;;AASA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6FA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;;AACA,IAAM4H,aAAa,GAAG,EAAtB;AAEA;;;;;;;AAMA,SAASC,aAAT,CAAuBxmB,EAAvB,EAA2BoY,OAA3B,EAAoC;AAClC,MAAIA,OAAO,CAACqO,oBAAR,KAAiCxmB,SAArC,EAAgD;AAC9CsmB,iBAAa,CAACE,oBAAd,GAAqCzmB,EAAE,CAAC0mB,YAAH,CAAgBhG,kCAAhB,CAArC;AACA1gB,MAAE,CAAC2mB,WAAH,CAAejG,kCAAf,EAAmDtI,OAAO,CAACqO,oBAA3D;AACD;;AACD,MAAIrO,OAAO,CAACwO,gBAAR,KAA6B3mB,SAAjC,EAA4C;AAC1CsmB,iBAAa,CAACK,gBAAd,GAAiC5mB,EAAE,CAAC0mB,YAAH,CAAgB/F,8BAAhB,CAAjC;AACA3gB,MAAE,CAAC2mB,WAAH,CAAehG,8BAAf,EAA+CvI,OAAO,CAACwO,gBAAvD;AACD;;AACD,MAAIxO,OAAO,CAACyO,KAAR,KAAkB5mB,SAAtB,EAAiC;AAC/BsmB,iBAAa,CAACM,KAAd,GAAsB7mB,EAAE,CAAC0mB,YAAH,CAAgB9F,mBAAhB,CAAtB;AACA5gB,MAAE,CAAC2mB,WAAH,CAAe/F,mBAAf,EAAoCxI,OAAO,CAACyO,KAA5C;AACD;AACF;AAED;;;;;;;;AAMA,SAASC,gBAAT,CAA0B9mB,EAA1B,EAA8BoY,OAA9B,EAAuC;AACrC,MAAIA,OAAO,CAACqO,oBAAR,KAAiCxmB,SAArC,EAAgD;AAC9CD,MAAE,CAAC2mB,WAAH,CAAejG,kCAAf,EAAmD6F,aAAa,CAACE,oBAAjE;AACD;;AACD,MAAIrO,OAAO,CAACwO,gBAAR,KAA6B3mB,SAAjC,EAA4C;AAC1CD,MAAE,CAAC2mB,WAAH,CAAehG,8BAAf,EAA+C4F,aAAa,CAACK,gBAA7D;AACD;;AACD,MAAIxO,OAAO,CAACyO,KAAR,KAAkB5mB,SAAtB,EAAiC;AAC/BD,MAAE,CAAC2mB,WAAH,CAAe/F,mBAAf,EAAoC2F,aAAa,CAACM,KAAlD;AACD;AACF;AAED;;;;;;;AAKA,SAASE,aAAT,CAAuB/mB,EAAvB,EAA2B;AACzBumB,eAAa,CAACS,eAAd,GAAkChnB,EAAE,CAAC0mB,YAAH,CAAgBtG,gBAAhB,CAAlC;;AACA,MAAIjM,KAAK,CAACC,QAAN,CAAepU,EAAf,CAAJ,EAAwB;AACtBumB,iBAAa,CAACU,eAAd,GAAkCjnB,EAAE,CAAC0mB,YAAH,CAAgBrG,iBAAhB,CAAlC;AACAkG,iBAAa,CAACW,iBAAd,GAAkClnB,EAAE,CAAC0mB,YAAH,CAAgBpG,mBAAhB,CAAlC;AACAiG,iBAAa,CAACY,gBAAd,GAAkCnnB,EAAE,CAAC0mB,YAAH,CAAgBnG,kBAAhB,CAAlC;AACAgG,iBAAa,CAACa,cAAd,GAAkCpnB,EAAE,CAAC0mB,YAAH,CAAgBlG,gBAAhB,CAAlC;AACA+F,iBAAa,CAACc,gBAAd,GAAkCrnB,EAAE,CAAC0mB,YAAH,CAAgBjG,kBAAhB,CAAlC;AACD;AACF;AAED;;;;;;;AAKA,SAAS6G,gBAAT,CAA0BtnB,EAA1B,EAA8B;AAC5BA,IAAE,CAAC2mB,WAAH,CAAevG,gBAAf,EAAoCmG,aAAa,CAACS,eAAlD;;AACA,MAAI7S,KAAK,CAACC,QAAN,CAAepU,EAAf,CAAJ,EAAwB;AACtBA,MAAE,CAAC2mB,WAAH,CAAetG,iBAAf,EAAoCkG,aAAa,CAACU,eAAlD;AACAjnB,MAAE,CAAC2mB,WAAH,CAAerG,mBAAf,EAAoCiG,aAAa,CAACW,iBAAlD;AACAlnB,MAAE,CAAC2mB,WAAH,CAAepG,kBAAf,EAAoCgG,aAAa,CAACY,gBAAlD;AACAnnB,MAAE,CAAC2mB,WAAH,CAAenG,gBAAf,EAAoC+F,aAAa,CAACa,cAAlD;AACApnB,MAAE,CAAC2mB,WAAH,CAAelG,kBAAf,EAAoC8F,aAAa,CAACc,gBAAlD;AACD;AACF;AAGD;;;;;;;;;;;;AAUA,SAASE,2BAAT,CAAqCvnB,EAArC,EAAyC2J,MAAzC,EAAiD6d,YAAjD,EAA+DpP,OAA/D,EAAwE;AACtE,MAAIA,OAAO,CAACxN,MAAZ,EAAoB;AAClB4c,gBAAY,CAACC,IAAb,CAAkBznB,EAAlB,EAAsB2J,MAAtB,EAA8BgW,kBAA9B,EAAkDvH,OAAO,CAACxN,MAA1D;AACA4c,gBAAY,CAACC,IAAb,CAAkBznB,EAAlB,EAAsB2J,MAAtB,EAA8BiW,kBAA9B,EAAkDxH,OAAO,CAACxN,MAA1D;AACD;;AACD,MAAIwN,OAAO,CAACnP,GAAZ,EAAiB;AACfue,gBAAY,CAACC,IAAb,CAAkBznB,EAAlB,EAAsB2J,MAAtB,EAA8BgW,kBAA9B,EAAkDvH,OAAO,CAACnP,GAA1D;AACD;;AACD,MAAImP,OAAO,CAACvN,GAAZ,EAAiB;AACf2c,gBAAY,CAACC,IAAb,CAAkBznB,EAAlB,EAAsB2J,MAAtB,EAA8BiW,kBAA9B,EAAkDxH,OAAO,CAACvN,GAA1D;AACD;;AACD,MAAIuN,OAAO,CAAClP,IAAZ,EAAkB;AAChBse,gBAAY,CAACC,IAAb,CAAkBznB,EAAlB,EAAsB2J,MAAtB,EAA8BkW,cAA9B,EAA8CzH,OAAO,CAAClP,IAAtD;AACAse,gBAAY,CAACC,IAAb,CAAkBznB,EAAlB,EAAsB2J,MAAtB,EAA8BmW,cAA9B,EAA8C1H,OAAO,CAAClP,IAAtD;;AACA,QAAIS,MAAM,KAAK+G,UAAX,IAAyBlQ,MAAM,CAACqM,SAAP,CAAiB7M,EAAjB,EAAqB2J,MAArB,CAA7B,EAA2D;AACzD6d,kBAAY,CAACC,IAAb,CAAkBznB,EAAlB,EAAsB2J,MAAtB,EAA8BoW,cAA9B,EAA8C3H,OAAO,CAAClP,IAAtD;AACD;AACF;;AACD,MAAIkP,OAAO,CAACsP,KAAZ,EAAmB;AACjBF,gBAAY,CAACC,IAAb,CAAkBznB,EAAlB,EAAsB2J,MAAtB,EAA8BoW,cAA9B,EAA8C3H,OAAO,CAACsP,KAAtD;AACD;;AACD,MAAItP,OAAO,CAACtN,KAAZ,EAAmB;AACjB0c,gBAAY,CAACC,IAAb,CAAkBznB,EAAlB,EAAsB2J,MAAtB,EAA8BkW,cAA9B,EAA8CzH,OAAO,CAACtN,KAAtD;AACD;;AACD,MAAIsN,OAAO,CAACrN,KAAZ,EAAmB;AACjByc,gBAAY,CAACC,IAAb,CAAkBznB,EAAlB,EAAsB2J,MAAtB,EAA8BmW,cAA9B,EAA8C1H,OAAO,CAACrN,KAAtD;AACD;;AACD,MAAIqN,OAAO,CAACuP,MAAZ,EAAoB;AAClBH,gBAAY,CAACC,IAAb,CAAkBznB,EAAlB,EAAsB2J,MAAtB,EAA8BqW,eAA9B,EAA+C5H,OAAO,CAACuP,MAAvD;AACD;;AACD,MAAIvP,OAAO,CAACwP,MAAZ,EAAoB;AAClBJ,gBAAY,CAACC,IAAb,CAAkBznB,EAAlB,EAAsB2J,MAAtB,EAA8BsW,eAA9B,EAA+C7H,OAAO,CAACwP,MAAvD;AACD;;AACD,MAAIxP,OAAO,CAACyP,SAAZ,EAAuB;AACrBL,gBAAY,CAACC,IAAb,CAAkBznB,EAAlB,EAAsB2J,MAAtB,EAA8BuW,kBAA9B,EAAkD9H,OAAO,CAACyP,SAA1D;AACD;;AACD,MAAIzP,OAAO,CAAC0P,QAAZ,EAAsB;AACpBN,gBAAY,CAACC,IAAb,CAAkBznB,EAAlB,EAAsB2J,MAAtB,EAA8BwW,iBAA9B,EAAiD/H,OAAO,CAAC0P,QAAzD;AACD;AACF;AAED;;;;;;;;;;AAQA,SAASC,oBAAT,CAA8B/nB,EAA9B,EAAkCgoB,GAAlC,EAAuC5P,OAAvC,EAAgD;AAC9C,MAAMzO,MAAM,GAAGyO,OAAO,CAACzO,MAAR,IAAkBnC,UAAjC;AACAxH,IAAE,CAACyU,WAAH,CAAe9K,MAAf,EAAuBqe,GAAvB;AACAT,6BAA2B,CAACvnB,EAAD,EAAK2J,MAAL,EAAa3J,EAAE,CAACioB,aAAhB,EAA+B7P,OAA/B,CAA3B;AACD;AAED;;;;;;;;;AAOA,SAAS8P,oBAAT,CAA8BloB,EAA9B,EAAkCuU,OAAlC,EAA2C6D,OAA3C,EAAoD;AAClDmP,6BAA2B,CAACvnB,EAAD,EAAKuU,OAAL,EAAcvU,EAAE,CAACmoB,iBAAjB,EAAoC/P,OAApC,CAA3B;AACD;AAED;;;;;;;;;;;;;;;;;AAeA,SAASgQ,aAAT,CAAuBpoB,EAAvB,EAA2BoY,OAA3B,EAAoC;AAClC,MAAM7D,OAAO,GAAGvU,EAAE,CAACooB,aAAH,EAAhB;AACAF,sBAAoB,CAACloB,EAAD,EAAKuU,OAAL,EAAc6D,OAAd,CAApB;AACA,SAAO7D,OAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkCA,SAAS8T,cAAT,CAAwBroB,EAAxB,EAA4BsoB,cAA5B,EAA4C;AAC1C,MAAMC,QAAQ,GAAG,EAAjB;AACAplB,QAAM,CAACC,IAAP,CAAYklB,cAAZ,EAA4BjlB,OAA5B,CAAoC,UAAS/B,IAAT,EAAe;AACjDinB,YAAQ,CAACjnB,IAAD,CAAR,GAAiB8mB,aAAa,CAACpoB,EAAD,EAAKsoB,cAAc,CAAChnB,IAAD,CAAnB,CAA9B;AACD,GAFD;AAGA,SAAOinB,QAAP;AACD;AAED;;;;;;;;;AAOA,SAASC,UAAT,CAAoBlC,KAApB,EAA2B;AACzBA,OAAK,GAAGA,KAAK,IAAIpmB,QAAQ,CAACye,YAA1B;;AACA,MAAIjc,aAAa,CAAC4jB,KAAD,CAAjB,EAA0B;AACxB,WAAOA,KAAP;AACD;;AACD,SAAO,IAAI7kB,UAAJ,CAAe,CAAC6kB,KAAK,CAAC,CAAD,CAAL,GAAW,GAAZ,EAAiBA,KAAK,CAAC,CAAD,CAAL,GAAW,GAA5B,EAAiCA,KAAK,CAAC,CAAD,CAAL,GAAW,GAA5C,EAAiDA,KAAK,CAAC,CAAD,CAAL,GAAW,GAA5D,CAAf,CAAP;AACD;AAED;;;;;;;;;;;;;;;AAaA,SAASmC,0BAAT,CAAoCzoB,EAApC,EAAwCgoB,GAAxC,EAA6C5P,OAA7C,EAAsD3O,KAAtD,EAA6DC,MAA7D,EAAqE0b,cAArE,EAAqF;AACnFhN,SAAO,GAAGA,OAAO,IAAIlY,QAAQ,CAACwK,cAA9B;AACA0a,gBAAc,GAAGA,cAAc,IAAI1d,IAAnC;AACA,MAAMiC,MAAM,GAAGyO,OAAO,CAACzO,MAAR,IAAkBnC,UAAjC;AACAiC,OAAK,GAAGA,KAAK,IAAI2O,OAAO,CAAC3O,KAAzB;AACAC,QAAM,GAAGA,MAAM,IAAI0O,OAAO,CAAC1O,MAA3B;AACA1J,IAAE,CAACyU,WAAH,CAAe9K,MAAf,EAAuBqe,GAAvB;;AACA,MAAInC,iBAAiB,CAAC7lB,EAAD,EAAKyJ,KAAL,EAAYC,MAAZ,EAAoB0b,cAApB,CAArB,EAA0D;AACxDplB,MAAE,CAAC0oB,cAAH,CAAkB/e,MAAlB;AACD,GAFD,MAEO;AACL,QAAMgf,SAAS,GAAG7C,SAAS,CAACV,cAAD,CAAT,GAA4B1c,MAA5B,GAAqCD,OAAvD;AACAzI,MAAE,CAACioB,aAAH,CAAiBte,MAAjB,EAAyBgW,kBAAzB,EAA6CgJ,SAA7C;AACA3oB,MAAE,CAACioB,aAAH,CAAiBte,MAAjB,EAAyBiW,kBAAzB,EAA6C+I,SAA7C;AACA3oB,MAAE,CAACioB,aAAH,CAAiBte,MAAjB,EAAyBkW,cAAzB,EAAyCtX,aAAzC;AACAvI,MAAE,CAACioB,aAAH,CAAiBte,MAAjB,EAAyBmW,cAAzB,EAAyCvX,aAAzC;AACD;AACF;;AAED,SAASqgB,6CAAT,CAAuDxQ,OAAvD,EAAgE;AAC9D,SAAOA,OAAO,CAACzN,IAAR,KAAiB,IAAjB,IAA0ByN,OAAO,CAACzN,IAAR,KAAiB1K,SAAjB,IAA8BmY,OAAO,CAAC7M,KAAR,KAAkBtL,SAAjF;AACD;AAED;;;;;;;;;;AAQA,SAAS4oB,gBAAT,CAA0B7oB,EAA1B,EAA8BoY,OAA9B,EAAuC;AACrCA,SAAO,GAAGA,OAAO,IAAI,EAArB;AACA,SAAOA,OAAO,CAAC0Q,aAAR,IAAyB,CAC5BzJ,2BAD4B,EAE5BC,2BAF4B,EAG5BC,2BAH4B,EAI5BC,2BAJ4B,EAK5BC,2BAL4B,EAM5BC,2BAN4B,CAAhC;AAQD;AAED;;;;;;;AAOA;;;;;;;;;;;;;;;AAaA,SAASqJ,mBAAT,CAA6B/oB,EAA7B,EAAiCoY,OAAjC,EAA0C;AACxC,MAAM4Q,KAAK,GAAGH,gBAAgB,CAAC7oB,EAAD,EAAKoY,OAAL,CAA9B,CADwC,CAExC;;AACA,MAAM6Q,YAAY,GAAGD,KAAK,CAACtS,GAAN,CAAU,UAASwS,IAAT,EAAetd,GAAf,EAAoB;AACjD,WAAO;AAAEsd,UAAI,EAAEA,IAAR;AAActd,SAAG,EAAEA;AAAnB,KAAP;AACD,GAFoB,CAArB;AAGAqd,cAAY,CAACE,IAAb,CAAkB,UAASC,CAAT,EAAYjU,CAAZ,EAAe;AAC/B,WAAOiU,CAAC,CAACF,IAAF,GAAS/T,CAAC,CAAC+T,IAAlB;AACD,GAFD;AAGA,SAAOD,YAAP;AACD;AAED;;;;;;;;;;;;;;;AAaA,SAASI,qBAAT,CAA+BrpB,EAA/B,EAAmCgoB,GAAnC,EAAwCsB,OAAxC,EAAiDlR,OAAjD,EAA0D;AACxDA,SAAO,GAAGA,OAAO,IAAIlY,QAAQ,CAACwK,cAA9B;AACA,MAAMf,MAAM,GAAGyO,OAAO,CAACzO,MAAR,IAAkBnC,UAAjC;AACA,MAAM+D,KAAK,GAAG6M,OAAO,CAAC7M,KAAR,IAAiB,CAA/B;AACA,MAAI9B,KAAK,GAAG6f,OAAO,CAAC7f,KAApB;AACA,MAAIC,MAAM,GAAG4f,OAAO,CAAC5f,MAArB;AACA,MAAM0b,cAAc,GAAGhN,OAAO,CAACgN,cAAR,IAA0BhN,OAAO,CAACpP,MAAlC,IAA4CtB,IAAnE;AACA,MAAM6hB,UAAU,GAAG5D,iCAAiC,CAACP,cAAD,CAApD;AACA,MAAMpc,MAAM,GAAGoP,OAAO,CAACpP,MAAR,IAAkBugB,UAAU,CAACvgB,MAA5C;AACA,MAAMrI,IAAI,GAAGyX,OAAO,CAACzX,IAAR,IAAgB4oB,UAAU,CAAC5oB,IAAxC;AACA6lB,eAAa,CAACxmB,EAAD,EAAKoY,OAAL,CAAb;AACApY,IAAE,CAACyU,WAAH,CAAe9K,MAAf,EAAuBqe,GAAvB;;AACA,MAAIre,MAAM,KAAK8G,gBAAf,EAAiC;AAC/B;AACA,QAAM+Y,QAAQ,GAAIF,OAAO,CAAC7f,KAA1B;AACA,QAAMggB,SAAS,GAAGH,OAAO,CAAC5f,MAA1B;AACA,QAAInH,IAAJ;AACA,QAAImnB,MAAJ;;AACA,QAAIF,QAAQ,GAAG,CAAX,KAAiBC,SAArB,EAAgC;AAC9B;AACAlnB,UAAI,GAAGknB,SAAP;AACAC,YAAM,GAAG,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,EAAa,CAAb,EAAgB,CAAhB,EAAmB,CAAnB,EAAsB,CAAtB,EAAyB,CAAzB,EAA4B,CAA5B,EAA+B,CAA/B,EAAkC,CAAlC,CAAT;AACD,KAJD,MAIO,IAAID,SAAS,GAAG,CAAZ,KAAkBD,QAAtB,EAAgC;AACrC;AACAjnB,UAAI,GAAGinB,QAAP;AACAE,YAAM,GAAG,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,EAAa,CAAb,EAAgB,CAAhB,EAAmB,CAAnB,EAAsB,CAAtB,EAAyB,CAAzB,EAA4B,CAA5B,EAA+B,CAA/B,EAAkC,CAAlC,CAAT;AACD,KAJM,MAIA,IAAIF,QAAQ,GAAG,CAAX,KAAiBC,SAAS,GAAG,CAAjC,EAAoC;AACzC;AACAlnB,UAAI,GAAGinB,QAAQ,GAAG,CAAlB;AACAE,YAAM,GAAG,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,EAAa,CAAb,EAAgB,CAAhB,EAAmB,CAAnB,EAAsB,CAAtB,EAAyB,CAAzB,EAA4B,CAA5B,EAA+B,CAA/B,EAAkC,CAAlC,CAAT;AACD,KAJM,MAIA,IAAIF,QAAQ,GAAG,CAAX,KAAiBC,SAAS,GAAG,CAAjC,EAAoC;AACzC;AACAlnB,UAAI,GAAGinB,QAAQ,GAAG,CAAlB;AACAE,YAAM,GAAG,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,EAAa,CAAb,EAAgB,CAAhB,EAAmB,CAAnB,EAAsB,CAAtB,EAAyB,CAAzB,EAA4B,CAA5B,EAA+B,CAA/B,EAAkC,CAAlC,CAAT;AACD,KAJM,MAIA;AACL,YAAM,8CAA8CJ,OAAO,CAACpd,GAAR,GAAcod,OAAO,CAACpd,GAAtB,GAA4Bod,OAAO,CAACK,QAAlF,CAAN;AACD;;AACD,QAAMC,GAAG,GAAG9K,kBAAkB,EAA9B;;AACA,QAAI8K,GAAJ,EAAS;AACPA,SAAG,CAACC,MAAJ,CAAWpgB,KAAX,GAAmBlH,IAAnB;AACAqnB,SAAG,CAACC,MAAJ,CAAWngB,MAAX,GAAoBnH,IAApB;AACAkH,WAAK,GAAGlH,IAAR;AACAmH,YAAM,GAAGnH,IAAT;AACAwmB,yBAAmB,CAAC/oB,EAAD,EAAKoY,OAAL,CAAnB,CAAiC/U,OAAjC,CAAyC,UAAS2hB,CAAT,EAAY;AACnD,YAAM8E,OAAO,GAAGJ,MAAM,CAAC1E,CAAC,CAACpZ,GAAF,GAAQ,CAAR,GAAY,CAAb,CAAN,GAAwBrJ,IAAxC;AACA,YAAMwnB,OAAO,GAAGL,MAAM,CAAC1E,CAAC,CAACpZ,GAAF,GAAQ,CAAR,GAAY,CAAb,CAAN,GAAwBrJ,IAAxC;AACAqnB,WAAG,CAACI,SAAJ,CAAcV,OAAd,EAAuBQ,OAAvB,EAAgCC,OAAhC,EAAyCxnB,IAAzC,EAA+CA,IAA/C,EAAqD,CAArD,EAAwD,CAAxD,EAA2DA,IAA3D,EAAiEA,IAAjE;AACAvC,UAAE,CAACiqB,UAAH,CAAcjF,CAAC,CAACkE,IAAhB,EAAsB3d,KAAtB,EAA6B6Z,cAA7B,EAA6Cpc,MAA7C,EAAqDrI,IAArD,EAA2DipB,GAAG,CAACC,MAA/D;AACD,OALD,EALO,CAWP;;AACAD,SAAG,CAACC,MAAJ,CAAWpgB,KAAX,GAAmB,CAAnB;AACAmgB,SAAG,CAACC,MAAJ,CAAWngB,MAAX,GAAoB,CAApB;AACD,KAdD,MAcO,IAAI,OAAOwgB,iBAAP,KAA6B,WAAjC,EAA8C;AACnD;AACA;AACAzgB,WAAK,GAAGlH,IAAR;AACAmH,YAAM,GAAGnH,IAAT;AACAwmB,yBAAmB,CAAC/oB,EAAD,EAAKoY,OAAL,CAAnB,CAAiC/U,OAAjC,CAAyC,UAAS2hB,CAAT,EAAY;AACnD,YAAM8E,OAAO,GAAGJ,MAAM,CAAC1E,CAAC,CAACpZ,GAAF,GAAQ,CAAR,GAAY,CAAb,CAAN,GAAwBrJ,IAAxC;AACA,YAAMwnB,OAAO,GAAGL,MAAM,CAAC1E,CAAC,CAACpZ,GAAF,GAAQ,CAAR,GAAY,CAAb,CAAN,GAAwBrJ,IAAxC,CAFmD,CAGnD;AACA;AACA;AACA;AACA;;AACAvC,UAAE,CAACiqB,UAAH,CAAcjF,CAAC,CAACkE,IAAhB,EAAsB3d,KAAtB,EAA6B6Z,cAA7B,EAA6C7iB,IAA7C,EAAmDA,IAAnD,EAAyD,CAAzD,EAA4DyG,MAA5D,EAAoErI,IAApE,EAA0E,IAA1E;AACAupB,yBAAiB,CAACZ,OAAD,EAAUQ,OAAV,EAAmBC,OAAnB,EAA4BxnB,IAA5B,EAAkCA,IAAlC,EAAwC;AACvDqkB,0BAAgB,EAAE,MADqC;AAEvDuD,8BAAoB,EAAE;AAFiC,SAAxC,CAAjB,CAICC,IAJD,CAIM,UAASC,WAAT,EAAsB;AAC1B7D,uBAAa,CAACxmB,EAAD,EAAKoY,OAAL,CAAb;AACApY,YAAE,CAACyU,WAAH,CAAe9K,MAAf,EAAuBqe,GAAvB;AACAhoB,YAAE,CAACiqB,UAAH,CAAcjF,CAAC,CAACkE,IAAhB,EAAsB3d,KAAtB,EAA6B6Z,cAA7B,EAA6Cpc,MAA7C,EAAqDrI,IAArD,EAA2D0pB,WAA3D;AACAvD,0BAAgB,CAAC9mB,EAAD,EAAKoY,OAAL,CAAhB;;AACA,cAAIwQ,6CAA6C,CAACxQ,OAAD,CAAjD,EAA4D;AAC1DqQ,sCAA0B,CAACzoB,EAAD,EAAKgoB,GAAL,EAAU5P,OAAV,EAAmB3O,KAAnB,EAA0BC,MAA1B,EAAkC0b,cAAlC,CAA1B;AACD;AACF,SAZD;AAaD,OAtBD;AAuBD;AACF,GArED,MAqEO,IAAIzb,MAAM,KAAK+G,UAAX,IAAyB/G,MAAM,KAAKgH,gBAAxC,EAA0D;AAC/D,QAAM2Z,QAAQ,GAAGnE,IAAI,CAACld,GAAL,CAASqgB,OAAO,CAAC7f,KAAjB,EAAwB6f,OAAO,CAAC5f,MAAhC,CAAjB;AACA,QAAM6gB,OAAO,GAAGpE,IAAI,CAACqE,GAAL,CAASlB,OAAO,CAAC7f,KAAjB,EAAwB6f,OAAO,CAAC5f,MAAhC,CAAhB;AACA,QAAM+gB,KAAK,GAAGF,OAAO,GAAGD,QAAxB;;AACA,QAAIG,KAAK,GAAG,CAAR,KAAc,CAAlB,EAAqB;AACnB,YAAM,0CAAN;AACD;;AACD,QAAMC,KAAK,GAAGpB,OAAO,CAAC7f,KAAR,KAAmB8gB,OAAnB,GAA6B,CAA7B,GAAiC,CAA/C;AACA,QAAMI,KAAK,GAAGrB,OAAO,CAAC5f,MAAR,KAAmB6gB,OAAnB,GAA6B,CAA7B,GAAiC,CAA/C;AACAxD,iBAAa,CAAC/mB,EAAD,CAAb;AACAA,MAAE,CAAC2mB,WAAH,CAAevG,gBAAf,EAAiC,CAAjC;AACApgB,MAAE,CAAC2mB,WAAH,CAAetG,iBAAf,EAAkCiJ,OAAO,CAAC7f,KAA1C;AACAzJ,MAAE,CAAC2mB,WAAH,CAAerG,mBAAf,EAAoC,CAApC;AACAtgB,MAAE,CAAC2mB,WAAH,CAAelG,kBAAf,EAAmC,CAAnC;AACAzgB,MAAE,CAAC4qB,UAAH,CAAcjhB,MAAd,EAAsB4B,KAAtB,EAA6B6Z,cAA7B,EAA6CkF,QAA7C,EAAuDA,QAAvD,EAAiEA,QAAjE,EAA2E,CAA3E,EAA8EthB,MAA9E,EAAsFrI,IAAtF,EAA4F,IAA5F;;AACA,SAAK,IAAIkqB,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGJ,KAApB,EAA2B,EAAEI,CAA7B,EAAgC;AAC9B,UAAMC,IAAI,GAAGD,CAAC,GAAGP,QAAJ,GAAeI,KAA5B;AACA,UAAMK,IAAI,GAAGF,CAAC,GAAGP,QAAJ,GAAeK,KAA5B;AACA3qB,QAAE,CAAC2mB,WAAH,CAAepG,kBAAf,EAAmCuK,IAAnC;AACA9qB,QAAE,CAAC2mB,WAAH,CAAenG,gBAAf,EAAiCuK,IAAjC;AACA/qB,QAAE,CAACgrB,aAAH,CAAiBrhB,MAAjB,EAAyB4B,KAAzB,EAAgC,CAAhC,EAAmC,CAAnC,EAAsCsf,CAAtC,EAAyCP,QAAzC,EAAmDA,QAAnD,EAA6D,CAA7D,EAAgEthB,MAAhE,EAAwErI,IAAxE,EAA8E2oB,OAA9E;AACD;;AACDhC,oBAAgB,CAACtnB,EAAD,CAAhB;AACD,GAvBM,MAuBA;AACLA,MAAE,CAACiqB,UAAH,CAActgB,MAAd,EAAsB4B,KAAtB,EAA6B6Z,cAA7B,EAA6Cpc,MAA7C,EAAqDrI,IAArD,EAA2D2oB,OAA3D;AACD;;AACDxC,kBAAgB,CAAC9mB,EAAD,EAAKoY,OAAL,CAAhB;;AACA,MAAIwQ,6CAA6C,CAACxQ,OAAD,CAAjD,EAA4D;AAC1DqQ,8BAA0B,CAACzoB,EAAD,EAAKgoB,GAAL,EAAU5P,OAAV,EAAmB3O,KAAnB,EAA0BC,MAA1B,EAAkC0b,cAAlC,CAA1B;AACD;;AACD2C,sBAAoB,CAAC/nB,EAAD,EAAKgoB,GAAL,EAAU5P,OAAV,CAApB;AACD;;AAED,SAAS6S,IAAT,GAAgB,CACf;AAED;;;;;;;;AAMA,SAASC,eAAT,CAAyBC,GAAzB,EAA8B;AAC5B,MAAI,OAAOle,QAAP,KAAoB,WAAxB,EAAqC;AACnC;AACA,QAAMmc,CAAC,GAAGnc,QAAQ,CAAC8R,aAAT,CAAuB,GAAvB,CAAV;AACAqK,KAAC,CAACgC,IAAF,GAASD,GAAT;AACA,WAAO/B,CAAC,CAACiC,QAAF,KAAera,QAAQ,CAACqa,QAAxB,IACAjC,CAAC,CAACkC,IAAF,KAAeta,QAAQ,CAACsa,IADxB,IAEAlC,CAAC,CAACmC,QAAF,KAAeva,QAAQ,CAACua,QAF/B;AAGD,GAPD,MAOO;AACL,QAAMC,WAAW,GAAI,IAAIC,GAAJ,CAAQza,QAAQ,CAACoa,IAAjB,CAAD,CAAyBM,MAA7C;AACA,QAAMC,SAAS,GAAI,IAAIF,GAAJ,CAAQN,GAAR,EAAana,QAAQ,CAACoa,IAAtB,CAAD,CAA8BM,MAAhD;AACA,WAAOC,SAAS,KAAKH,WAArB;AACD;AACF;;AAED,SAASI,8CAAT,CAAwDT,GAAxD,EAA6DvM,WAA7D,EAA0E;AACxE,SAAOA,WAAW,KAAK3e,SAAhB,IAA6B,CAACirB,eAAe,CAACC,GAAD,CAA7C,GACF,WADE,GAEFvM,WAFL;AAGD;AAED;;;;;;;;;;;AASA,SAASiN,SAAT,CAAmBV,GAAnB,EAAwBvM,WAAxB,EAAqCkN,QAArC,EAA+C;AAC7CA,UAAQ,GAAGA,QAAQ,IAAIb,IAAvB;AACA,MAAIc,GAAJ;AACAnN,aAAW,GAAGA,WAAW,KAAK3e,SAAhB,GAA4B2e,WAA5B,GAA0C1e,QAAQ,CAAC0e,WAAjE;AACAA,aAAW,GAAGgN,8CAA8C,CAACT,GAAD,EAAMvM,WAAN,CAA5D;;AACA,MAAI,OAAOoN,KAAP,KAAiB,WAArB,EAAkC;AAChCD,OAAG,GAAG,IAAIC,KAAJ,EAAN;;AACA,QAAIpN,WAAW,KAAK3e,SAApB,EAA+B;AAC7B8rB,SAAG,CAACnN,WAAJ,GAAkBA,WAAlB;AACD;;AAED,QAAMqN,kBAAkB,GAAG,SAASA,kBAAT,GAA8B;AACvDF,SAAG,CAACG,mBAAJ,CAAwB,OAAxB,EAAiCC,OAAjC,EADuD,CACX;;AAC5CJ,SAAG,CAACG,mBAAJ,CAAwB,MAAxB,EAAgCE,MAAhC,EAFuD,CAEb;;AAC1CL,SAAG,GAAG,IAAN;AACD,KAJD;;AAMA,QAAMI,OAAO,GAAG,SAASA,OAAT,GAAmB;AACjC,UAAME,GAAG,GAAG,0BAA0BlB,GAAtC;AACA3qB,YAAM,CAAC6L,KAAP,CAAaggB,GAAb;AACAP,cAAQ,CAACO,GAAD,EAAMN,GAAN,CAAR;AACAE,wBAAkB;AACnB,KALD;;AAOA,QAAMG,MAAM,GAAG,SAASA,MAAT,GAAkB;AAC/BN,cAAQ,CAAC,IAAD,EAAOC,GAAP,CAAR;AACAE,wBAAkB;AACnB,KAHD;;AAKAF,OAAG,CAACO,gBAAJ,CAAqB,OAArB,EAA8BH,OAA9B;AACAJ,OAAG,CAACO,gBAAJ,CAAqB,MAArB,EAA6BF,MAA7B;AACAL,OAAG,CAAC7f,GAAJ,GAAUif,GAAV;AACA,WAAOY,GAAP;AACD,GA5BD,MA4BO,IAAI,OAAOQ,WAAP,KAAuB,WAA3B,EAAwC;AAC7C,QAAIC,GAAJ;AACA,QAAIC,EAAJ;;AACA,QAAMC,EAAE,GAAG,SAASA,EAAT,GAAc;AACvBZ,cAAQ,CAACU,GAAD,EAAMC,EAAN,CAAR;AACD,KAFD;;AAIA,QAAMrU,OAAO,GAAG,EAAhB;;AACA,QAAIwG,WAAJ,EAAiB;AACfxG,aAAO,CAACuU,IAAR,GAAe,MAAf,CADe,CACQ;AACxB;;AACDC,SAAK,CAACzB,GAAD,EAAM/S,OAAN,CAAL,CAAoBgS,IAApB,CAAyB,UAASyC,QAAT,EAAmB;AAC1C,UAAI,CAACA,QAAQ,CAACC,EAAd,EAAkB;AAChB,cAAMD,QAAN;AACD;;AACD,aAAOA,QAAQ,CAACE,IAAT,EAAP;AACD,KALD,EAKG3C,IALH,CAKQ,UAAS2C,IAAT,EAAe;AACrB,aAAO7C,iBAAiB,CAAC6C,IAAD,EAAO;AAC7BnG,wBAAgB,EAAE,MADW;AAE7BuD,4BAAoB,EAAE;AAFO,OAAP,CAAxB;AAID,KAVD,EAUGC,IAVH,CAUQ,UAAS4C,MAAT,EAAiB;AACvB;AACA;AACA;AACA;AACAP,QAAE,GAAGO,MAAL;AACAC,gBAAU,CAACP,EAAD,CAAV;AACD,KAjBD,WAiBS,UAASQ,CAAT,EAAY;AACnBV,SAAG,GAAGU,CAAN;AACAD,gBAAU,CAACP,EAAD,CAAV;AACD,KApBD;AAqBAX,OAAG,GAAG,IAAN;AACD;;AACD,SAAOA,GAAP;AACD;AAED;;;;;;;;;AAOA,SAASoB,gBAAT,CAA0BC,GAA1B,EAA+B;AAC7B,SAAQ,OAAOb,WAAP,KAAuB,WAAvB,IAAsCa,GAAG,YAAYb,WAAtD,IACC,OAAOc,SAAP,KAAqB,WAArB,IAAqCD,GAAG,YAAYC,SADrD,IAEC,OAAOC,WAAP,KAAuB,WAAvB,IAAuCF,GAAG,YAAYE,WAF9D;AAGD;AAED;;;;;;;;;;;;;AAWA,SAASC,eAAT,CAAyBH,GAAzB,EAA8BxO,WAA9B,EAA2CkN,QAA3C,EAAqD;AACnD,MAAIqB,gBAAgB,CAACC,GAAD,CAApB,EAA2B;AACzBH,cAAU,CAAC,YAAW;AACpBnB,cAAQ,CAAC,IAAD,EAAOsB,GAAP,CAAR;AACD,KAFS,CAAV;AAGA,WAAOA,GAAP;AACD;;AAED,SAAOvB,SAAS,CAACuB,GAAD,EAAMxO,WAAN,EAAmBkN,QAAnB,CAAhB;AACD;AAED;;;;;;;;;;;AASA,SAAS0B,uBAAT,CAAiCxtB,EAAjC,EAAqCgoB,GAArC,EAA0C5P,OAA1C,EAAmD;AACjDA,SAAO,GAAGA,OAAO,IAAIlY,QAAQ,CAACwK,cAA9B;AACA,MAAMf,MAAM,GAAGyO,OAAO,CAACzO,MAAR,IAAkBnC,UAAjC;AACAxH,IAAE,CAACyU,WAAH,CAAe9K,MAAf,EAAuBqe,GAAvB;;AACA,MAAI5P,OAAO,CAACkO,KAAR,KAAkB,KAAtB,EAA6B;AAC3B;AACD,GANgD,CAOjD;AACA;;;AACA,MAAMA,KAAK,GAAGkC,UAAU,CAACpQ,OAAO,CAACkO,KAAT,CAAxB;;AACA,MAAI3c,MAAM,KAAK8G,gBAAf,EAAiC;AAC/B,SAAK,IAAI7L,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAG,CAAtB,EAAyB,EAAEA,EAA3B,EAA+B;AAC7B5E,QAAE,CAACiqB,UAAH,CAAc5K,2BAA2B,GAAGza,EAA5C,EAAgD,CAAhD,EAAmD8C,IAAnD,EAAyD,CAAzD,EAA4D,CAA5D,EAA+D,CAA/D,EAAkEA,IAAlE,EAAwEhI,aAAxE,EAAuF4mB,KAAvF;AACD;AACF,GAJD,MAIO,IAAI3c,MAAM,KAAK+G,UAAX,IAAyB/G,MAAM,KAAKgH,gBAAxC,EAA0D;AAC/D3Q,MAAE,CAAC4qB,UAAH,CAAcjhB,MAAd,EAAsB,CAAtB,EAAyBjC,IAAzB,EAA+B,CAA/B,EAAkC,CAAlC,EAAqC,CAArC,EAAwC,CAAxC,EAA2CA,IAA3C,EAAiDhI,aAAjD,EAAgE4mB,KAAhE;AACD,GAFM,MAEA;AACLtmB,MAAE,CAACiqB,UAAH,CAActgB,MAAd,EAAsB,CAAtB,EAAyBjC,IAAzB,EAA+B,CAA/B,EAAkC,CAAlC,EAAqC,CAArC,EAAwCA,IAAxC,EAA8ChI,aAA9C,EAA6D4mB,KAA7D;AACD;AACF;AAED;;;;;;;;;;;;AAYA;;;;;;;;;AASA;;;;;;;;;AASA;;;;;;;;;AASA;;;;;;;;;AASA;;;;;;;;;;;;;;;AAaA,SAASmH,kBAAT,CAA4BztB,EAA5B,EAAgCgoB,GAAhC,EAAqC5P,OAArC,EAA8C0T,QAA9C,EAAwD;AACtDA,UAAQ,GAAGA,QAAQ,IAAIb,IAAvB;AACA7S,SAAO,GAAGA,OAAO,IAAIlY,QAAQ,CAACwK,cAA9B;AACA8iB,yBAAuB,CAACxtB,EAAD,EAAKgoB,GAAL,EAAU5P,OAAV,CAAvB,CAHsD,CAItD;;AACAA,SAAO,GAAGjV,MAAM,CAACmC,MAAP,CAAc,EAAd,EAAkB8S,OAAlB,CAAV;AACA,MAAM2T,GAAG,GAAGwB,eAAe,CAACnV,OAAO,CAAClM,GAAT,EAAckM,OAAO,CAACwG,WAAtB,EAAmC,UAAS4N,GAAT,EAAcT,GAAd,EAAmB;AAC/E,QAAIS,GAAJ,EAAS;AACPV,cAAQ,CAACU,GAAD,EAAMxE,GAAN,EAAW+D,GAAX,CAAR;AACD,KAFD,MAEO;AACL1C,2BAAqB,CAACrpB,EAAD,EAAKgoB,GAAL,EAAU+D,GAAV,EAAe3T,OAAf,CAArB;AACA0T,cAAQ,CAAC,IAAD,EAAO9D,GAAP,EAAY+D,GAAZ,CAAR;AACD;AACF,GAP0B,CAA3B;AAQA,SAAOA,GAAP;AACD;AAED;;;;;;;;;;;;AAUA,SAAS2B,mBAAT,CAA6B1tB,EAA7B,EAAiCgoB,GAAjC,EAAsC5P,OAAtC,EAA+C0T,QAA/C,EAAyD;AACvDA,UAAQ,GAAGA,QAAQ,IAAIb,IAAvB;AACA,MAAM0C,IAAI,GAAGvV,OAAO,CAAClM,GAArB;;AACA,MAAIyhB,IAAI,CAAC9rB,MAAL,KAAgB,CAApB,EAAuB;AACrB,UAAM,oCAAN;AACD;;AACD,MAAM0J,KAAK,GAAG6M,OAAO,CAAC7M,KAAR,IAAiB,CAA/B;AACA,MAAM6Z,cAAc,GAAGhN,OAAO,CAACgN,cAAR,IAA0BhN,OAAO,CAACpP,MAAlC,IAA4CtB,IAAnE;AACA,MAAM6hB,UAAU,GAAG5D,iCAAiC,CAACP,cAAD,CAApD;AACA,MAAMpc,MAAM,GAAGoP,OAAO,CAACpP,MAAR,IAAkBugB,UAAU,CAACvgB,MAA5C;AACA,MAAMrI,IAAI,GAAGyX,OAAO,CAACzX,IAAR,IAAgBjB,aAA7B;AACA,MAAMiK,MAAM,GAAGyO,OAAO,CAACzO,MAAR,IAAkBnC,UAAjC;;AACA,MAAImC,MAAM,KAAK8G,gBAAf,EAAiC;AAC/B,UAAM,iCAAN;AACD;;AACD+c,yBAAuB,CAACxtB,EAAD,EAAKgoB,GAAL,EAAU5P,OAAV,CAAvB,CAfuD,CAgBvD;;AACAA,SAAO,GAAGjV,MAAM,CAACmC,MAAP,CAAc,EAAd,EAAkB8S,OAAlB,CAAV;AACA,MAAIwV,SAAS,GAAG,CAAhB;AACA,MAAMC,MAAM,GAAG,EAAf;AACA,MAAM7E,KAAK,GAAGH,gBAAgB,CAAC7oB,EAAD,EAAKoY,OAAL,CAA9B;AACA,MAAI0V,IAAJ,CArBuD,CAqB5C;;AAEX,WAASC,SAAT,CAAmBC,UAAnB,EAA+B;AAC7B,WAAO,UAASxB,GAAT,EAAcT,GAAd,EAAmB;AACxB,QAAE6B,SAAF;;AACA,UAAIpB,GAAJ,EAAS;AACPqB,cAAM,CAACniB,IAAP,CAAY8gB,GAAZ;AACD,OAFD,MAEO;AACL,YAAIT,GAAG,CAACtiB,KAAJ,KAAcsiB,GAAG,CAACriB,MAAtB,EAA8B;AAC5BmkB,gBAAM,CAACniB,IAAP,CAAY,uCAAuCqgB,GAAG,CAAC7f,GAAvD;AACD,SAFD,MAEO;AACLsa,uBAAa,CAACxmB,EAAD,EAAKoY,OAAL,CAAb;AACApY,YAAE,CAACyU,WAAH,CAAe9K,MAAf,EAAuBqe,GAAvB,EAFK,CAIL;AACA;;AACA,cAAI4F,SAAS,KAAK,CAAlB,EAAqB;AACnB;AACA/E,4BAAgB,CAAC7oB,EAAD,CAAhB,CAAqBqD,OAArB,CAA6B,UAAS4qB,WAAT,EAAsB;AACjD;AACAjuB,gBAAE,CAACiqB,UAAH,CAAcgE,WAAd,EAA2B1iB,KAA3B,EAAkC6Z,cAAlC,EAAkDpc,MAAlD,EAA0DrI,IAA1D,EAAgEorB,GAAhE;AACD,aAHD;AAID,WAND,MAMO;AACL/rB,cAAE,CAACiqB,UAAH,CAAc+D,UAAd,EAA0BziB,KAA1B,EAAiC6Z,cAAjC,EAAiDpc,MAAjD,EAAyDrI,IAAzD,EAA+DorB,GAA/D;AACD;;AAEDjF,0BAAgB,CAAC9mB,EAAD,EAAKoY,OAAL,CAAhB;;AACA,cAAIwQ,6CAA6C,CAACxQ,OAAD,CAAjD,EAA4D;AAC1DpY,cAAE,CAAC0oB,cAAH,CAAkB/e,MAAlB;AACD;AACF;AACF;;AAED,UAAIikB,SAAS,KAAK,CAAlB,EAAqB;AACnB9B,gBAAQ,CAAC+B,MAAM,CAAChsB,MAAP,GAAgBgsB,MAAhB,GAAyB5tB,SAA1B,EAAqC+nB,GAArC,EAA0C8F,IAA1C,CAAR;AACD;AACF,KAjCD;AAkCD;;AAEDA,MAAI,GAAGH,IAAI,CAACjX,GAAL,CAAS,UAASyU,GAAT,EAAcvf,GAAd,EAAmB;AACjC,WAAO2hB,eAAe,CAACpC,GAAD,EAAM/S,OAAO,CAACwG,WAAd,EAA2BmP,SAAS,CAAC/E,KAAK,CAACpd,GAAD,CAAN,CAApC,CAAtB;AACD,GAFM,CAAP;AAGD;AAED;;;;;;;;;;;;;;;;;;;;;AAmBA,SAASsiB,kBAAT,CAA4BluB,EAA5B,EAAgCgoB,GAAhC,EAAqC5P,OAArC,EAA8C0T,QAA9C,EAAwD;AACtDA,UAAQ,GAAGA,QAAQ,IAAIb,IAAvB;AACA,MAAM0C,IAAI,GAAGvV,OAAO,CAAClM,GAArB;AACA,MAAMkZ,cAAc,GAAGhN,OAAO,CAACgN,cAAR,IAA0BhN,OAAO,CAACpP,MAAlC,IAA4CtB,IAAnE;AACA,MAAM6hB,UAAU,GAAG5D,iCAAiC,CAACP,cAAD,CAApD;AACA,MAAMpc,MAAM,GAAGoP,OAAO,CAACpP,MAAR,IAAkBugB,UAAU,CAACvgB,MAA5C;AACA,MAAMrI,IAAI,GAAGyX,OAAO,CAACzX,IAAR,IAAgBjB,aAA7B;AACA,MAAMiK,MAAM,GAAGyO,OAAO,CAACzO,MAAR,IAAkBgH,gBAAjC;;AACA,MAAIhH,MAAM,KAAK+G,UAAX,IAAyB/G,MAAM,KAAKgH,gBAAxC,EAA0D;AACxD,UAAM,+CAAN;AACD;;AACD6c,yBAAuB,CAACxtB,EAAD,EAAKgoB,GAAL,EAAU5P,OAAV,CAAvB,CAXsD,CAYtD;;AACAA,SAAO,GAAGjV,MAAM,CAACmC,MAAP,CAAc,EAAd,EAAkB8S,OAAlB,CAAV;AACA,MAAIwV,SAAS,GAAGD,IAAI,CAAC9rB,MAArB;AACA,MAAMgsB,MAAM,GAAG,EAAf;AACA,MAAIC,IAAJ,CAhBsD,CAgB3C;;AACX,MAAMviB,KAAK,GAAG6M,OAAO,CAAC7M,KAAR,IAAiB,CAA/B;AACA,MAAI9B,KAAK,GAAG2O,OAAO,CAAC3O,KAApB;AACA,MAAIC,MAAM,GAAG0O,OAAO,CAAC1O,MAArB;AACA,MAAM+gB,KAAK,GAAGkD,IAAI,CAAC9rB,MAAnB;AACA,MAAIssB,UAAU,GAAG,IAAjB;;AAEA,WAASJ,SAAT,CAAmBK,KAAnB,EAA0B;AACxB,WAAO,UAAS5B,GAAT,EAAcT,GAAd,EAAmB;AACxB,QAAE6B,SAAF;;AACA,UAAIpB,GAAJ,EAAS;AACPqB,cAAM,CAACniB,IAAP,CAAY8gB,GAAZ;AACD,OAFD,MAEO;AACLhG,qBAAa,CAACxmB,EAAD,EAAKoY,OAAL,CAAb;AACApY,UAAE,CAACyU,WAAH,CAAe9K,MAAf,EAAuBqe,GAAvB;;AAEA,YAAImG,UAAJ,EAAgB;AACdA,oBAAU,GAAG,KAAb;AACA1kB,eAAK,GAAG2O,OAAO,CAAC3O,KAAR,IAAiBsiB,GAAG,CAACtiB,KAA7B;AACAC,gBAAM,GAAG0O,OAAO,CAAC1O,MAAR,IAAkBqiB,GAAG,CAACriB,MAA/B;AACA1J,YAAE,CAAC4qB,UAAH,CAAcjhB,MAAd,EAAsB4B,KAAtB,EAA6B6Z,cAA7B,EAA6C3b,KAA7C,EAAoDC,MAApD,EAA4D+gB,KAA5D,EAAmE,CAAnE,EAAsEzhB,MAAtE,EAA8ErI,IAA9E,EAAoF,IAApF,EAJc,CAMd;;AACA,eAAK,IAAI0tB,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAG5D,KAApB,EAA2B,EAAE4D,CAA7B,EAAgC;AAC9BruB,cAAE,CAACgrB,aAAH,CAAiBrhB,MAAjB,EAAyB4B,KAAzB,EAAgC,CAAhC,EAAmC,CAAnC,EAAsC8iB,CAAtC,EAAyC5kB,KAAzC,EAAgDC,MAAhD,EAAwD,CAAxD,EAA2DV,MAA3D,EAAmErI,IAAnE,EAAyEorB,GAAzE;AACD;AACF,SAVD,MAUO;AACL,cAAI7f,GAAG,GAAG6f,GAAV;AACA,cAAInC,GAAJ;;AACA,cAAImC,GAAG,CAACtiB,KAAJ,KAAcA,KAAd,IAAuBsiB,GAAG,CAACriB,MAAJ,KAAeA,MAA1C,EAAkD;AAChD;AACAkgB,eAAG,GAAG9K,kBAAkB,EAAxB;AACA5S,eAAG,GAAG0d,GAAG,CAACC,MAAV;AACAD,eAAG,CAACC,MAAJ,CAAWpgB,KAAX,GAAmBA,KAAnB;AACAmgB,eAAG,CAACC,MAAJ,CAAWngB,MAAX,GAAoBA,MAApB;AACAkgB,eAAG,CAACI,SAAJ,CAAc+B,GAAd,EAAmB,CAAnB,EAAsB,CAAtB,EAAyBtiB,KAAzB,EAAgCC,MAAhC;AACD;;AAED1J,YAAE,CAACgrB,aAAH,CAAiBrhB,MAAjB,EAAyB4B,KAAzB,EAAgC,CAAhC,EAAmC,CAAnC,EAAsC6iB,KAAtC,EAA6C3kB,KAA7C,EAAoDC,MAApD,EAA4D,CAA5D,EAA+DV,MAA/D,EAAuErI,IAAvE,EAA6EuL,GAA7E,EAZK,CAcL;;AACA,cAAI0d,GAAG,IAAI1d,GAAG,KAAK0d,GAAG,CAACC,MAAvB,EAA+B;AAC7BD,eAAG,CAACC,MAAJ,CAAWpgB,KAAX,GAAmB,CAAnB;AACAmgB,eAAG,CAACC,MAAJ,CAAWngB,MAAX,GAAoB,CAApB;AACD;AACF;;AAEDod,wBAAgB,CAAC9mB,EAAD,EAAKoY,OAAL,CAAhB;;AACA,YAAIwQ,6CAA6C,CAACxQ,OAAD,CAAjD,EAA4D;AAC1DpY,YAAE,CAAC0oB,cAAH,CAAkB/e,MAAlB;AACD;AACF;;AAED,UAAIikB,SAAS,KAAK,CAAlB,EAAqB;AACnB9B,gBAAQ,CAAC+B,MAAM,CAAChsB,MAAP,GAAgBgsB,MAAhB,GAAyB5tB,SAA1B,EAAqC+nB,GAArC,EAA0C8F,IAA1C,CAAR;AACD;AACF,KAhDD;AAiDD;;AAEDA,MAAI,GAAGH,IAAI,CAACjX,GAAL,CAAS,UAASyU,GAAT,EAAcvf,GAAd,EAAmB;AACjC,WAAO2hB,eAAe,CAACpC,GAAD,EAAM/S,OAAO,CAACwG,WAAd,EAA2BmP,SAAS,CAACniB,GAAD,CAApC,CAAtB;AACD,GAFM,CAAP;AAGD;AAED;;;;;;;;;;;;AAUA,SAAS0iB,mBAAT,CAA6BtuB,EAA7B,EAAiCgoB,GAAjC,EAAsC9b,GAAtC,EAA2CkM,OAA3C,EAAoD;AAClDA,SAAO,GAAGA,OAAO,IAAIlY,QAAQ,CAACwK,cAA9B;AACA,MAAMf,MAAM,GAAGyO,OAAO,CAACzO,MAAR,IAAkBnC,UAAjC;AACAxH,IAAE,CAACyU,WAAH,CAAe9K,MAAf,EAAuBqe,GAAvB;AACA,MAAIve,KAAK,GAAG2O,OAAO,CAAC3O,KAApB;AACA,MAAIC,MAAM,GAAG0O,OAAO,CAAC1O,MAArB;AACA,MAAI+gB,KAAK,GAAGrS,OAAO,CAACqS,KAApB;AACA,MAAMlf,KAAK,GAAG6M,OAAO,CAAC7M,KAAR,IAAiB,CAA/B;AACA,MAAM6Z,cAAc,GAAGhN,OAAO,CAACgN,cAAR,IAA0BhN,OAAO,CAACpP,MAAlC,IAA4CtB,IAAnE;AACA,MAAM6hB,UAAU,GAAG5D,iCAAiC,CAACP,cAAD,CAApD;AACA,MAAMpc,MAAM,GAAGoP,OAAO,CAACpP,MAAR,IAAkBugB,UAAU,CAACvgB,MAA5C;AACA,MAAMrI,IAAI,GAAGyX,OAAO,CAACzX,IAAR,IAAgBqlB,0BAA0B,CAAChmB,EAAD,EAAKkM,GAAL,EAAUqd,UAAU,CAAC5oB,IAArB,CAAvD;;AACA,MAAI,CAAC+B,aAAa,CAACwJ,GAAD,CAAlB,EAAyB;AACvB,QAAMrJ,IAAI,GAAGJ,WAAW,CAAC8rB,0BAAZ,CAAuC5tB,IAAvC,CAAb;AACAuL,OAAG,GAAG,IAAIrJ,IAAJ,CAASqJ,GAAT,CAAN;AACD,GAHD,MAGO,IAAIA,GAAG,YAAYsiB,iBAAnB,EAAsC;AAC3CtiB,OAAG,GAAG,IAAIzK,UAAJ,CAAeyK,GAAG,CAACtL,MAAnB,CAAN;AACD;;AAED,MAAM4kB,eAAe,GAAGE,mCAAmC,CAACN,cAAD,EAAiBzkB,IAAjB,CAA3D;AACA,MAAMkE,WAAW,GAAGqH,GAAG,CAACmR,UAAJ,GAAiBmI,eAArC,CApBkD,CAoBK;;AACvD,MAAI3gB,WAAW,GAAG,CAAlB,EAAqB;AACnB,UAAM,mCAAmCsP,KAAK,CAACsa,cAAN,CAAqBzuB,EAArB,EAAyBgJ,MAAzB,CAAzC;AACD;;AACD,MAAI0lB,UAAJ;;AACA,MAAI/kB,MAAM,KAAK+G,UAAX,IAAyB/G,MAAM,KAAKgH,gBAAxC,EAA0D;AACxD,QAAI,CAAClH,KAAD,IAAU,CAACC,MAAX,IAAqB,CAAC+gB,KAA1B,EAAiC;AAC/B,UAAMloB,IAAI,GAAG4jB,IAAI,CAACwI,IAAL,CAAU9pB,WAAV,CAAb;;AACA,UAAItC,IAAI,GAAG,CAAP,KAAa,CAAjB,EAAoB;AAClB,cAAM,oDAAoDsC,WAA1D;AACD;;AACD4E,WAAK,GAAGlH,IAAR;AACAmH,YAAM,GAAGnH,IAAT;AACAkoB,WAAK,GAAGloB,IAAR;AACD,KARD,MAQO,IAAIkH,KAAK,KAAK,CAACC,MAAD,IAAW,CAAC+gB,KAAjB,CAAT,EAAkC;AACvCiE,gBAAU,GAAGxI,eAAe,CAAClmB,EAAD,EAAK2J,MAAL,EAAaD,MAAb,EAAqB+gB,KAArB,EAA4B5lB,WAAW,GAAG4E,KAA1C,CAA5B;AACAC,YAAM,GAAGglB,UAAU,CAACjlB,KAApB;AACAghB,WAAK,GAAGiE,UAAU,CAAChlB,MAAnB;AACD,KAJM,MAIA,IAAIA,MAAM,KAAK,CAACD,KAAD,IAAU,CAACghB,KAAhB,CAAV,EAAkC;AACvCiE,gBAAU,GAAGxI,eAAe,CAAClmB,EAAD,EAAK2J,MAAL,EAAaF,KAAb,EAAoBghB,KAApB,EAA2B5lB,WAAW,GAAG6E,MAAzC,CAA5B;AACAD,WAAK,GAAGilB,UAAU,CAACjlB,KAAnB;AACAghB,WAAK,GAAGiE,UAAU,CAAChlB,MAAnB;AACD,KAJM,MAIA;AACLglB,gBAAU,GAAGxI,eAAe,CAAClmB,EAAD,EAAK2J,MAAL,EAAaF,KAAb,EAAoBC,MAApB,EAA4B7E,WAAW,GAAG4lB,KAA1C,CAA5B;AACAhhB,WAAK,GAAGilB,UAAU,CAACjlB,KAAnB;AACAC,YAAM,GAAGglB,UAAU,CAAChlB,MAApB;AACD;AACF,GAtBD,MAsBO;AACLglB,cAAU,GAAGxI,eAAe,CAAClmB,EAAD,EAAK2J,MAAL,EAAaF,KAAb,EAAoBC,MAApB,EAA4B7E,WAA5B,CAA5B;AACA4E,SAAK,GAAGilB,UAAU,CAACjlB,KAAnB;AACAC,UAAM,GAAGglB,UAAU,CAAChlB,MAApB;AACD;;AACDqd,eAAa,CAAC/mB,EAAD,CAAb;AACAA,IAAE,CAAC2mB,WAAH,CAAevG,gBAAf,EAAiChI,OAAO,CAAC4O,eAAR,IAA2B,CAA5D;AACAR,eAAa,CAACxmB,EAAD,EAAKoY,OAAL,CAAb;;AACA,MAAIzO,MAAM,KAAK8G,gBAAf,EAAiC;AAC/B,QAAMme,kBAAkB,GAAGpJ,eAAe,GAAGtZ,GAAG,CAACnI,iBAAjD;AACA,QAAM8qB,QAAQ,GAAGhqB,WAAW,GAAG,CAAd,GAAkB+pB,kBAAnC;AAEA7F,uBAAmB,CAAC/oB,EAAD,EAAKoY,OAAL,CAAnB,CAAiC/U,OAAjC,CAAyC,UAAA2hB,CAAC,EAAI;AAC5C,UAAM7gB,MAAM,GAAG0qB,QAAQ,GAAG7J,CAAC,CAACpZ,GAA5B;AACA,UAAM9J,IAAI,GAAGoK,GAAG,CAAC4iB,QAAJ,CAAa3qB,MAAb,EAAqBA,MAAM,GAAG0qB,QAA9B,CAAb;AACA7uB,QAAE,CAACiqB,UAAH,CAAcjF,CAAC,CAACkE,IAAhB,EAAsB3d,KAAtB,EAA6B6Z,cAA7B,EAA6C3b,KAA7C,EAAoDC,MAApD,EAA4D,CAA5D,EAA+DV,MAA/D,EAAuErI,IAAvE,EAA6EmB,IAA7E;AACD,KAJD;AAKD,GATD,MASO,IAAI6H,MAAM,KAAK+G,UAAX,IAAyB/G,MAAM,KAAKgH,gBAAxC,EAA0D;AAC/D3Q,MAAE,CAAC4qB,UAAH,CAAcjhB,MAAd,EAAsB4B,KAAtB,EAA6B6Z,cAA7B,EAA6C3b,KAA7C,EAAoDC,MAApD,EAA4D+gB,KAA5D,EAAmE,CAAnE,EAAsEzhB,MAAtE,EAA8ErI,IAA9E,EAAoFuL,GAApF;AACD,GAFM,MAEA;AACLlM,MAAE,CAACiqB,UAAH,CAActgB,MAAd,EAAsB4B,KAAtB,EAA6B6Z,cAA7B,EAA6C3b,KAA7C,EAAoDC,MAApD,EAA4D,CAA5D,EAA+DV,MAA/D,EAAuErI,IAAvE,EAA6EuL,GAA7E;AACD;;AACD4a,kBAAgB,CAAC9mB,EAAD,EAAKoY,OAAL,CAAhB;AACAkP,kBAAgB,CAACtnB,EAAD,CAAhB;AACA,SAAO;AACLyJ,SAAK,EAAEA,KADF;AAELC,UAAM,EAAEA,MAFH;AAGL+gB,SAAK,EAAEA,KAHF;AAIL9pB,QAAI,EAAEA;AAJD,GAAP;AAMD;AAED;;;;;;;;;;AAQA,SAASouB,eAAT,CAAyB/uB,EAAzB,EAA6BgoB,GAA7B,EAAkC5P,OAAlC,EAA2C;AACzC,MAAMzO,MAAM,GAAGyO,OAAO,CAACzO,MAAR,IAAkBnC,UAAjC;AACAxH,IAAE,CAACyU,WAAH,CAAe9K,MAAf,EAAuBqe,GAAvB;AACA,MAAMzc,KAAK,GAAG6M,OAAO,CAAC7M,KAAR,IAAiB,CAA/B;AACA,MAAM6Z,cAAc,GAAGhN,OAAO,CAACgN,cAAR,IAA0BhN,OAAO,CAACpP,MAAlC,IAA4CtB,IAAnE;AACA,MAAM6hB,UAAU,GAAG5D,iCAAiC,CAACP,cAAD,CAApD;AACA,MAAMpc,MAAM,GAAGoP,OAAO,CAACpP,MAAR,IAAkBugB,UAAU,CAACvgB,MAA5C;AACA,MAAMrI,IAAI,GAAGyX,OAAO,CAACzX,IAAR,IAAgB4oB,UAAU,CAAC5oB,IAAxC;AACA6lB,eAAa,CAACxmB,EAAD,EAAKoY,OAAL,CAAb;;AACA,MAAIzO,MAAM,KAAK8G,gBAAf,EAAiC;AAC/B,SAAK,IAAI7L,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAG,CAAtB,EAAyB,EAAEA,EAA3B,EAA+B;AAC7B5E,QAAE,CAACiqB,UAAH,CAAc5K,2BAA2B,GAAGza,EAA5C,EAAgD2G,KAAhD,EAAuD6Z,cAAvD,EAAuEhN,OAAO,CAAC3O,KAA/E,EAAsF2O,OAAO,CAAC1O,MAA9F,EAAsG,CAAtG,EAAyGV,MAAzG,EAAiHrI,IAAjH,EAAuH,IAAvH;AACD;AACF,GAJD,MAIO,IAAIgJ,MAAM,KAAK+G,UAAX,IAAyB/G,MAAM,KAAKgH,gBAAxC,EAA0D;AAC/D3Q,MAAE,CAAC4qB,UAAH,CAAcjhB,MAAd,EAAsB4B,KAAtB,EAA6B6Z,cAA7B,EAA6ChN,OAAO,CAAC3O,KAArD,EAA4D2O,OAAO,CAAC1O,MAApE,EAA4E0O,OAAO,CAACqS,KAApF,EAA2F,CAA3F,EAA8FzhB,MAA9F,EAAsGrI,IAAtG,EAA4G,IAA5G;AACD,GAFM,MAEA;AACLX,MAAE,CAACiqB,UAAH,CAActgB,MAAd,EAAsB4B,KAAtB,EAA6B6Z,cAA7B,EAA6ChN,OAAO,CAAC3O,KAArD,EAA4D2O,OAAO,CAAC1O,MAApE,EAA4E,CAA5E,EAA+EV,MAA/E,EAAuFrI,IAAvF,EAA6F,IAA7F;AACD;;AACDmmB,kBAAgB,CAAC9mB,EAAD,EAAKoY,OAAL,CAAhB;AACD;AAED;;;;;;;;;;AAQA,SAASnN,aAAT,CAAuBjL,EAAvB,EAA2BoY,OAA3B,EAAoC0T,QAApC,EAA8C;AAC5CA,UAAQ,GAAGA,QAAQ,IAAIb,IAAvB;AACA7S,SAAO,GAAGA,OAAO,IAAIlY,QAAQ,CAACwK,cAA9B;AACA,MAAMsd,GAAG,GAAGhoB,EAAE,CAACiL,aAAH,EAAZ;AACA,MAAMtB,MAAM,GAAGyO,OAAO,CAACzO,MAAR,IAAkBnC,UAAjC;AACA,MAAIiC,KAAK,GAAI2O,OAAO,CAAC3O,KAAR,IAAkB,CAA/B;AACA,MAAIC,MAAM,GAAG0O,OAAO,CAAC1O,MAAR,IAAkB,CAA/B;AACA,MAAM0b,cAAc,GAAGhN,OAAO,CAACgN,cAAR,IAA0B1d,IAAjD;AACA1H,IAAE,CAACyU,WAAH,CAAe9K,MAAf,EAAuBqe,GAAvB;;AACA,MAAIre,MAAM,KAAK8G,gBAAf,EAAiC;AAC/B;AACAzQ,MAAE,CAACioB,aAAH,CAAiBte,MAAjB,EAAyBkW,cAAzB,EAAyCtX,aAAzC;AACAvI,MAAE,CAACioB,aAAH,CAAiBte,MAAjB,EAAyBmW,cAAzB,EAAyCvX,aAAzC;AACD;;AACD,MAAI2D,GAAG,GAAGkM,OAAO,CAAClM,GAAlB;;AACA,MAAIA,GAAJ,EAAS;AACP,QAAI,OAAOA,GAAP,KAAe,UAAnB,EAA+B;AAC7BA,SAAG,GAAGA,GAAG,CAAClM,EAAD,EAAKoY,OAAL,CAAT;AACD;;AACD,QAAI,OAAQlM,GAAR,KAAiB,QAArB,EAA+B;AAC7BuhB,wBAAkB,CAACztB,EAAD,EAAKgoB,GAAL,EAAU5P,OAAV,EAAmB0T,QAAnB,CAAlB;AACD,KAFD,MAEO,IAAIppB,aAAa,CAACwJ,GAAD,CAAb,IACCvJ,KAAK,CAACC,OAAN,CAAcsJ,GAAd,MACI,OAAOA,GAAG,CAAC,CAAD,CAAV,KAAkB,QAAlB,IACAvJ,KAAK,CAACC,OAAN,CAAcsJ,GAAG,CAAC,CAAD,CAAjB,CADA,IAEAxJ,aAAa,CAACwJ,GAAG,CAAC,CAAD,CAAJ,CAHjB,CADL,EAMK;AACV,UAAMwiB,UAAU,GAAGJ,mBAAmB,CAACtuB,EAAD,EAAKgoB,GAAL,EAAU9b,GAAV,EAAekM,OAAf,CAAtC;AACA3O,WAAK,GAAIilB,UAAU,CAACjlB,KAApB;AACAC,YAAM,GAAGglB,UAAU,CAAChlB,MAApB;AACD,KAVM,MAUA,IAAI/G,KAAK,CAACC,OAAN,CAAcsJ,GAAd,MAAuB,OAAQA,GAAG,CAAC,CAAD,CAAX,KAAoB,QAApB,IAAgCihB,gBAAgB,CAACjhB,GAAG,CAAC,CAAD,CAAJ,CAAvE,CAAJ,EAAsF;AAC3F,UAAIvC,MAAM,KAAK8G,gBAAf,EAAiC;AAC/Bid,2BAAmB,CAAC1tB,EAAD,EAAKgoB,GAAL,EAAU5P,OAAV,EAAmB0T,QAAnB,CAAnB;AACD,OAFD,MAEO;AACLoC,0BAAkB,CAACluB,EAAD,EAAKgoB,GAAL,EAAU5P,OAAV,EAAmB0T,QAAnB,CAAlB;AACD;AACF,KANM,MAMA,IAAIqB,gBAAgB,CAACjhB,GAAD,CAApB,EAA2B;AAChCmd,2BAAqB,CAACrpB,EAAD,EAAKgoB,GAAL,EAAU9b,GAAV,EAAekM,OAAf,CAArB;AACA3O,WAAK,GAAIyC,GAAG,CAACzC,KAAb;AACAC,YAAM,GAAGwC,GAAG,CAACxC,MAAb;AACD,KAJM,MAIA;AACL,YAAM,sBAAN;AACD;AACF,GA7BD,MA6BO;AACLqlB,mBAAe,CAAC/uB,EAAD,EAAKgoB,GAAL,EAAU5P,OAAV,CAAf;AACD;;AACD,MAAIwQ,6CAA6C,CAACxQ,OAAD,CAAjD,EAA4D;AAC1DqQ,8BAA0B,CAACzoB,EAAD,EAAKgoB,GAAL,EAAU5P,OAAV,EAAmB3O,KAAnB,EAA0BC,MAA1B,EAAkC0b,cAAlC,CAA1B;AACD;;AACD2C,sBAAoB,CAAC/nB,EAAD,EAAKgoB,GAAL,EAAU5P,OAAV,CAApB;AACA,SAAO4P,GAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;AAiBA,SAASnc,aAAT,CAAuB7L,EAAvB,EAA2BgoB,GAA3B,EAAgC5P,OAAhC,EAAyC3O,KAAzC,EAAgDC,MAAhD,EAAwD+gB,KAAxD,EAA+D;AAC7DhhB,OAAK,GAAGA,KAAK,IAAI2O,OAAO,CAAC3O,KAAzB;AACAC,QAAM,GAAGA,MAAM,IAAI0O,OAAO,CAAC1O,MAA3B;AACA+gB,OAAK,GAAGA,KAAK,IAAIrS,OAAO,CAACqS,KAAzB;AACA,MAAM9gB,MAAM,GAAGyO,OAAO,CAACzO,MAAR,IAAkBnC,UAAjC;AACAxH,IAAE,CAACyU,WAAH,CAAe9K,MAAf,EAAuBqe,GAAvB;AACA,MAAMzc,KAAK,GAAG6M,OAAO,CAAC7M,KAAR,IAAiB,CAA/B;AACA,MAAM6Z,cAAc,GAAGhN,OAAO,CAACgN,cAAR,IAA0BhN,OAAO,CAACpP,MAAlC,IAA4CtB,IAAnE;AACA,MAAM6hB,UAAU,GAAG5D,iCAAiC,CAACP,cAAD,CAApD;AACA,MAAMpc,MAAM,GAAGoP,OAAO,CAACpP,MAAR,IAAkBugB,UAAU,CAACvgB,MAA5C;AACA,MAAIrI,IAAJ;AACA,MAAMuL,GAAG,GAAGkM,OAAO,CAAClM,GAApB;;AACA,MAAI,CAACA,GAAL,EAAU;AACRvL,QAAI,GAAGyX,OAAO,CAACzX,IAAR,IAAgB4oB,UAAU,CAAC5oB,IAAlC;AACD,GAFD,MAEO,IAAI+B,aAAa,CAACwJ,GAAD,CAAb,IAAuBvJ,KAAK,CAACC,OAAN,CAAcsJ,GAAd,KAAsB,OAAQA,GAAG,CAAC,CAAD,CAAX,KAAoB,QAArE,EAAgF;AACrFvL,QAAI,GAAGyX,OAAO,CAACzX,IAAR,IAAgBqlB,0BAA0B,CAAChmB,EAAD,EAAKkM,GAAL,EAAUqd,UAAU,CAAC5oB,IAArB,CAAjD;AACD,GAFM,MAEA;AACLA,QAAI,GAAGyX,OAAO,CAACzX,IAAR,IAAgB4oB,UAAU,CAAC5oB,IAAlC;AACD;;AACD,MAAIgJ,MAAM,KAAK8G,gBAAf,EAAiC;AAC/B,SAAK,IAAI7L,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAG,CAAtB,EAAyB,EAAEA,EAA3B,EAA+B;AAC7B5E,QAAE,CAACiqB,UAAH,CAAc5K,2BAA2B,GAAGza,EAA5C,EAAgD2G,KAAhD,EAAuD6Z,cAAvD,EAAuE3b,KAAvE,EAA8EC,MAA9E,EAAsF,CAAtF,EAAyFV,MAAzF,EAAiGrI,IAAjG,EAAuG,IAAvG;AACD;AACF,GAJD,MAIO,IAAIgJ,MAAM,KAAK+G,UAAX,IAAyB/G,MAAM,KAAKgH,gBAAxC,EAA0D;AAC/D3Q,MAAE,CAAC4qB,UAAH,CAAcjhB,MAAd,EAAsB4B,KAAtB,EAA6B6Z,cAA7B,EAA6C3b,KAA7C,EAAoDC,MAApD,EAA4D+gB,KAA5D,EAAmE,CAAnE,EAAsEzhB,MAAtE,EAA8ErI,IAA9E,EAAoF,IAApF;AACD,GAFM,MAEA;AACLX,MAAE,CAACiqB,UAAH,CAActgB,MAAd,EAAsB4B,KAAtB,EAA6B6Z,cAA7B,EAA6C3b,KAA7C,EAAoDC,MAApD,EAA4D,CAA5D,EAA+DV,MAA/D,EAAuErI,IAAvE,EAA6E,IAA7E;AACD;AACF;AAED;;;;;;;;;;AAQA,SAASquB,UAAT,CAAoB9iB,GAApB,EAAyB;AACvB,SAAO,OAAOA,GAAP,KAAe,QAAf,IACCvJ,KAAK,CAACC,OAAN,CAAcsJ,GAAd,KAAsB,OAAOA,GAAG,CAAC,CAAD,CAAV,KAAkB,QADhD;AAED;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA2EA,SAAS+iB,cAAT,CAAwBjvB,EAAxB,EAA4B0K,cAA5B,EAA4CohB,QAA5C,EAAsD;AACpDA,UAAQ,GAAGA,QAAQ,IAAIb,IAAvB;AACA,MAAIiE,cAAc,GAAG,CAArB;AACA,MAAMrB,MAAM,GAAG,EAAf;AACA,MAAM7iB,QAAQ,GAAG,EAAjB;AACA,MAAMmkB,MAAM,GAAG,EAAf;;AAEA,WAASC,mBAAT,GAA+B;AAC7B,QAAIF,cAAc,KAAK,CAAvB,EAA0B;AACxBjC,gBAAU,CAAC,YAAW;AACpBnB,gBAAQ,CAAC+B,MAAM,CAAChsB,MAAP,GAAgBgsB,MAAhB,GAAyB5tB,SAA1B,EAAqC+K,QAArC,EAA+CmkB,MAA/C,CAAR;AACD,OAFS,EAEP,CAFO,CAAV;AAGD;AACF;;AAEDhsB,QAAM,CAACC,IAAP,CAAYsH,cAAZ,EAA4BrH,OAA5B,CAAoC,UAAS/B,IAAT,EAAe;AACjD,QAAM8W,OAAO,GAAG1N,cAAc,CAACpJ,IAAD,CAA9B;AACA,QAAI+tB,QAAJ;;AACA,QAAIL,UAAU,CAAC5W,OAAO,CAAClM,GAAT,CAAd,EAA6B;AAC3BmjB,cAAQ,GAAG,kBAAS7C,GAAT,EAAcxE,GAAd,EAAmB+D,GAAnB,EAAwB;AACjCoD,cAAM,CAAC7tB,IAAD,CAAN,GAAeyqB,GAAf;AACA,UAAEmD,cAAF;;AACA,YAAI1C,GAAJ,EAAS;AACPqB,gBAAM,CAACniB,IAAP,CAAY8gB,GAAZ;AACD;;AACD4C,2BAAmB;AACpB,OAPD;;AAQA,QAAEF,cAAF;AACD;;AACDlkB,YAAQ,CAAC1J,IAAD,CAAR,GAAiB2J,aAAa,CAACjL,EAAD,EAAKoY,OAAL,EAAciX,QAAd,CAA9B;AACD,GAfD,EAfoD,CAgCpD;AACA;AACA;AACA;;AACAD,qBAAmB;AAEnB,SAAOpkB,QAAP;AACD,C;;;;;;;;;;;;;;;;AC5yDD;;AAAA;AAAA;AAAA;AAAA,G;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;ACsBA;;;AA4YA;AAAA;AAAA;AAAA;AAAA;;AA3YA;;;AA+YA;AAAA;AAAA;AAAA;AAAA;;AA9YA;;AACA;;;AA+YA;AAAA;AAAA;AAAA;AAAA;;AA7YA;;;AAwYA;AAAA;AAAA;AAAA;AAAA;;AAvYA;;;AAwYA;AAAA;AAAA;AAAA;AAAA;;AAvYA;;;AAwYA;AAAA;AAAA;AAAA;AAAA;;AAvYA;;;AAyYA;AAAA;AAAA;AAAA;AAAA;;AAxYA;;;AA0YA;AAAA;AAAA;AAAA;AAAA;;;;;;AAzaA;;;;;;;;;;;;;;;;;;;;;;AAiCA;;;;;;;;;;;;;;;;;;;;;;;;;;;AA4BA;AACA,IAAMhL,EAAE,GAAGC,SAAX;AAAuB;;AAA0B;;AACjD,IAAMC,QAAQ,GAAG;AACfovB,wBAAsB,EAAE;AADT,CAAjB;AAIA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA8DA;;;;;;;;;;AASA,SAAShvB,WAAT,CAAqBC,WAArB,EAAkC;AAChCC,QAAM,CAACC,sBAAP,CAA8BF,WAA9B,EAA2CL,QAA3C;AACAqvB,YAAU,CAACC,qBAAX,CAAiCjvB,WAAjC,EAFgC,CAEgB;;AAChDyK,UAAQ,CAACykB,mBAAT,CAA6BlvB,WAA7B,EAHgC,CAGY;AAC7C;;AAED,IAAMmvB,QAAQ,GAAG,SAAjB;;AACA,SAASC,qBAAT,CAA+B3vB,EAA/B,EAAmC4vB,aAAnC,EAAkD;AAChDzb,OAAK,CAACsa,cAAN,CAAqBzuB,EAArB,EAAyB,CAAzB;AACA,MAAM6vB,GAAG,GAAG7vB,EAAE,CAAC8vB,YAAH,CAAgBF,aAAhB,CAAZ;;AACA,MAAIC,GAAJ,EAAS;AACP,QAAME,KAAK,GAAG,EAAd;AACA,QAAMC,QAAQ,GAAGN,QAAQ,CAACO,IAAT,CAAcL,aAAd,EAA6B,CAA7B,CAAjB;AACA,QAAMM,UAAU,GAAG,MAAMF,QAAzB;;AACA,SAAK,IAAMrrB,GAAX,IAAkBkrB,GAAlB,EAAuB;AACrB,UAAMrsB,KAAK,GAAGqsB,GAAG,CAAClrB,GAAD,CAAjB;AACA,UAAMwrB,MAAM,GAAG,OAAQ3sB,KAAR,KAAmB,UAAlC;AACA,UAAM4sB,MAAM,GAAGD,MAAM,GAAGH,QAAH,GAAcE,UAAnC;AACA,UAAI5uB,IAAI,GAAGqD,GAAX,CAJqB,CAKrB;AACA;;AACA,UAAIA,GAAG,CAAC0rB,QAAJ,CAAaD,MAAb,CAAJ,EAA0B;AACxB9uB,YAAI,GAAGqD,GAAG,CAAC2rB,SAAJ,CAAc,CAAd,EAAiB3rB,GAAG,CAAC9C,MAAJ,GAAauuB,MAAM,CAACvuB,MAArC,CAAP;AACD;;AACD,UAAI7B,EAAE,CAACsB,IAAD,CAAF,KAAarB,SAAjB,EAA4B;AAC1B,YAAI,CAACkwB,MAAD,IAAWnwB,EAAE,CAACsB,IAAD,CAAF,KAAakC,KAA5B,EAAmC;AACjChD,gBAAM,CAAC+L,IAAP,CAAYjL,IAAZ,EAAkBtB,EAAE,CAACsB,IAAD,CAApB,EAA4BkC,KAA5B,EAAmCmB,GAAnC;AACD;AACF,OAJD,MAIO;AACL,YAAIwrB,MAAJ,EAAY;AACVnwB,YAAE,CAACsB,IAAD,CAAF,GAAW,UAASivB,MAAT,EAAiB;AAC1B,mBAAO,YAAW;AAChB,qBAAOA,MAAM,CAACC,KAAP,CAAaX,GAAb,EAAkBhS,SAAlB,CAAP;AACD,aAFD;AAGD,WAJU,CAITra,KAJS,CAAX;AAKD,SAND,MAMO;AACLxD,YAAE,CAACsB,IAAD,CAAF,GAAWkC,KAAX;AACAusB,eAAK,CAACzuB,IAAD,CAAL,GAAckC,KAAd;AACD;AACF;AACF,KA9BM,CA+BP;;;AACAusB,SAAK,CAACU,WAAN,GAAoB;AAClBnvB,UAAI,EAAEuuB,GAAG,CAACY,WAAJ,CAAgBnvB;AADJ,KAApB;AAGA6S,SAAK,CAACsa,cAAN,CAAqBsB,KAArB,EAA4B,CAA5B;AACD;;AACD,SAAOF,GAAP;AACD;AAED;;;;;;;;;;AAQA,IAAMa,mBAAmB,GAAG,CAC1B,wBAD0B,EAE1B,kBAF0B,EAG1B,wBAH0B,EAI1B,6BAJ0B,EAK1B,0BAL0B,EAM1B,iCAN0B,EAO1B,gBAP0B,EAQ1B,UAR0B,EAS1B,wBAT0B,EAU1B,gCAV0B,EAW1B,wBAX0B,EAY1B,0BAZ0B,EAa1B,mBAb0B,EAc1B,0BAd0B,EAe1B,wBAf0B,EAgB1B,+BAhB0B,EAiB1B,yBAjB0B,EAkB1B,0BAlB0B,EAmB1B,8BAnB0B,EAoB1B,+BApB0B,EAqB1B,gCArB0B,EAsB1B,+BAtB0B,EAuB1B,oCAvB0B,EAwB1B,qBAxB0B,EAyB1B,oBAzB0B,CAA5B;AA4BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgDA,SAASpB,sBAAT,CAAgCtvB,EAAhC,EAAoC;AAClC,OAAK,IAAI4E,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAG8rB,mBAAmB,CAAC7uB,MAA1C,EAAkD,EAAE+C,EAApD,EAAwD;AACtD+qB,yBAAqB,CAAC3vB,EAAD,EAAK0wB,mBAAmB,CAAC9rB,EAAD,CAAxB,CAArB;AACD;AACF;AAED;;;;;;;;;;AAQA,SAAS+rB,eAAT,CAAyB9G,MAAzB,EAAiChS,WAAjC,EAA8C;AAC5C,MAAM5L,KAAK,GAAG,CAAC,OAAD,EAAU,oBAAV,CAAd;AACA,MAAI2kB,OAAO,GAAG,IAAd;;AACA,OAAK,IAAIhsB,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGqH,KAAK,CAACpK,MAA5B,EAAoC,EAAE+C,EAAtC,EAA0C;AACxCgsB,WAAO,GAAG/G,MAAM,CAAC7K,UAAP,CAAkB/S,KAAK,CAACrH,EAAD,CAAvB,EAA6BiT,WAA7B,CAAV;;AACA,QAAI+Y,OAAJ,EAAa;AACX,UAAI1wB,QAAQ,CAACovB,sBAAb,EAAqC;AACnCA,8BAAsB,CAACsB,OAAD,CAAtB;AACD;;AACD;AACD;AACF;;AACD,SAAOA,OAAP;AACD;AAED;;;;;;;;;;;;;;AAYA,SAASC,eAAT,CAAyBhH,MAAzB,EAAiChS,WAAjC,EAA8C;AAC5C,MAAM7X,EAAE,GAAG2wB,eAAe,CAAC9G,MAAD,EAAShS,WAAT,CAA1B;AACA,SAAO7X,EAAP;AACD;AAED;;;;;;;;;;;;;;;;AAcA,SAAS8wB,aAAT,CAAuBjH,MAAvB,EAA+BhS,WAA/B,EAA4C;AAC1C,MAAM5L,KAAK,GAAG,CAAC,QAAD,EAAW,OAAX,EAAoB,oBAApB,CAAd;AACA,MAAI2kB,OAAO,GAAG,IAAd;;AACA,OAAK,IAAIhsB,EAAE,GAAG,CAAd,EAAiBA,EAAE,GAAGqH,KAAK,CAACpK,MAA5B,EAAoC,EAAE+C,EAAtC,EAA0C;AACxCgsB,WAAO,GAAG/G,MAAM,CAAC7K,UAAP,CAAkB/S,KAAK,CAACrH,EAAD,CAAvB,EAA6BiT,WAA7B,CAAV;;AACA,QAAI+Y,OAAJ,EAAa;AACX,UAAI1wB,QAAQ,CAACovB,sBAAb,EAAqC;AACnCA,8BAAsB,CAACsB,OAAD,CAAtB;AACD;;AACD;AACD;AACF;;AACD,SAAOA,OAAP;AACD;AAED;;;;;;;;;;;;;;;;;;;;AAkBA,SAAS5R,UAAT,CAAoB6K,MAApB,EAA4BhS,WAA5B,EAAyC;AACvC,MAAM7X,EAAE,GAAG8wB,aAAa,CAACjH,MAAD,EAAShS,WAAT,CAAxB;AACA,SAAO7X,EAAP;AACD;AAED;;;;;;;;;AAOA,SAAS+wB,yBAAT,CAAmClH,MAAnC,EAA2CmH,UAA3C,EAAuD;AACrDA,YAAU,GAAGA,UAAU,IAAI,CAA3B;AACAA,YAAU,GAAG7K,IAAI,CAACqE,GAAL,CAAS,CAAT,EAAYwG,UAAZ,CAAb;AACA,MAAMvnB,KAAK,GAAIogB,MAAM,CAACoH,WAAP,GAAsBD,UAAtB,GAAmC,CAAlD;AACA,MAAMtnB,MAAM,GAAGmgB,MAAM,CAACqH,YAAP,GAAsBF,UAAtB,GAAmC,CAAlD;;AACA,MAAInH,MAAM,CAACpgB,KAAP,KAAiBA,KAAjB,IAA0BogB,MAAM,CAACngB,MAAP,KAAkBA,MAAhD,EAAwD;AACtDmgB,UAAM,CAACpgB,KAAP,GAAeA,KAAf;AACAogB,UAAM,CAACngB,MAAP,GAAgBA,MAAhB;AACA,WAAO,IAAP;AACD;;AACD,SAAO,KAAP;AACD,C;;;;;;;;;;;;;;;;;;;;ACpYD;;;;;;;;;;;;;;;;;;;;;;AAsBA;;;;;;;;;;;;;;AAeA;AACA,IAAM1J,EAAE,GAAGC,SAAX;AAAuB;;AAA0B;;AAEjD;;AACA,IAAMR,IAAI,GAA6B,MAAvC;AACA,IAAMC,aAAa,GAAoB,MAAvC;AACA,IAAMC,KAAK,GAA4B,MAAvC;AACA,IAAMC,cAAc,GAAmB,MAAvC;AACA,IAAMC,GAAG,GAA8B,MAAvC;AACA,IAAMC,YAAY,GAAqB,MAAvC;AACA,IAAMC,KAAK,GAA4B,MAAvC;AACA,IAAMgkB,sBAAsB,GAAS,MAArC;AACA,IAAMC,sBAAsB,GAAS,MAArC;AACA,IAAMC,oBAAoB,GAAW,MAArC;AACA,IAAMC,UAAU,GAAqB,MAArC;AACA,IAAME,2BAA2B,GAAI,MAArC;AACA,IAAMC,4BAA4B,GAAG,MAArC;AACA,IAAMC,wBAAwB,GAAO,MAArC;AACA,IAAMC,8BAA8B,GAAG,MAAvC;AACA,IAAMC,iBAAiB,GAAc,MAArC;AAEA,IAAM2M,kBAAkB,GAAG,EAA3B;AACA;AACE,MAAMC,EAAE,GAAGD,kBAAX;AACAC,IAAE,CAAC3xB,IAAD,CAAF,GAAqC+B,SAArC;AACA4vB,IAAE,CAAC1xB,aAAD,CAAF,GAAqC+B,UAArC;AACA2vB,IAAE,CAACzxB,KAAD,CAAF,GAAqC0xB,UAArC;AACAD,IAAE,CAACxxB,cAAD,CAAF,GAAqCkD,WAArC;AACAsuB,IAAE,CAACvxB,GAAD,CAAF,GAAqCgV,UAArC;AACAuc,IAAE,CAACtxB,YAAD,CAAF,GAAqCmV,WAArC;AACAmc,IAAE,CAACrxB,KAAD,CAAF,GAAqCgD,YAArC;AACAquB,IAAE,CAACrN,sBAAD,CAAF,GAAqCjhB,WAArC;AACAsuB,IAAE,CAACpN,sBAAD,CAAF,GAAqClhB,WAArC;AACAsuB,IAAE,CAACnN,oBAAD,CAAF,GAAqCnhB,WAArC;AACAsuB,IAAE,CAAClN,UAAD,CAAF,GAAqCphB,WAArC;AACAsuB,IAAE,CAAChN,2BAAD,CAAF,GAAqCnP,WAArC;AACAmc,IAAE,CAAC/M,4BAAD,CAAF,GAAqCpP,WAArC;AACAmc,IAAE,CAAC9M,wBAAD,CAAF,GAAqCrP,WAArC;AACAmc,IAAE,CAAC7M,8BAAD,CAAF,GAAqCtP,WAArC;AACAmc,IAAE,CAAC5M,iBAAD,CAAF,GAAqCvP,WAArC;AACD;AAED;;;;;;;;AAOA,SAAShR,sBAAT,CAAgC/C,UAAhC,EAA4C;AAC1C,MAAIA,UAAU,YAAYM,SAA1B,EAA6C;AAAE,WAAO/B,IAAP;AAAc,GADnB,CAC8B;;;AACxE,MAAIyB,UAAU,YAAYO,UAA1B,EAA6C;AAAE,WAAO/B,aAAP;AAAuB,GAF5B,CAE8B;;;AACxE,MAAIwB,UAAU,YAAYstB,iBAA1B,EAA6C;AAAE,WAAO9uB,aAAP;AAAuB,GAH5B,CAG8B;;;AACxE,MAAIwB,UAAU,YAAYmwB,UAA1B,EAA6C;AAAE,WAAO1xB,KAAP;AAAe,GAJpB,CAI8B;;;AACxE,MAAIuB,UAAU,YAAY4B,WAA1B,EAA6C;AAAE,WAAOlD,cAAP;AAAwB,GAL7B,CAK8B;;;AACxE,MAAIsB,UAAU,YAAY2T,UAA1B,EAA6C;AAAE,WAAOhV,GAAP;AAAa,GANlB,CAM8B;;;AACxE,MAAIqB,UAAU,YAAY+T,WAA1B,EAA6C;AAAE,WAAOnV,YAAP;AAAsB,GAP3B,CAO8B;;;AACxE,MAAIoB,UAAU,YAAY6B,YAA1B,EAA6C;AAAE,WAAOhD,KAAP;AAAe,GARpB,CAQ8B;;;AACxE,QAAM,IAAIqC,KAAJ,CAAU,8BAAV,CAAN;AACD;AAED;;;;;;;;;AAOA,SAAS4B,0BAAT,CAAoCrC,cAApC,EAAoD;AAClD,MAAIA,cAAc,KAAKH,SAAvB,EAA0C;AAAE,WAAO/B,IAAP;AAAc,GADR,CACmB;;;AACrE,MAAIkC,cAAc,KAAKF,UAAvB,EAA0C;AAAE,WAAO/B,aAAP;AAAuB,GAFjB,CAEmB;;;AACrE,MAAIiC,cAAc,KAAK6sB,iBAAvB,EAA0C;AAAE,WAAO9uB,aAAP;AAAuB,GAHjB,CAGmB;;;AACrE,MAAIiC,cAAc,KAAK0vB,UAAvB,EAA0C;AAAE,WAAO1xB,KAAP;AAAe,GAJT,CAImB;;;AACrE,MAAIgC,cAAc,KAAKmB,WAAvB,EAA0C;AAAE,WAAOlD,cAAP;AAAwB,GALlB,CAKmB;;;AACrE,MAAI+B,cAAc,KAAKkT,UAAvB,EAA0C;AAAE,WAAOhV,GAAP;AAAa,GANP,CAMmB;;;AACrE,MAAI8B,cAAc,KAAKsT,WAAvB,EAA0C;AAAE,WAAOnV,YAAP;AAAsB,GAPhB,CAOmB;;;AACrE,MAAI6B,cAAc,KAAKoB,YAAvB,EAA0C;AAAE,WAAOhD,KAAP;AAAe,GART,CAQmB;;;AACrE,QAAM,IAAIqC,KAAJ,CAAU,8BAAV,CAAN;AACD;AAED;;;;;;;;AAMA,SAASmsB,0BAAT,CAAoC5tB,IAApC,EAA0C;AACxC,MAAM2wB,IAAI,GAAGH,kBAAkB,CAACxwB,IAAD,CAA/B;;AACA,MAAI,CAAC2wB,IAAL,EAAW;AACT,UAAM,IAAIlvB,KAAJ,CAAU,iBAAV,CAAN;AACD;;AACD,SAAOkvB,IAAP;AACD;;AAED,IAAM5uB,aAAa,GAAG,OAAO6uB,iBAAP,KAA6B,WAA7B,GAClB,SAASC,gCAAT,CAA0CpI,CAA1C,EAA6C;AAC7C,SAAOA,CAAC,IAAIA,CAAC,CAACxoB,MAAP,KAAkBwoB,CAAC,CAACxoB,MAAF,YAAoBgc,WAApB,IAAmCwM,CAAC,CAACxoB,MAAF,YAAoB2wB,iBAAzE,CAAP;AACD,CAHmB,GAIlB,SAAS7uB,aAAT,CAAuB0mB,CAAvB,EAA0B;AAC1B,SAAOA,CAAC,IAAIA,CAAC,CAACxoB,MAAP,IAAiBwoB,CAAC,CAACxoB,MAAF,YAAoBgc,WAA5C;AACD,CANH;;;;;;;;;;;;;;;;;;;;ACnIA;;;;;;;;;;;;;;;;;;;;;;AAsBA;;;;;;AAMA;AACA;AACA;;AAEA;;;;;;AAMA,SAASxI,QAAT,CAAkBpU,EAAlB,EAAsB;AACpB;AACA;AACA;AACA;AACA,SAAO,CAAC,CAACA,EAAE,CAACyxB,YAAZ;AACD;AAED;;;;;;;;AAMA,SAASC,QAAT,CAAkB1xB,EAAlB,EAAsB;AACpB;AACA;AACA;AACA;AACA;AACA,SAAO,CAACA,EAAE,CAACyxB,YAAX;AACD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgDA,IAAMhD,cAAc,GAAI,YAAW;AACjC,MAAMkD,gBAAgB,GAAG,EAAzB;AACA,MAAM5B,KAAK,GAAG,EAAd;;AAEA,WAAS6B,QAAT,CAAkB5xB,EAAlB,EAAsB;AACpB,QAAMW,IAAI,GAAGX,EAAE,CAACywB,WAAH,CAAenvB,IAA5B;;AACA,QAAI,CAACqwB,gBAAgB,CAAChxB,IAAD,CAArB,EAA6B;AAC3B,WAAK,IAAMgE,GAAX,IAAkB3E,EAAlB,EAAsB;AACpB,YAAI,OAAOA,EAAE,CAAC2E,GAAD,CAAT,KAAmB,QAAvB,EAAiC;AAC/B,cAAMktB,QAAQ,GAAG9B,KAAK,CAAC/vB,EAAE,CAAC2E,GAAD,CAAH,CAAtB;AACAorB,eAAK,CAAC/vB,EAAE,CAAC2E,GAAD,CAAH,CAAL,GAAiBktB,QAAQ,aAAMA,QAAN,gBAAoBltB,GAApB,IAA4BA,GAArD;AACD;AACF;;AACDgtB,sBAAgB,CAAChxB,IAAD,CAAhB,GAAyB,IAAzB;AACD;AACF;;AAED,SAAO,SAAS8tB,cAAT,CAAwBzuB,EAAxB,EAA4BwD,KAA5B,EAAmC;AACxCouB,YAAQ,CAAC5xB,EAAD,CAAR;AACA,WAAO+vB,KAAK,CAACvsB,KAAD,CAAL,IAAiB,OAAOA,KAAK,CAACkX,QAAN,CAAe,EAAf,CAA/B;AACD,GAHD;AAID,CArBuB,EAAxB;;;;;;;;;;;;;;;;;;;;;ACvFA;;;;;;AAtBA;;;;;;;;;;;;;;;;;;;;;;AAwBA;;;;;;;;;;;;;;AAeA,IAAMnb,oBAAoB,GAAa,MAAvC;AAEA;;;;;;;;AAQA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAoCA,SAASuyB,qBAAT,CAA+B9xB,EAA/B,EAAmC+xB,YAAnC,EAAiD1sB,UAAjD,EAA6D;AAC3D,MAAM2sB,GAAG,GAAGhyB,EAAE,CAACiyB,iBAAH,EAAZ;AACAjyB,IAAE,CAACiH,eAAH,CAAmB+qB,GAAnB;;AACA,MAAI,CAACD,YAAY,CAAClwB,MAAlB,EAA0B;AACxBkwB,gBAAY,GAAG,CAACA,YAAD,CAAf;AACD;;AACDA,cAAY,CAAC1uB,OAAb,CAAqB,UAASsD,WAAT,EAAsB;AACzCO,YAAQ,CAACC,uBAAT,CAAiCnH,EAAjC,EAAqC2G,WAArC,EAAkDtB,UAAlD;AACD,GAFD;AAGArF,IAAE,CAACiH,eAAH,CAAmB,IAAnB;AACA,SAAO;AACLpC,eAAW,EAAEQ,UAAU,CAACR,WADnB;AAELY,eAAW,EAAEJ,UAAU,CAACI,WAFnB;AAGLuB,qBAAiB,EAAEgrB;AAHd,GAAP;AAKD;AAED;;;;;;;;;;;AASA,SAASE,yBAAT,CAAmClyB,EAAnC,EAAuC0d,OAAvC,EAAgDxa,OAAhD,EAAyDqC,OAAzD,EAAkE;AAChE,MAAMysB,GAAG,GAAGhyB,EAAE,CAACiyB,iBAAH,EAAZ;AACAjyB,IAAE,CAACiH,eAAH,CAAmB+qB,GAAnB;AACA9qB,UAAQ,CAACmX,aAAT,CAAuBX,OAAvB,EAAgCxa,OAAhC;;AACA,MAAIqC,OAAJ,EAAa;AACXvF,MAAE,CAACe,UAAH,CAAcxB,oBAAd,EAAoCgG,OAApC;AACD,GAN+D,CAOhE;AACA;;;AACAvF,IAAE,CAACiH,eAAH,CAAmB,IAAnB;AACA,SAAO+qB,GAAP;AACD;AAED;;;;;;;;;;;;;AAWA,SAASG,uBAAT,CAAiCnyB,EAAjC,EAAqC2G,WAArC,EAAkDtB,UAAlD,EAA8D;AAC5D,SAAO6sB,yBAAyB,CAAClyB,EAAD,EAAK2G,WAAW,CAACsX,aAAZ,IAA6BtX,WAAlC,EAA+CtB,UAAU,CAACnC,OAA1D,EAAmEmC,UAAU,CAACE,OAA9E,CAAhC;AACD,C","file":"twgl.js","sourcesContent":["(function webpackUniversalModuleDefinition(root, factory) {\n\tif(typeof exports === 'object' && typeof module === 'object')\n\t\tmodule.exports = factory();\n\telse if(typeof define === 'function' && define.amd)\n\t\tdefine([], factory);\n\telse if(typeof exports === 'object')\n\t\texports[\"twgl\"] = factory();\n\telse\n\t\troot[\"twgl\"] = factory();\n})(typeof self !== 'undefined' ? self : this, function() {\nreturn "," \t// The module cache\n \tvar installedModules = {};\n\n \t// The require function\n \tfunction __webpack_require__(moduleId) {\n\n \t\t// Check if module is in cache\n \t\tif(installedModules[moduleId]) {\n \t\t\treturn installedModules[moduleId].exports;\n \t\t}\n \t\t// Create a new module (and put it into the cache)\n \t\tvar module = installedModules[moduleId] = {\n \t\t\ti: moduleId,\n \t\t\tl: false,\n \t\t\texports: {}\n \t\t};\n\n \t\t// Execute the module function\n \t\tmodules[moduleId].call(module.exports, module, module.exports, __webpack_require__);\n\n \t\t// Flag the module as loaded\n \t\tmodule.l = true;\n\n \t\t// Return the exports of the module\n \t\treturn module.exports;\n \t}\n\n\n \t// expose the modules object (__webpack_modules__)\n \t__webpack_require__.m = modules;\n\n \t// expose the module cache\n \t__webpack_require__.c = installedModules;\n\n \t// define getter function for harmony exports\n \t__webpack_require__.d = function(exports, name, getter) {\n \t\tif(!__webpack_require__.o(exports, name)) {\n \t\t\tObject.defineProperty(exports, name, { enumerable: true, get: getter });\n \t\t}\n \t};\n\n \t// define __esModule on exports\n \t__webpack_require__.r = function(exports) {\n \t\tif(typeof Symbol !== 'undefined' && Symbol.toStringTag) {\n \t\t\tObject.defineProperty(exports, Symbol.toStringTag, { value: 'Module' });\n \t\t}\n \t\tObject.defineProperty(exports, '__esModule', { value: true });\n \t};\n\n \t// create a fake namespace object\n \t// mode & 1: value is a module id, require it\n \t// mode & 2: merge all properties of value into the ns\n \t// mode & 4: return value when already ns object\n \t// mode & 8|1: behave like require\n \t__webpack_require__.t = function(value, mode) {\n \t\tif(mode & 1) value = __webpack_require__(value);\n \t\tif(mode & 8) return value;\n \t\tif((mode & 4) && typeof value === 'object' && value && value.__esModule) return value;\n \t\tvar ns = Object.create(null);\n \t\t__webpack_require__.r(ns);\n \t\tObject.defineProperty(ns, 'default', { enumerable: true, value: value });\n \t\tif(mode & 2 && typeof value != 'string') for(var key in value) __webpack_require__.d(ns, key, function(key) { return value[key]; }.bind(null, key));\n \t\treturn ns;\n \t};\n\n \t// getDefaultExport function for compatibility with non-harmony modules\n \t__webpack_require__.n = function(module) {\n \t\tvar getter = module && module.__esModule ?\n \t\t\tfunction getDefault() { return module['default']; } :\n \t\t\tfunction getModuleExports() { return module; };\n \t\t__webpack_require__.d(getter, 'a', getter);\n \t\treturn getter;\n \t};\n\n \t// Object.prototype.hasOwnProperty.call\n \t__webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };\n\n \t// __webpack_public_path__\n \t__webpack_require__.p = \"\";\n\n\n \t// Load entry module and return exports\n \treturn __webpack_require__(__webpack_require__.s = \"./src/twgl-base.js\");\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nimport * as typedArrays from './typedarrays.js';\nimport * as helper from './helper.js';\n\nconst STATIC_DRAW = 0x88e4;\nconst ARRAY_BUFFER = 0x8892;\nconst ELEMENT_ARRAY_BUFFER = 0x8893;\nconst BUFFER_SIZE = 0x8764;\n\nconst BYTE = 0x1400;\nconst UNSIGNED_BYTE = 0x1401;\nconst SHORT = 0x1402;\nconst UNSIGNED_SHORT = 0x1403;\nconst INT = 0x1404;\nconst UNSIGNED_INT = 0x1405;\nconst FLOAT = 0x1406;\n\n/**\n * Low level attribute and buffer related functions\n *\n * You should generally not need to use these functions. They are provided\n * for those cases where you're doing something out of the ordinary\n * and you need lower level access.\n *\n * For backward compatibility they are available at both `twgl.attributes` and `twgl`\n * itself\n *\n * See {@link module:twgl} for core functions\n *\n * @module twgl/attributes\n */\n\n// make sure we don't see a global gl\nconst gl = undefined; /* eslint-disable-line */ /* lgtm [js/unused-local-variable] */\nconst defaults = {\n attribPrefix: \"\",\n};\n\n/**\n * Sets the default attrib prefix\n *\n * When writing shaders I prefer to name attributes with `a_`, uniforms with `u_` and varyings with `v_`\n * as it makes it clear where they came from. But, when building geometry I prefer using un-prefixed names.\n *\n * In other words I'll create arrays of geometry like this\n *\n * var arrays = {\n * position: ...\n * normal: ...\n * texcoord: ...\n * };\n *\n * But need those mapped to attributes and my attributes start with `a_`.\n *\n * @deprecated see {@link module:twgl.setDefaults}\n * @param {string} prefix prefix for attribs\n * @memberOf module:twgl/attributes\n */\nfunction setAttributePrefix(prefix) {\n defaults.attribPrefix = prefix;\n}\n\nfunction setDefaults(newDefaults) {\n helper.copyExistingProperties(newDefaults, defaults);\n}\n\nfunction setBufferFromTypedArray(gl, type, buffer, array, drawType) {\n gl.bindBuffer(type, buffer);\n gl.bufferData(type, array, drawType || STATIC_DRAW);\n}\n\n/**\n * Given typed array creates a WebGLBuffer and copies the typed array\n * into it.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @param {ArrayBuffer|SharedArrayBuffer|ArrayBufferView|WebGLBuffer} typedArray the typed array. Note: If a WebGLBuffer is passed in it will just be returned. No action will be taken\n * @param {number} [type] the GL bind type for the buffer. Default = `gl.ARRAY_BUFFER`.\n * @param {number} [drawType] the GL draw type for the buffer. Default = 'gl.STATIC_DRAW`.\n * @return {WebGLBuffer} the created WebGLBuffer\n * @memberOf module:twgl/attributes\n */\nfunction createBufferFromTypedArray(gl, typedArray, type, drawType) {\n if (helper.isBuffer(gl, typedArray)) {\n return typedArray;\n }\n type = type || ARRAY_BUFFER;\n const buffer = gl.createBuffer();\n setBufferFromTypedArray(gl, type, buffer, typedArray, drawType);\n return buffer;\n}\n\nfunction isIndices(name) {\n return name === \"indices\";\n}\n\n// This is really just a guess. Though I can't really imagine using\n// anything else? Maybe for some compression?\nfunction getNormalizationForTypedArray(typedArray) {\n if (typedArray instanceof Int8Array) { return true; } // eslint-disable-line\n if (typedArray instanceof Uint8Array) { return true; } // eslint-disable-line\n return false;\n}\n\n// This is really just a guess. Though I can't really imagine using\n// anything else? Maybe for some compression?\nfunction getNormalizationForTypedArrayType(typedArrayType) {\n if (typedArrayType === Int8Array) { return true; } // eslint-disable-line\n if (typedArrayType === Uint8Array) { return true; } // eslint-disable-line\n return false;\n}\n\nfunction getArray(array) {\n return array.length ? array : array.data;\n}\n\nconst texcoordRE = /coord|texture/i;\nconst colorRE = /color|colour/i;\n\nfunction guessNumComponentsFromName(name, length) {\n let numComponents;\n if (texcoordRE.test(name)) {\n numComponents = 2;\n } else if (colorRE.test(name)) {\n numComponents = 4;\n } else {\n numComponents = 3; // position, normals, indices ...\n }\n\n if (length % numComponents > 0) {\n throw new Error(`Can not guess numComponents for attribute '${name}'. Tried ${numComponents} but ${length} values is not evenly divisible by ${numComponents}. You should specify it.`);\n }\n\n return numComponents;\n}\n\nfunction getNumComponents(array, arrayName) {\n return array.numComponents || array.size || guessNumComponentsFromName(arrayName, getArray(array).length);\n}\n\nfunction makeTypedArray(array, name) {\n if (typedArrays.isArrayBuffer(array)) {\n return array;\n }\n\n if (typedArrays.isArrayBuffer(array.data)) {\n return array.data;\n }\n\n if (Array.isArray(array)) {\n array = {\n data: array,\n };\n }\n\n let Type = array.type;\n if (!Type) {\n if (isIndices(name)) {\n Type = Uint16Array;\n } else {\n Type = Float32Array;\n }\n }\n return new Type(array.data);\n}\n\n/**\n * The info for an attribute. This is effectively just the arguments to `gl.vertexAttribPointer` plus the WebGLBuffer\n * for the attribute.\n *\n * @typedef {Object} AttribInfo\n * @property {number[]|ArrayBufferView} [value] a constant value for the attribute. Note: if this is set the attribute will be\n * disabled and set to this constant value and all other values will be ignored.\n * @property {number} [numComponents] the number of components for this attribute.\n * @property {number} [size] synonym for `numComponents`.\n * @property {number} [type] the type of the attribute (eg. `gl.FLOAT`, `gl.UNSIGNED_BYTE`, etc...) Default = `gl.FLOAT`\n * @property {boolean} [normalize] whether or not to normalize the data. Default = false\n * @property {number} [offset] offset into buffer in bytes. Default = 0\n * @property {number} [stride] the stride in bytes per element. Default = 0\n * @property {number} [divisor] the divisor in instances. Default = undefined. Note: undefined = don't call gl.vertexAttribDivisor\n * where as anything else = do call it with this value\n * @property {WebGLBuffer} buffer the buffer that contains the data for this attribute\n * @property {number} [drawType] the draw type passed to gl.bufferData. Default = gl.STATIC_DRAW\n * @memberOf module:twgl\n */\n\n/**\n * Use this type of array spec when TWGL can't guess the type or number of components of an array\n * @typedef {Object} FullArraySpec\n * @property {number[]|ArrayBufferView} [value] a constant value for the attribute. Note: if this is set the attribute will be\n * disabled and set to this constant value and all other values will be ignored.\n * @property {(number|number[]|ArrayBufferView)} data The data of the array. A number alone becomes the number of elements of type.\n * @property {number} [numComponents] number of components for `vertexAttribPointer`. Default is based on the name of the array.\n * If `coord` is in the name assumes `numComponents = 2`.\n * If `color` is in the name assumes `numComponents = 4`.\n * otherwise assumes `numComponents = 3`\n * @property {constructor} [type] type. This is only used if `data` is a JavaScript array. It is the constructor for the typedarray. (eg. `Uint8Array`).\n * For example if you want colors in a `Uint8Array` you might have a `FullArraySpec` like `{ type: Uint8Array, data: [255,0,255,255, ...], }`.\n * @property {number} [size] synonym for `numComponents`.\n * @property {boolean} [normalize] normalize for `vertexAttribPointer`. Default is true if type is `Int8Array` or `Uint8Array` otherwise false.\n * @property {number} [stride] stride for `vertexAttribPointer`. Default = 0\n * @property {number} [offset] offset for `vertexAttribPointer`. Default = 0\n * @property {number} [divisor] divisor for `vertexAttribDivisor`. Default = undefined. Note: undefined = don't call gl.vertexAttribDivisor\n * where as anything else = do call it with this value\n * @property {string} [attrib] name of attribute this array maps to. Defaults to same name as array prefixed by the default attribPrefix.\n * @property {string} [name] synonym for `attrib`.\n * @property {string} [attribName] synonym for `attrib`.\n * @property {WebGLBuffer} [buffer] Buffer to use for this attribute. This lets you use your own buffer\n * but you will need to supply `numComponents` and `type`. You can effectively pass an `AttribInfo`\n * to provide this. Example:\n *\n * const bufferInfo1 = twgl.createBufferInfoFromArrays(gl, {\n * position: [1, 2, 3, ... ],\n * });\n * const bufferInfo2 = twgl.createBufferInfoFromArrays(gl, {\n * position: bufferInfo1.attribs.position, // use the same buffer from bufferInfo1\n * });\n *\n * @memberOf module:twgl\n */\n\n/**\n * An individual array in {@link module:twgl.Arrays}\n *\n * When passed to {@link module:twgl.createBufferInfoFromArrays} if an ArraySpec is `number[]` or `ArrayBufferView`\n * the types will be guessed based on the name. `indices` will be `Uint16Array`, everything else will\n * be `Float32Array`. If an ArraySpec is a number it's the number of floats for an empty (zeroed) buffer.\n *\n * @typedef {(number|number[]|ArrayBufferView|module:twgl.FullArraySpec)} ArraySpec\n * @memberOf module:twgl\n */\n\n/**\n * This is a JavaScript object of arrays by name. The names should match your shader's attributes. If your\n * attributes have a common prefix you can specify it by calling {@link module:twgl.setAttributePrefix}.\n *\n * Bare JavaScript Arrays\n *\n * var arrays = {\n * position: [-1, 1, 0],\n * normal: [0, 1, 0],\n * ...\n * }\n *\n * Bare TypedArrays\n *\n * var arrays = {\n * position: new Float32Array([-1, 1, 0]),\n * color: new Uint8Array([255, 128, 64, 255]),\n * ...\n * }\n *\n * * Will guess at `numComponents` if not specified based on name.\n *\n * If `coord` is in the name assumes `numComponents = 2`\n *\n * If `color` is in the name assumes `numComponents = 4`\n *\n * otherwise assumes `numComponents = 3`\n *\n * Objects with various fields. See {@link module:twgl.FullArraySpec}.\n *\n * var arrays = {\n * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },\n * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },\n * normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], },\n * indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], },\n * };\n *\n * @typedef {Object.} Arrays\n * @memberOf module:twgl\n */\n\n\n/**\n * Creates a set of attribute data and WebGLBuffers from set of arrays\n *\n * Given\n *\n * var arrays = {\n * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },\n * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },\n * normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], },\n * color: { numComponents: 4, data: [255, 255, 255, 255, 255, 0, 0, 255, 0, 0, 255, 255], type: Uint8Array, },\n * indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], },\n * };\n *\n * returns something like\n *\n * var attribs = {\n * position: { numComponents: 3, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, },\n * texcoord: { numComponents: 2, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, },\n * normal: { numComponents: 3, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, },\n * color: { numComponents: 4, type: gl.UNSIGNED_BYTE, normalize: true, buffer: WebGLBuffer, },\n * };\n *\n * notes:\n *\n * * Arrays can take various forms\n *\n * Bare JavaScript Arrays\n *\n * var arrays = {\n * position: [-1, 1, 0],\n * normal: [0, 1, 0],\n * ...\n * }\n *\n * Bare TypedArrays\n *\n * var arrays = {\n * position: new Float32Array([-1, 1, 0]),\n * color: new Uint8Array([255, 128, 64, 255]),\n * ...\n * }\n *\n * * Will guess at `numComponents` if not specified based on name.\n *\n * If `coord` is in the name assumes `numComponents = 2`\n *\n * If `color` is in the name assumes `numComponents = 4`\n *\n * otherwise assumes `numComponents = 3`\n *\n * @param {WebGLRenderingContext} gl The webgl rendering context.\n * @param {module:twgl.Arrays} arrays The arrays\n * @param {module:twgl.BufferInfo} [srcBufferInfo] a BufferInfo to copy from\n * This lets you share buffers. Any arrays you supply will override\n * the buffers from srcBufferInfo.\n * @return {Object.} the attribs\n * @memberOf module:twgl/attributes\n */\nfunction createAttribsFromArrays(gl, arrays) {\n const attribs = {};\n Object.keys(arrays).forEach(function(arrayName) {\n if (!isIndices(arrayName)) {\n const array = arrays[arrayName];\n const attribName = array.attrib || array.name || array.attribName || (defaults.attribPrefix + arrayName);\n if (array.value) {\n if (!Array.isArray(array.value) && !typedArrays.isArrayBuffer(array.value)) {\n throw new Error('array.value is not array or typedarray');\n }\n attribs[attribName] = {\n value: array.value,\n };\n } else {\n let buffer;\n let type;\n let normalization;\n let numComponents;\n if (array.buffer && array.buffer instanceof WebGLBuffer) {\n buffer = array.buffer;\n numComponents = array.numComponents || array.size;\n type = array.type;\n normalization = array.normalize;\n } else if (typeof array === \"number\" || typeof array.data === \"number\") {\n const numValues = array.data || array;\n const arrayType = array.type || Float32Array;\n const numBytes = numValues * arrayType.BYTES_PER_ELEMENT;\n type = typedArrays.getGLTypeForTypedArrayType(arrayType);\n normalization = array.normalize !== undefined ? array.normalize : getNormalizationForTypedArrayType(arrayType);\n numComponents = array.numComponents || array.size || guessNumComponentsFromName(arrayName, numValues);\n buffer = gl.createBuffer();\n gl.bindBuffer(ARRAY_BUFFER, buffer);\n gl.bufferData(ARRAY_BUFFER, numBytes, array.drawType || STATIC_DRAW);\n } else {\n const typedArray = makeTypedArray(array, arrayName);\n buffer = createBufferFromTypedArray(gl, typedArray, undefined, array.drawType);\n type = typedArrays.getGLTypeForTypedArray(typedArray);\n normalization = array.normalize !== undefined ? array.normalize : getNormalizationForTypedArray(typedArray);\n numComponents = getNumComponents(array, arrayName);\n }\n attribs[attribName] = {\n buffer: buffer,\n numComponents: numComponents,\n type: type,\n normalize: normalization,\n stride: array.stride || 0,\n offset: array.offset || 0,\n divisor: array.divisor === undefined ? undefined : array.divisor,\n drawType: array.drawType,\n };\n }\n }\n });\n gl.bindBuffer(ARRAY_BUFFER, null);\n return attribs;\n}\n\n/**\n * Sets the contents of a buffer attached to an attribInfo\n *\n * This is helper function to dynamically update a buffer.\n *\n * Let's say you make a bufferInfo\n *\n * var arrays = {\n * position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]),\n * texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]),\n * normal: new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]),\n * indices: new Uint16Array([0, 1, 2, 1, 2, 3]),\n * };\n * var bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);\n *\n * And you want to dynamically update the positions. You could do this\n *\n * // assuming arrays.position has already been updated with new data.\n * twgl.setAttribInfoBufferFromArray(gl, bufferInfo.attribs.position, arrays.position);\n *\n * @param {WebGLRenderingContext} gl\n * @param {AttribInfo} attribInfo The attribInfo who's buffer contents to set. NOTE: If you have an attribute prefix\n * the name of the attribute will include the prefix.\n * @param {ArraySpec} array Note: it is arguably inefficient to pass in anything but a typed array because anything\n * else will have to be converted to a typed array before it can be used by WebGL. During init time that\n * inefficiency is usually not important but if you're updating data dynamically best to be efficient.\n * @param {number} [offset] an optional offset into the buffer. This is only an offset into the WebGL buffer\n * not the array. To pass in an offset into the array itself use a typed array and create an `ArrayBufferView`\n * for the portion of the array you want to use.\n *\n * var someArray = new Float32Array(1000); // an array with 1000 floats\n * var someSubArray = new Float32Array(someArray.buffer, offsetInBytes, sizeInUnits); // a view into someArray\n *\n * Now you can pass `someSubArray` into setAttribInfoBufferFromArray`\n * @memberOf module:twgl/attributes\n */\nfunction setAttribInfoBufferFromArray(gl, attribInfo, array, offset) {\n array = makeTypedArray(array);\n if (offset !== undefined) {\n gl.bindBuffer(ARRAY_BUFFER, attribInfo.buffer);\n gl.bufferSubData(ARRAY_BUFFER, offset, array);\n } else {\n setBufferFromTypedArray(gl, ARRAY_BUFFER, attribInfo.buffer, array, attribInfo.drawType);\n }\n}\n\nfunction getBytesPerValueForGLType(gl, type) {\n if (type === BYTE) return 1; // eslint-disable-line\n if (type === UNSIGNED_BYTE) return 1; // eslint-disable-line\n if (type === SHORT) return 2; // eslint-disable-line\n if (type === UNSIGNED_SHORT) return 2; // eslint-disable-line\n if (type === INT) return 4; // eslint-disable-line\n if (type === UNSIGNED_INT) return 4; // eslint-disable-line\n if (type === FLOAT) return 4; // eslint-disable-line\n return 0;\n}\n\n// Tries to get the number of elements from a set of arrays.\nconst positionKeys = ['position', 'positions', 'a_position'];\nfunction getNumElementsFromNonIndexedArrays(arrays) {\n let key;\n let ii;\n for (ii = 0; ii < positionKeys.length; ++ii) {\n key = positionKeys[ii];\n if (key in arrays) {\n break;\n }\n }\n if (ii === positionKeys.length) {\n key = Object.keys(arrays)[0];\n }\n const array = arrays[key];\n const length = getArray(array).length;\n const numComponents = getNumComponents(array, key);\n const numElements = length / numComponents;\n if (length % numComponents > 0) {\n throw new Error(`numComponents ${numComponents} not correct for length ${length}`);\n }\n return numElements;\n}\n\nfunction getNumElementsFromAttributes(gl, attribs) {\n let key;\n let ii;\n for (ii = 0; ii < positionKeys.length; ++ii) {\n key = positionKeys[ii];\n if (key in attribs) {\n break;\n }\n key = defaults.attribPrefix + key;\n if (key in attribs) {\n break;\n }\n }\n if (ii === positionKeys.length) {\n key = Object.keys(attribs)[0];\n }\n const attrib = attribs[key];\n gl.bindBuffer(ARRAY_BUFFER, attrib.buffer);\n const numBytes = gl.getBufferParameter(ARRAY_BUFFER, BUFFER_SIZE);\n gl.bindBuffer(ARRAY_BUFFER, null);\n\n const bytesPerValue = getBytesPerValueForGLType(gl, attrib.type);\n const totalElements = numBytes / bytesPerValue;\n const numComponents = attrib.numComponents || attrib.size;\n // TODO: check stride\n const numElements = totalElements / numComponents;\n if (numElements % 1 !== 0) {\n throw new Error(`numComponents ${numComponents} not correct for length ${length}`);\n }\n return numElements;\n}\n\n/**\n * @typedef {Object} BufferInfo\n * @property {number} numElements The number of elements to pass to `gl.drawArrays` or `gl.drawElements`.\n * @property {number} [elementType] The type of indices `UNSIGNED_BYTE`, `UNSIGNED_SHORT` etc..\n * @property {WebGLBuffer} [indices] The indices `ELEMENT_ARRAY_BUFFER` if any indices exist.\n * @property {Object.} [attribs] The attribs appropriate to call `setAttributes`\n * @memberOf module:twgl\n */\n\n/**\n * Creates a BufferInfo from an object of arrays.\n *\n * This can be passed to {@link module:twgl.setBuffersAndAttributes} and to\n * {@link module:twgl:drawBufferInfo}.\n *\n * Given an object like\n *\n * var arrays = {\n * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },\n * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },\n * normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], },\n * indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], },\n * };\n *\n * Creates an BufferInfo like this\n *\n * bufferInfo = {\n * numElements: 4, // or whatever the number of elements is\n * indices: WebGLBuffer, // this property will not exist if there are no indices\n * attribs: {\n * position: { buffer: WebGLBuffer, numComponents: 3, },\n * normal: { buffer: WebGLBuffer, numComponents: 3, },\n * texcoord: { buffer: WebGLBuffer, numComponents: 2, },\n * },\n * };\n *\n * The properties of arrays can be JavaScript arrays in which case the number of components\n * will be guessed.\n *\n * var arrays = {\n * position: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0],\n * texcoord: [0, 0, 0, 1, 1, 0, 1, 1],\n * normal: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1],\n * indices: [0, 1, 2, 1, 2, 3],\n * };\n *\n * They can also be TypedArrays\n *\n * var arrays = {\n * position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]),\n * texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]),\n * normal: new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]),\n * indices: new Uint16Array([0, 1, 2, 1, 2, 3]),\n * };\n *\n * Or AugmentedTypedArrays\n *\n * var positions = createAugmentedTypedArray(3, 4);\n * var texcoords = createAugmentedTypedArray(2, 4);\n * var normals = createAugmentedTypedArray(3, 4);\n * var indices = createAugmentedTypedArray(3, 2, Uint16Array);\n *\n * positions.push([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]);\n * texcoords.push([0, 0, 0, 1, 1, 0, 1, 1]);\n * normals.push([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]);\n * indices.push([0, 1, 2, 1, 2, 3]);\n *\n * var arrays = {\n * position: positions,\n * texcoord: texcoords,\n * normal: normals,\n * indices: indices,\n * };\n *\n * For the last example it is equivalent to\n *\n * var bufferInfo = {\n * attribs: {\n * position: { numComponents: 3, buffer: gl.createBuffer(), },\n * texcoord: { numComponents: 2, buffer: gl.createBuffer(), },\n * normal: { numComponents: 3, buffer: gl.createBuffer(), },\n * },\n * indices: gl.createBuffer(),\n * numElements: 6,\n * };\n *\n * gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.position.buffer);\n * gl.bufferData(gl.ARRAY_BUFFER, arrays.position, gl.STATIC_DRAW);\n * gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.texcoord.buffer);\n * gl.bufferData(gl.ARRAY_BUFFER, arrays.texcoord, gl.STATIC_DRAW);\n * gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.normal.buffer);\n * gl.bufferData(gl.ARRAY_BUFFER, arrays.normal, gl.STATIC_DRAW);\n * gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferInfo.indices);\n * gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, arrays.indices, gl.STATIC_DRAW);\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @param {module:twgl.Arrays} arrays Your data\n * @param {module:twgl.BufferInfo} [srcBufferInfo] An existing\n * buffer info to start from. WebGLBuffers etc specified\n * in the srcBufferInfo will be used in a new BufferInfo\n * with any arrays specified overriding the ones in\n * srcBufferInfo.\n * @return {module:twgl.BufferInfo} A BufferInfo\n * @memberOf module:twgl/attributes\n */\nfunction createBufferInfoFromArrays(gl, arrays, srcBufferInfo) {\n const newAttribs = createAttribsFromArrays(gl, arrays);\n const bufferInfo = Object.assign({}, srcBufferInfo ? srcBufferInfo : {});\n bufferInfo.attribs = Object.assign({}, srcBufferInfo ? srcBufferInfo.attribs : {}, newAttribs);\n const indices = arrays.indices;\n if (indices) {\n const newIndices = makeTypedArray(indices, \"indices\");\n bufferInfo.indices = createBufferFromTypedArray(gl, newIndices, ELEMENT_ARRAY_BUFFER);\n bufferInfo.numElements = newIndices.length;\n bufferInfo.elementType = typedArrays.getGLTypeForTypedArray(newIndices);\n } else if (!bufferInfo.numElements) {\n bufferInfo.numElements = getNumElementsFromAttributes(gl, bufferInfo.attribs);\n }\n\n return bufferInfo;\n}\n\n/**\n * Creates a buffer from an array, typed array, or array spec\n *\n * Given something like this\n *\n * [1, 2, 3],\n *\n * or\n *\n * new Uint16Array([1,2,3]);\n *\n * or\n *\n * {\n * data: [1, 2, 3],\n * type: Uint8Array,\n * }\n *\n * returns a WebGLBuffer that contains the given data.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext.\n * @param {module:twgl.ArraySpec} array an array, typed array, or array spec.\n * @param {string} arrayName name of array. Used to guess the type if type can not be derived otherwise.\n * @return {WebGLBuffer} a WebGLBuffer containing the data in array.\n * @memberOf module:twgl/attributes\n */\nfunction createBufferFromArray(gl, array, arrayName) {\n const type = arrayName === \"indices\" ? ELEMENT_ARRAY_BUFFER : ARRAY_BUFFER;\n const typedArray = makeTypedArray(array, arrayName);\n return createBufferFromTypedArray(gl, typedArray, type);\n}\n\n/**\n * Creates buffers from arrays or typed arrays\n *\n * Given something like this\n *\n * var arrays = {\n * positions: [1, 2, 3],\n * normals: [0, 0, 1],\n * }\n *\n * returns something like\n *\n * buffers = {\n * positions: WebGLBuffer,\n * normals: WebGLBuffer,\n * }\n *\n * If the buffer is named 'indices' it will be made an ELEMENT_ARRAY_BUFFER.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext.\n * @param {module:twgl.Arrays} arrays\n * @return {Object} returns an object with one WebGLBuffer per array\n * @memberOf module:twgl/attributes\n */\nfunction createBuffersFromArrays(gl, arrays) {\n const buffers = { };\n Object.keys(arrays).forEach(function(key) {\n buffers[key] = createBufferFromArray(gl, arrays[key], key);\n });\n\n // Ugh!\n if (arrays.indices) {\n buffers.numElements = arrays.indices.length;\n buffers.elementType = typedArrays.getGLTypeForTypedArray(makeTypedArray(arrays.indices), 'indices');\n } else {\n buffers.numElements = getNumElementsFromNonIndexedArrays(arrays);\n }\n\n return buffers;\n}\n\nexport {\n createAttribsFromArrays,\n createBuffersFromArrays,\n createBufferFromArray,\n createBufferFromTypedArray,\n createBufferInfoFromArrays,\n setAttribInfoBufferFromArray,\n\n setAttributePrefix,\n\n setDefaults as setAttributeDefaults_,\n getNumComponents as getNumComponents_,\n getArray as getArray_,\n};\n\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nimport * as programs from './programs.js';\n\nconst TRIANGLES = 0x0004;\nconst UNSIGNED_SHORT = 0x1403;\n\n/**\n * Drawing related functions\n *\n * For backward compatibility they are available at both `twgl.draw` and `twgl`\n * itself\n *\n * See {@link module:twgl} for core functions\n *\n * @module twgl/draw\n */\n\n/**\n * Calls `gl.drawElements` or `gl.drawArrays`, whichever is appropriate\n *\n * normally you'd call `gl.drawElements` or `gl.drawArrays` yourself\n * but calling this means if you switch from indexed data to non-indexed\n * data you don't have to remember to update your draw call.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @param {(module:twgl.BufferInfo|module:twgl.VertexArrayInfo)} bufferInfo A BufferInfo as returned from {@link module:twgl.createBufferInfoFromArrays} or\n * a VertexArrayInfo as returned from {@link module:twgl.createVertexArrayInfo}\n * @param {number} [type] eg (gl.TRIANGLES, gl.LINES, gl.POINTS, gl.TRIANGLE_STRIP, ...). Defaults to `gl.TRIANGLES`\n * @param {number} [count] An optional count. Defaults to bufferInfo.numElements\n * @param {number} [offset] An optional offset. Defaults to 0.\n * @param {number} [instanceCount] An optional instanceCount. if set then `drawArraysInstanced` or `drawElementsInstanced` will be called\n * @memberOf module:twgl/draw\n */\nfunction drawBufferInfo(gl, bufferInfo, type, count, offset, instanceCount) {\n type = type === undefined ? TRIANGLES : type;\n const indices = bufferInfo.indices;\n const elementType = bufferInfo.elementType;\n const numElements = count === undefined ? bufferInfo.numElements : count;\n offset = offset === undefined ? 0 : offset;\n if (elementType || indices) {\n if (instanceCount !== undefined) {\n gl.drawElementsInstanced(type, numElements, elementType === undefined ? UNSIGNED_SHORT : bufferInfo.elementType, offset, instanceCount);\n } else {\n gl.drawElements(type, numElements, elementType === undefined ? UNSIGNED_SHORT : bufferInfo.elementType, offset);\n }\n } else {\n if (instanceCount !== undefined) {\n gl.drawArraysInstanced(type, offset, numElements, instanceCount);\n } else {\n gl.drawArrays(type, offset, numElements);\n }\n }\n}\n\n/**\n * A DrawObject is useful for putting objects in to an array and passing them to {@link module:twgl.drawObjectList}.\n *\n * You need either a `BufferInfo` or a `VertexArrayInfo`.\n *\n * @typedef {Object} DrawObject\n * @property {boolean} [active] whether or not to draw. Default = `true` (must be `false` to be not true). In other words `undefined` = `true`\n * @property {number} [type] type to draw eg. `gl.TRIANGLES`, `gl.LINES`, etc...\n * @property {module:twgl.ProgramInfo} programInfo A ProgramInfo as returned from {@link module:twgl.createProgramInfo}\n * @property {module:twgl.BufferInfo} [bufferInfo] A BufferInfo as returned from {@link module:twgl.createBufferInfoFromArrays}\n * @property {module:twgl.VertexArrayInfo} [vertexArrayInfo] A VertexArrayInfo as returned from {@link module:twgl.createVertexArrayInfo}\n * @property {Object} uniforms The values for the uniforms.\n * You can pass multiple objects by putting them in an array. For example\n *\n * var sharedUniforms = {\n * u_fogNear: 10,\n * u_projection: ...\n * ...\n * };\n *\n * var localUniforms = {\n * u_world: ...\n * u_diffuseColor: ...\n * };\n *\n * var drawObj = {\n * ...\n * uniforms: [sharedUniforms, localUniforms],\n * };\n *\n * @property {number} [offset] the offset to pass to `gl.drawArrays` or `gl.drawElements`. Defaults to 0.\n * @property {number} [count] the count to pass to `gl.drawArrays` or `gl.drawElements`. Defaults to bufferInfo.numElements.\n * @property {number} [instanceCount] the number of instances. Defaults to undefined.\n * @memberOf module:twgl\n */\n\n/**\n * Draws a list of objects\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @param {DrawObject[]} objectsToDraw an array of objects to draw.\n * @memberOf module:twgl/draw\n */\nfunction drawObjectList(gl, objectsToDraw) {\n let lastUsedProgramInfo = null;\n let lastUsedBufferInfo = null;\n\n objectsToDraw.forEach(function(object) {\n if (object.active === false) {\n return;\n }\n\n const programInfo = object.programInfo;\n const bufferInfo = object.vertexArrayInfo || object.bufferInfo;\n let bindBuffers = false;\n const type = object.type === undefined ? TRIANGLES : object.type;\n\n if (programInfo !== lastUsedProgramInfo) {\n lastUsedProgramInfo = programInfo;\n gl.useProgram(programInfo.program);\n\n // We have to rebind buffers when changing programs because we\n // only bind buffers the program uses. So if 2 programs use the same\n // bufferInfo but the 1st one uses only positions the when the\n // we switch to the 2nd one some of the attributes will not be on.\n bindBuffers = true;\n }\n\n // Setup all the needed attributes.\n if (bindBuffers || bufferInfo !== lastUsedBufferInfo) {\n if (lastUsedBufferInfo && lastUsedBufferInfo.vertexArrayObject && !bufferInfo.vertexArrayObject) {\n gl.bindVertexArray(null);\n }\n lastUsedBufferInfo = bufferInfo;\n programs.setBuffersAndAttributes(gl, programInfo, bufferInfo);\n }\n\n // Set the uniforms.\n programs.setUniforms(programInfo, object.uniforms);\n\n // Draw\n drawBufferInfo(gl, bufferInfo, type, object.count, object.offset, object.instanceCount);\n });\n\n if (lastUsedBufferInfo && lastUsedBufferInfo.vertexArrayObject) {\n gl.bindVertexArray(null);\n }\n}\n\nexport {\n drawBufferInfo,\n drawObjectList,\n};\n\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nimport * as textures from './textures.js';\nimport * as helper from './helper.js';\n\n/**\n * Framebuffer related functions\n *\n * For backward compatibility they are available at both `twgl.framebuffer` and `twgl`\n * itself\n *\n * See {@link module:twgl} for core functions\n *\n * @module twgl/framebuffers\n */\n\n// make sure we don't see a global gl\nconst gl = undefined; /* eslint-disable-line */ /* lgtm [js/unused-local-variable] */\n\nconst FRAMEBUFFER = 0x8d40;\nconst RENDERBUFFER = 0x8d41;\nconst TEXTURE_2D = 0x0de1;\n\nconst UNSIGNED_BYTE = 0x1401;\n\n/* PixelFormat */\nconst DEPTH_COMPONENT = 0x1902;\nconst RGBA = 0x1908;\n\n/* Framebuffer Object. */\nconst RGBA4 = 0x8056;\nconst RGB5_A1 = 0x8057;\nconst RGB565 = 0x8D62;\nconst DEPTH_COMPONENT16 = 0x81A5;\nconst STENCIL_INDEX = 0x1901;\nconst STENCIL_INDEX8 = 0x8D48;\nconst DEPTH_STENCIL = 0x84F9;\nconst COLOR_ATTACHMENT0 = 0x8CE0;\nconst DEPTH_ATTACHMENT = 0x8D00;\nconst STENCIL_ATTACHMENT = 0x8D20;\nconst DEPTH_STENCIL_ATTACHMENT = 0x821A;\n\n/* TextureWrapMode */\nconst REPEAT = 0x2901; // eslint-disable-line\nconst CLAMP_TO_EDGE = 0x812F;\nconst MIRRORED_REPEAT = 0x8370; // eslint-disable-line\n\n/* TextureMagFilter */\nconst NEAREST = 0x2600; // eslint-disable-line\nconst LINEAR = 0x2601;\n\n/* TextureMinFilter */\nconst NEAREST_MIPMAP_NEAREST = 0x2700; // eslint-disable-line\nconst LINEAR_MIPMAP_NEAREST = 0x2701; // eslint-disable-line\nconst NEAREST_MIPMAP_LINEAR = 0x2702; // eslint-disable-line\nconst LINEAR_MIPMAP_LINEAR = 0x2703; // eslint-disable-line\n\n/**\n * The options for a framebuffer attachment.\n *\n * Note: For a `format` that is a texture include all the texture\n * options from {@link module:twgl.TextureOptions} for example\n * `min`, `mag`, `clamp`, etc... Note that unlike {@link module:twgl.TextureOptions}\n * `auto` defaults to `false` for attachment textures but `min` and `mag` default\n * to `gl.LINEAR` and `wrap` defaults to `CLAMP_TO_EDGE`\n *\n * @typedef {Object} AttachmentOptions\n * @property {number} [attach] The attachment point. Defaults\n * to `gl.COLOR_ATTACHMENT0 + ndx` unless type is a depth or stencil type\n * then it's gl.DEPTH_ATTACHMENT or `gl.DEPTH_STENCIL_ATTACHMENT` depending\n * on the format or attachment type.\n * @property {number} [format] The format. If one of `gl.RGBA4`,\n * `gl.RGB565`, `gl.RGB5_A1`, `gl.DEPTH_COMPONENT16`,\n * `gl.STENCIL_INDEX8` or `gl.DEPTH_STENCIL` then will create a\n * renderbuffer. Otherwise will create a texture. Default = `gl.RGBA`\n * @property {number} [type] The type. Used for texture. Default = `gl.UNSIGNED_BYTE`.\n * @property {number} [target] The texture target for `gl.framebufferTexture2D`.\n * Defaults to `gl.TEXTURE_2D`. Set to appropriate face for cube maps.\n * @property {number} [level] level for `gl.framebufferTexture2D`. Defaults to 0.\n * @property {number} [layer] layer for `gl.framebufferTextureLayer`. Defaults to undefined.\n * If set then `gl.framebufferTextureLayer` is called, if not then `gl.framebufferTexture2D`\n * @property {WebGLObject} [attachment] An existing renderbuffer or texture.\n * If provided will attach this Object. This allows you to share\n * attachments across framebuffers.\n * @memberOf module:twgl\n * @mixes module:twgl.TextureOptions\n */\n\nconst defaultAttachments = [\n { format: RGBA, type: UNSIGNED_BYTE, min: LINEAR, wrap: CLAMP_TO_EDGE, },\n { format: DEPTH_STENCIL, },\n];\n\nconst attachmentsByFormat = {};\nattachmentsByFormat[DEPTH_STENCIL] = DEPTH_STENCIL_ATTACHMENT;\nattachmentsByFormat[STENCIL_INDEX] = STENCIL_ATTACHMENT;\nattachmentsByFormat[STENCIL_INDEX8] = STENCIL_ATTACHMENT;\nattachmentsByFormat[DEPTH_COMPONENT] = DEPTH_ATTACHMENT;\nattachmentsByFormat[DEPTH_COMPONENT16] = DEPTH_ATTACHMENT;\n\nfunction getAttachmentPointForFormat(format) {\n return attachmentsByFormat[format];\n}\n\nconst renderbufferFormats = {};\nrenderbufferFormats[RGBA4] = true;\nrenderbufferFormats[RGB5_A1] = true;\nrenderbufferFormats[RGB565] = true;\nrenderbufferFormats[DEPTH_STENCIL] = true;\nrenderbufferFormats[DEPTH_COMPONENT16] = true;\nrenderbufferFormats[STENCIL_INDEX] = true;\nrenderbufferFormats[STENCIL_INDEX8] = true;\n\nfunction isRenderbufferFormat(format) {\n return renderbufferFormats[format];\n}\n\n/**\n * @typedef {Object} FramebufferInfo\n * @property {WebGLFramebuffer} framebuffer The WebGLFramebuffer for this framebufferInfo\n * @property {WebGLObject[]} attachments The created attachments in the same order as passed in to {@link module:twgl.createFramebufferInfo}.\n * @property {number} width The width of the framebuffer and its attachments\n * @property {number} height The width of the framebuffer and its attachments\n * @memberOf module:twgl\n */\n\n/**\n * Creates a framebuffer and attachments.\n *\n * This returns a {@link module:twgl.FramebufferInfo} because it needs to return the attachments as well as the framebuffer.\n *\n * The simplest usage\n *\n * // create an RGBA/UNSIGNED_BYTE texture and DEPTH_STENCIL renderbuffer\n * const fbi = twgl.createFramebufferInfo(gl);\n *\n * More complex usage\n *\n * // create an RGB565 renderbuffer and a STENCIL_INDEX8 renderbuffer\n * const attachments = [\n * { format: RGB565, mag: NEAREST },\n * { format: STENCIL_INDEX8 },\n * ]\n * const fbi = twgl.createFramebufferInfo(gl, attachments);\n *\n * Passing in a specific size\n *\n * const width = 256;\n * const height = 256;\n * const fbi = twgl.createFramebufferInfo(gl, attachments, width, height);\n *\n * **Note!!** It is up to you to check if the framebuffer is renderable by calling `gl.checkFramebufferStatus`.\n * [WebGL1 only guarantees 3 combinations of attachments work](https://www.khronos.org/registry/webgl/specs/latest/1.0/#6.6).\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.AttachmentOptions[]} [attachments] which attachments to create. If not provided the default is a framebuffer with an\n * `RGBA`, `UNSIGNED_BYTE` texture `COLOR_ATTACHMENT0` and a `DEPTH_STENCIL` renderbuffer `DEPTH_STENCIL_ATTACHMENT`.\n * @param {number} [width] the width for the attachments. Default = size of drawingBuffer\n * @param {number} [height] the height for the attachments. Default = size of drawingBuffer\n * @return {module:twgl.FramebufferInfo} the framebuffer and attachments.\n * @memberOf module:twgl/framebuffers\n */\nfunction createFramebufferInfo(gl, attachments, width, height) {\n const target = FRAMEBUFFER;\n const fb = gl.createFramebuffer();\n gl.bindFramebuffer(target, fb);\n width = width || gl.drawingBufferWidth;\n height = height || gl.drawingBufferHeight;\n attachments = attachments || defaultAttachments;\n let colorAttachmentCount = 0;\n const framebufferInfo = {\n framebuffer: fb,\n attachments: [],\n width: width,\n height: height,\n };\n attachments.forEach(function(attachmentOptions) {\n let attachment = attachmentOptions.attachment;\n const format = attachmentOptions.format;\n let attachmentPoint = getAttachmentPointForFormat(format);\n if (!attachmentPoint) {\n attachmentPoint = COLOR_ATTACHMENT0 + colorAttachmentCount++;\n }\n if (!attachment) {\n if (isRenderbufferFormat(format)) {\n attachment = gl.createRenderbuffer();\n gl.bindRenderbuffer(RENDERBUFFER, attachment);\n gl.renderbufferStorage(RENDERBUFFER, format, width, height);\n } else {\n const textureOptions = Object.assign({}, attachmentOptions);\n textureOptions.width = width;\n textureOptions.height = height;\n if (textureOptions.auto === undefined) {\n textureOptions.auto = false;\n textureOptions.min = textureOptions.min || textureOptions.minMag || LINEAR;\n textureOptions.mag = textureOptions.mag || textureOptions.minMag || LINEAR;\n textureOptions.wrapS = textureOptions.wrapS || textureOptions.wrap || CLAMP_TO_EDGE;\n textureOptions.wrapT = textureOptions.wrapT || textureOptions.wrap || CLAMP_TO_EDGE;\n }\n attachment = textures.createTexture(gl, textureOptions);\n }\n }\n if (helper.isRenderbuffer(gl, attachment)) {\n gl.framebufferRenderbuffer(target, attachmentPoint, RENDERBUFFER, attachment);\n } else if (helper.isTexture(gl, attachment)) {\n if (attachmentOptions.layer !== undefined) {\n gl.framebufferTextureLayer(\n target,\n attachmentPoint,\n attachment,\n attachmentOptions.level || 0,\n attachmentOptions.layer);\n } else {\n gl.framebufferTexture2D(\n target,\n attachmentPoint,\n attachmentOptions.texTarget || TEXTURE_2D,\n attachment,\n attachmentOptions.level || 0);\n }\n } else {\n throw new Error('unknown attachment type');\n }\n framebufferInfo.attachments.push(attachment);\n });\n return framebufferInfo;\n}\n\n/**\n * Resizes the attachments of a framebuffer.\n *\n * You need to pass in the same `attachments` as you passed in {@link module:twgl.createFramebufferInfo}\n * because TWGL has no idea the format/type of each attachment.\n *\n * The simplest usage\n *\n * // create an RGBA/UNSIGNED_BYTE texture and DEPTH_STENCIL renderbuffer\n * const fbi = twgl.createFramebufferInfo(gl);\n *\n * ...\n *\n * function render() {\n * if (twgl.resizeCanvasToDisplaySize(gl.canvas)) {\n * // resize the attachments\n * twgl.resizeFramebufferInfo(gl, fbi);\n * }\n *\n * More complex usage\n *\n * // create an RGB565 renderbuffer and a STENCIL_INDEX8 renderbuffer\n * const attachments = [\n * { format: RGB565, mag: NEAREST },\n * { format: STENCIL_INDEX8 },\n * ]\n * const fbi = twgl.createFramebufferInfo(gl, attachments);\n *\n * ...\n *\n * function render() {\n * if (twgl.resizeCanvasToDisplaySize(gl.canvas)) {\n * // resize the attachments to match\n * twgl.resizeFramebufferInfo(gl, fbi, attachments);\n * }\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.FramebufferInfo} framebufferInfo a framebufferInfo as returned from {@link module:twgl.createFramebufferInfo}.\n * @param {module:twgl.AttachmentOptions[]} [attachments] the same attachments options as passed to {@link module:twgl.createFramebufferInfo}.\n * @param {number} [width] the width for the attachments. Default = size of drawingBuffer\n * @param {number} [height] the height for the attachments. Default = size of drawingBuffer\n * @memberOf module:twgl/framebuffers\n */\nfunction resizeFramebufferInfo(gl, framebufferInfo, attachments, width, height) {\n width = width || gl.drawingBufferWidth;\n height = height || gl.drawingBufferHeight;\n framebufferInfo.width = width;\n framebufferInfo.height = height;\n attachments = attachments || defaultAttachments;\n attachments.forEach(function(attachmentOptions, ndx) {\n const attachment = framebufferInfo.attachments[ndx];\n const format = attachmentOptions.format;\n if (helper.isRenderbuffer(gl, attachment)) {\n gl.bindRenderbuffer(RENDERBUFFER, attachment);\n gl.renderbufferStorage(RENDERBUFFER, format, width, height);\n } else if (helper.isTexture(gl, attachment)) {\n textures.resizeTexture(gl, attachment, attachmentOptions, width, height);\n } else {\n throw new Error('unknown attachment type');\n }\n });\n}\n\n/**\n * Binds a framebuffer\n *\n * This function pretty much solely exists because I spent hours\n * trying to figure out why something I wrote wasn't working only\n * to realize I forget to set the viewport dimensions.\n * My hope is this function will fix that.\n *\n * It is effectively the same as\n *\n * gl.bindFramebuffer(gl.FRAMEBUFFER, someFramebufferInfo.framebuffer);\n * gl.viewport(0, 0, someFramebufferInfo.width, someFramebufferInfo.height);\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.FramebufferInfo|null} [framebufferInfo] a framebufferInfo as returned from {@link module:twgl.createFramebufferInfo}.\n * If falsy will bind the canvas.\n * @param {number} [target] The target. If not passed `gl.FRAMEBUFFER` will be used.\n * @memberOf module:twgl/framebuffers\n */\n\nfunction bindFramebufferInfo(gl, framebufferInfo, target) {\n target = target || FRAMEBUFFER;\n if (framebufferInfo) {\n gl.bindFramebuffer(target, framebufferInfo.framebuffer);\n gl.viewport(0, 0, framebufferInfo.width, framebufferInfo.height);\n } else {\n gl.bindFramebuffer(target, null);\n gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);\n }\n}\n\nexport {\n bindFramebufferInfo,\n createFramebufferInfo,\n resizeFramebufferInfo,\n};\n\n\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/* eslint no-console: \"off\" */\n\n/**\n * Copy named properties\n *\n * @param {string[]} names names of properties to copy\n * @param {object} src object to copy properties from\n * @param {object} dst object to copy properties to\n * @private\n */\nfunction copyNamedProperties(names, src, dst) {\n names.forEach(function(name) {\n const value = src[name];\n if (value !== undefined) {\n dst[name] = value;\n }\n });\n}\n\n/**\n * Copies properties from source to dest only if a matching key is in dest\n *\n * @param {Object.} src the source\n * @param {Object.} dst the dest\n * @private\n */\nfunction copyExistingProperties(src, dst) {\n Object.keys(dst).forEach(function(key) {\n if (dst.hasOwnProperty(key) && src.hasOwnProperty(key)) { /* eslint no-prototype-builtins: 0 */\n dst[key] = src[key];\n }\n });\n}\n\nfunction error(...args) {\n console.error(...args);\n}\n\nfunction warn(...args) {\n console.warn(...args);\n}\n\nfunction isBuffer(gl, t) {\n return typeof WebGLBuffer !== 'undefined' && t instanceof WebGLBuffer;\n}\n\nfunction isRenderbuffer(gl, t) {\n return typeof WebGLRenderbuffer !== 'undefined' && t instanceof WebGLRenderbuffer;\n}\n\nfunction isShader(gl, t) {\n return typeof WebGLShader !== 'undefined' && t instanceof WebGLShader;\n}\n\nfunction isTexture(gl, t) {\n return typeof WebGLTexture !== 'undefined' && t instanceof WebGLTexture;\n}\n\nfunction isSampler(gl, t) {\n return typeof WebGLSampler !== 'undefined' && t instanceof WebGLSampler;\n}\n\nexport {\n copyExistingProperties,\n copyNamedProperties,\n error,\n warn,\n isBuffer,\n isRenderbuffer,\n isShader,\n isTexture,\n isSampler,\n};\n\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nimport * as utils from './utils.js';\nimport * as helper from './helper.js';\n\n/**\n * Low level shader program related functions\n *\n * You should generally not need to use these functions. They are provided\n * for those cases where you're doing something out of the ordinary\n * and you need lower level access.\n *\n * For backward compatibility they are available at both `twgl.programs` and `twgl`\n * itself\n *\n * See {@link module:twgl} for core functions\n *\n * @module twgl/programs\n */\n\nconst error = helper.error;\nconst warn = helper.warn;\nfunction getElementById(id) {\n return (typeof document !== 'undefined' && document.getElementById)\n ? document.getElementById(id)\n : null;\n}\n\nconst TEXTURE0 = 0x84c0;\nconst DYNAMIC_DRAW = 0x88e8;\n\nconst ARRAY_BUFFER = 0x8892;\nconst ELEMENT_ARRAY_BUFFER = 0x8893;\nconst UNIFORM_BUFFER = 0x8a11;\nconst TRANSFORM_FEEDBACK_BUFFER = 0x8c8e;\n\nconst TRANSFORM_FEEDBACK = 0x8e22;\n\nconst COMPILE_STATUS = 0x8b81;\nconst LINK_STATUS = 0x8b82;\nconst FRAGMENT_SHADER = 0x8b30;\nconst VERTEX_SHADER = 0x8b31;\nconst SEPARATE_ATTRIBS = 0x8c8d;\n\nconst ACTIVE_UNIFORMS = 0x8b86;\nconst ACTIVE_ATTRIBUTES = 0x8b89;\nconst TRANSFORM_FEEDBACK_VARYINGS = 0x8c83;\nconst ACTIVE_UNIFORM_BLOCKS = 0x8a36;\nconst UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = 0x8a44;\nconst UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = 0x8a46;\nconst UNIFORM_BLOCK_DATA_SIZE = 0x8a40;\nconst UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = 0x8a43;\n\nconst FLOAT = 0x1406;\nconst FLOAT_VEC2 = 0x8B50;\nconst FLOAT_VEC3 = 0x8B51;\nconst FLOAT_VEC4 = 0x8B52;\nconst INT = 0x1404;\nconst INT_VEC2 = 0x8B53;\nconst INT_VEC3 = 0x8B54;\nconst INT_VEC4 = 0x8B55;\nconst BOOL = 0x8B56;\nconst BOOL_VEC2 = 0x8B57;\nconst BOOL_VEC3 = 0x8B58;\nconst BOOL_VEC4 = 0x8B59;\nconst FLOAT_MAT2 = 0x8B5A;\nconst FLOAT_MAT3 = 0x8B5B;\nconst FLOAT_MAT4 = 0x8B5C;\nconst SAMPLER_2D = 0x8B5E;\nconst SAMPLER_CUBE = 0x8B60;\nconst SAMPLER_3D = 0x8B5F;\nconst SAMPLER_2D_SHADOW = 0x8B62;\nconst FLOAT_MAT2x3 = 0x8B65;\nconst FLOAT_MAT2x4 = 0x8B66;\nconst FLOAT_MAT3x2 = 0x8B67;\nconst FLOAT_MAT3x4 = 0x8B68;\nconst FLOAT_MAT4x2 = 0x8B69;\nconst FLOAT_MAT4x3 = 0x8B6A;\nconst SAMPLER_2D_ARRAY = 0x8DC1;\nconst SAMPLER_2D_ARRAY_SHADOW = 0x8DC4;\nconst SAMPLER_CUBE_SHADOW = 0x8DC5;\nconst UNSIGNED_INT = 0x1405;\nconst UNSIGNED_INT_VEC2 = 0x8DC6;\nconst UNSIGNED_INT_VEC3 = 0x8DC7;\nconst UNSIGNED_INT_VEC4 = 0x8DC8;\nconst INT_SAMPLER_2D = 0x8DCA;\nconst INT_SAMPLER_3D = 0x8DCB;\nconst INT_SAMPLER_CUBE = 0x8DCC;\nconst INT_SAMPLER_2D_ARRAY = 0x8DCF;\nconst UNSIGNED_INT_SAMPLER_2D = 0x8DD2;\nconst UNSIGNED_INT_SAMPLER_3D = 0x8DD3;\nconst UNSIGNED_INT_SAMPLER_CUBE = 0x8DD4;\nconst UNSIGNED_INT_SAMPLER_2D_ARRAY = 0x8DD7;\n\nconst TEXTURE_2D = 0x0DE1;\nconst TEXTURE_CUBE_MAP = 0x8513;\nconst TEXTURE_3D = 0x806F;\nconst TEXTURE_2D_ARRAY = 0x8C1A;\n\nconst typeMap = {};\n\n/**\n * Returns the corresponding bind point for a given sampler type\n */\nfunction getBindPointForSamplerType(gl, type) {\n return typeMap[type].bindPoint;\n}\n\n// This kind of sucks! If you could compose functions as in `var fn = gl[name];`\n// this code could be a lot smaller but that is sadly really slow (T_T)\n\nfunction floatSetter(gl, location) {\n return function(v) {\n gl.uniform1f(location, v);\n };\n}\n\nfunction floatArraySetter(gl, location) {\n return function(v) {\n gl.uniform1fv(location, v);\n };\n}\n\nfunction floatVec2Setter(gl, location) {\n return function(v) {\n gl.uniform2fv(location, v);\n };\n}\n\nfunction floatVec3Setter(gl, location) {\n return function(v) {\n gl.uniform3fv(location, v);\n };\n}\n\nfunction floatVec4Setter(gl, location) {\n return function(v) {\n gl.uniform4fv(location, v);\n };\n}\n\nfunction intSetter(gl, location) {\n return function(v) {\n gl.uniform1i(location, v);\n };\n}\n\nfunction intArraySetter(gl, location) {\n return function(v) {\n gl.uniform1iv(location, v);\n };\n}\n\nfunction intVec2Setter(gl, location) {\n return function(v) {\n gl.uniform2iv(location, v);\n };\n}\n\nfunction intVec3Setter(gl, location) {\n return function(v) {\n gl.uniform3iv(location, v);\n };\n}\n\nfunction intVec4Setter(gl, location) {\n return function(v) {\n gl.uniform4iv(location, v);\n };\n}\n\nfunction uintSetter(gl, location) {\n return function(v) {\n gl.uniform1ui(location, v);\n };\n}\n\nfunction uintArraySetter(gl, location) {\n return function(v) {\n gl.uniform1uiv(location, v);\n };\n}\n\nfunction uintVec2Setter(gl, location) {\n return function(v) {\n gl.uniform2uiv(location, v);\n };\n}\n\nfunction uintVec3Setter(gl, location) {\n return function(v) {\n gl.uniform3uiv(location, v);\n };\n}\n\nfunction uintVec4Setter(gl, location) {\n return function(v) {\n gl.uniform4uiv(location, v);\n };\n}\n\nfunction floatMat2Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix2fv(location, false, v);\n };\n}\n\nfunction floatMat3Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix3fv(location, false, v);\n };\n}\n\nfunction floatMat4Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix4fv(location, false, v);\n };\n}\n\nfunction floatMat23Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix2x3fv(location, false, v);\n };\n}\n\nfunction floatMat32Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix3x2fv(location, false, v);\n };\n}\n\nfunction floatMat24Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix2x4fv(location, false, v);\n };\n}\n\nfunction floatMat42Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix4x2fv(location, false, v);\n };\n}\n\nfunction floatMat34Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix3x4fv(location, false, v);\n };\n}\n\nfunction floatMat43Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix4x3fv(location, false, v);\n };\n}\n\nfunction samplerSetter(gl, type, unit, location) {\n const bindPoint = getBindPointForSamplerType(gl, type);\n return utils.isWebGL2(gl) ? function(textureOrPair) {\n let texture;\n let sampler;\n if (helper.isTexture(gl, textureOrPair)) {\n texture = textureOrPair;\n sampler = null;\n } else {\n texture = textureOrPair.texture;\n sampler = textureOrPair.sampler;\n }\n gl.uniform1i(location, unit);\n gl.activeTexture(TEXTURE0 + unit);\n gl.bindTexture(bindPoint, texture);\n gl.bindSampler(unit, sampler);\n } : function(texture) {\n gl.uniform1i(location, unit);\n gl.activeTexture(TEXTURE0 + unit);\n gl.bindTexture(bindPoint, texture);\n };\n}\n\nfunction samplerArraySetter(gl, type, unit, location, size) {\n const bindPoint = getBindPointForSamplerType(gl, type);\n const units = new Int32Array(size);\n for (let ii = 0; ii < size; ++ii) {\n units[ii] = unit + ii;\n }\n\n return utils.isWebGL2(gl) ? function(textures) {\n gl.uniform1iv(location, units);\n textures.forEach(function(textureOrPair, index) {\n gl.activeTexture(TEXTURE0 + units[index]);\n let texture;\n let sampler;\n if (helper.isTexture(gl, textureOrPair)) {\n texture = textureOrPair;\n sampler = null;\n } else {\n texture = textureOrPair.texture;\n sampler = textureOrPair.sampler;\n }\n gl.bindSampler(unit, sampler);\n gl.bindTexture(bindPoint, texture);\n });\n } : function(textures) {\n gl.uniform1iv(location, units);\n textures.forEach(function(texture, index) {\n gl.activeTexture(TEXTURE0 + units[index]);\n gl.bindTexture(bindPoint, texture);\n });\n };\n}\n\ntypeMap[FLOAT] = { Type: Float32Array, size: 4, setter: floatSetter, arraySetter: floatArraySetter, };\ntypeMap[FLOAT_VEC2] = { Type: Float32Array, size: 8, setter: floatVec2Setter, };\ntypeMap[FLOAT_VEC3] = { Type: Float32Array, size: 12, setter: floatVec3Setter, };\ntypeMap[FLOAT_VEC4] = { Type: Float32Array, size: 16, setter: floatVec4Setter, };\ntypeMap[INT] = { Type: Int32Array, size: 4, setter: intSetter, arraySetter: intArraySetter, };\ntypeMap[INT_VEC2] = { Type: Int32Array, size: 8, setter: intVec2Setter, };\ntypeMap[INT_VEC3] = { Type: Int32Array, size: 12, setter: intVec3Setter, };\ntypeMap[INT_VEC4] = { Type: Int32Array, size: 16, setter: intVec4Setter, };\ntypeMap[UNSIGNED_INT] = { Type: Uint32Array, size: 4, setter: uintSetter, arraySetter: uintArraySetter, };\ntypeMap[UNSIGNED_INT_VEC2] = { Type: Uint32Array, size: 8, setter: uintVec2Setter, };\ntypeMap[UNSIGNED_INT_VEC3] = { Type: Uint32Array, size: 12, setter: uintVec3Setter, };\ntypeMap[UNSIGNED_INT_VEC4] = { Type: Uint32Array, size: 16, setter: uintVec4Setter, };\ntypeMap[BOOL] = { Type: Uint32Array, size: 4, setter: intSetter, arraySetter: intArraySetter, };\ntypeMap[BOOL_VEC2] = { Type: Uint32Array, size: 8, setter: intVec2Setter, };\ntypeMap[BOOL_VEC3] = { Type: Uint32Array, size: 12, setter: intVec3Setter, };\ntypeMap[BOOL_VEC4] = { Type: Uint32Array, size: 16, setter: intVec4Setter, };\ntypeMap[FLOAT_MAT2] = { Type: Float32Array, size: 16, setter: floatMat2Setter, };\ntypeMap[FLOAT_MAT3] = { Type: Float32Array, size: 36, setter: floatMat3Setter, };\ntypeMap[FLOAT_MAT4] = { Type: Float32Array, size: 64, setter: floatMat4Setter, };\ntypeMap[FLOAT_MAT2x3] = { Type: Float32Array, size: 24, setter: floatMat23Setter, };\ntypeMap[FLOAT_MAT2x4] = { Type: Float32Array, size: 32, setter: floatMat24Setter, };\ntypeMap[FLOAT_MAT3x2] = { Type: Float32Array, size: 24, setter: floatMat32Setter, };\ntypeMap[FLOAT_MAT3x4] = { Type: Float32Array, size: 48, setter: floatMat34Setter, };\ntypeMap[FLOAT_MAT4x2] = { Type: Float32Array, size: 32, setter: floatMat42Setter, };\ntypeMap[FLOAT_MAT4x3] = { Type: Float32Array, size: 48, setter: floatMat43Setter, };\ntypeMap[SAMPLER_2D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D, };\ntypeMap[SAMPLER_CUBE] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_CUBE_MAP, };\ntypeMap[SAMPLER_3D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_3D, };\ntypeMap[SAMPLER_2D_SHADOW] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D, };\ntypeMap[SAMPLER_2D_ARRAY] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D_ARRAY, };\ntypeMap[SAMPLER_2D_ARRAY_SHADOW] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D_ARRAY, };\ntypeMap[SAMPLER_CUBE_SHADOW] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_CUBE_MAP, };\ntypeMap[INT_SAMPLER_2D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D, };\ntypeMap[INT_SAMPLER_3D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_3D, };\ntypeMap[INT_SAMPLER_CUBE] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_CUBE_MAP, };\ntypeMap[INT_SAMPLER_2D_ARRAY] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D_ARRAY, };\ntypeMap[UNSIGNED_INT_SAMPLER_2D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D, };\ntypeMap[UNSIGNED_INT_SAMPLER_3D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_3D, };\ntypeMap[UNSIGNED_INT_SAMPLER_CUBE] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_CUBE_MAP, };\ntypeMap[UNSIGNED_INT_SAMPLER_2D_ARRAY] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D_ARRAY, };\n\nfunction floatAttribSetter(gl, index) {\n return function(b) {\n if (b.value) {\n gl.disableVertexAttribArray(index);\n switch (b.value.length) {\n case 4:\n gl.vertexAttrib4fv(index, b.value);\n break;\n case 3:\n gl.vertexAttrib3fv(index, b.value);\n break;\n case 2:\n gl.vertexAttrib2fv(index, b.value);\n break;\n case 1:\n gl.vertexAttrib1fv(index, b.value);\n break;\n default:\n throw new Error('the length of a float constant value must be between 1 and 4!');\n }\n } else {\n gl.bindBuffer(ARRAY_BUFFER, b.buffer);\n gl.enableVertexAttribArray(index);\n gl.vertexAttribPointer(\n index, b.numComponents || b.size, b.type || FLOAT, b.normalize || false, b.stride || 0, b.offset || 0);\n if (b.divisor !== undefined) {\n gl.vertexAttribDivisor(index, b.divisor);\n }\n }\n };\n}\n\nfunction intAttribSetter(gl, index) {\n return function(b) {\n if (b.value) {\n gl.disableVertexAttribArray(index);\n if (b.value.length === 4) {\n gl.vertexAttrib4iv(index, b.value);\n } else {\n throw new Error('The length of an integer constant value must be 4!');\n }\n } else {\n gl.bindBuffer(ARRAY_BUFFER, b.buffer);\n gl.enableVertexAttribArray(index);\n gl.vertexAttribIPointer(\n index, b.numComponents || b.size, b.type || INT, b.stride || 0, b.offset || 0);\n if (b.divisor !== undefined) {\n gl.vertexAttribDivisor(index, b.divisor);\n }\n }\n };\n}\n\nfunction uintAttribSetter(gl, index) {\n return function(b) {\n if (b.value) {\n gl.disableVertexAttribArray(index);\n if (b.value.length === 4) {\n gl.vertexAttrib4uiv(index, b.value);\n } else {\n throw new Error('The length of an unsigned integer constant value must be 4!');\n }\n } else {\n gl.bindBuffer(ARRAY_BUFFER, b.buffer);\n gl.enableVertexAttribArray(index);\n gl.vertexAttribIPointer(\n index, b.numComponents || b.size, b.type || UNSIGNED_INT, b.stride || 0, b.offset || 0);\n if (b.divisor !== undefined) {\n gl.vertexAttribDivisor(index, b.divisor);\n }\n }\n };\n}\n\nfunction matAttribSetter(gl, index, typeInfo) {\n const defaultSize = typeInfo.size;\n const count = typeInfo.count;\n\n return function(b) {\n gl.bindBuffer(ARRAY_BUFFER, b.buffer);\n const numComponents = b.size || b.numComponents || defaultSize;\n const size = numComponents / count;\n const type = b.type || FLOAT;\n const typeInfo = typeMap[type];\n const stride = typeInfo.size * numComponents;\n const normalize = b.normalize || false;\n const offset = b.offset || 0;\n const rowOffset = stride / count;\n for (let i = 0; i < count; ++i) {\n gl.enableVertexAttribArray(index + i);\n gl.vertexAttribPointer(\n index + i, size, type, normalize, stride, offset + rowOffset * i);\n if (b.divisor !== undefined) {\n gl.vertexAttribDivisor(index + i, b.divisor);\n }\n }\n };\n}\n\n\n\nconst attrTypeMap = {};\nattrTypeMap[FLOAT] = { size: 4, setter: floatAttribSetter, };\nattrTypeMap[FLOAT_VEC2] = { size: 8, setter: floatAttribSetter, };\nattrTypeMap[FLOAT_VEC3] = { size: 12, setter: floatAttribSetter, };\nattrTypeMap[FLOAT_VEC4] = { size: 16, setter: floatAttribSetter, };\nattrTypeMap[INT] = { size: 4, setter: intAttribSetter, };\nattrTypeMap[INT_VEC2] = { size: 8, setter: intAttribSetter, };\nattrTypeMap[INT_VEC3] = { size: 12, setter: intAttribSetter, };\nattrTypeMap[INT_VEC4] = { size: 16, setter: intAttribSetter, };\nattrTypeMap[UNSIGNED_INT] = { size: 4, setter: uintAttribSetter, };\nattrTypeMap[UNSIGNED_INT_VEC2] = { size: 8, setter: uintAttribSetter, };\nattrTypeMap[UNSIGNED_INT_VEC3] = { size: 12, setter: uintAttribSetter, };\nattrTypeMap[UNSIGNED_INT_VEC4] = { size: 16, setter: uintAttribSetter, };\nattrTypeMap[BOOL] = { size: 4, setter: intAttribSetter, };\nattrTypeMap[BOOL_VEC2] = { size: 8, setter: intAttribSetter, };\nattrTypeMap[BOOL_VEC3] = { size: 12, setter: intAttribSetter, };\nattrTypeMap[BOOL_VEC4] = { size: 16, setter: intAttribSetter, };\nattrTypeMap[FLOAT_MAT2] = { size: 4, setter: matAttribSetter, count: 2, };\nattrTypeMap[FLOAT_MAT3] = { size: 9, setter: matAttribSetter, count: 3, };\nattrTypeMap[FLOAT_MAT4] = { size: 16, setter: matAttribSetter, count: 4, };\n\n// make sure we don't see a global gl\nconst gl = undefined; /* eslint-disable-line */ /* lgtm [js/unused-local-variable] */\n\n/**\n * Error Callback\n * @callback ErrorCallback\n * @param {string} msg error message.\n * @param {number} [lineOffset] amount to add to line number\n * @memberOf module:twgl\n */\n\nfunction addLineNumbers(src, lineOffset) {\n lineOffset = lineOffset || 0;\n ++lineOffset;\n\n return src.split(\"\\n\").map(function(line, ndx) {\n return (ndx + lineOffset) + \": \" + line;\n }).join(\"\\n\");\n}\n\nconst spaceRE = /^[ \\t]*\\n/;\n\n/**\n * Loads a shader.\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {string} shaderSource The shader source.\n * @param {number} shaderType The type of shader.\n * @param {module:twgl.ErrorCallback} opt_errorCallback callback for errors.\n * @return {WebGLShader} The created shader.\n * @private\n */\nfunction loadShader(gl, shaderSource, shaderType, opt_errorCallback) {\n const errFn = opt_errorCallback || error;\n // Create the shader object\n const shader = gl.createShader(shaderType);\n\n // Remove the first end of line because WebGL 2.0 requires\n // #version 300 es\n // as the first line. No whitespace allowed before that line\n // so\n //\n // \n //\n // Has one line before it which is invalid according to GLSL ES 3.00\n //\n let lineOffset = 0;\n if (spaceRE.test(shaderSource)) {\n lineOffset = 1;\n shaderSource = shaderSource.replace(spaceRE, '');\n }\n\n // Load the shader source\n gl.shaderSource(shader, shaderSource);\n\n // Compile the shader\n gl.compileShader(shader);\n\n // Check the compile status\n const compiled = gl.getShaderParameter(shader, COMPILE_STATUS);\n if (!compiled) {\n // Something went wrong during compilation; get the error\n const lastError = gl.getShaderInfoLog(shader);\n errFn(addLineNumbers(shaderSource, lineOffset) + \"\\n*** Error compiling shader: \" + lastError);\n gl.deleteShader(shader);\n return null;\n }\n\n return shader;\n}\n\n/**\n * @typedef {Object} ProgramOptions\n * @property {function(string)} [errorCallback] callback for errors\n * @property {Object.} [attribLocations] a attribute name to location map\n * @property {(module:twgl.BufferInfo|Object.|string[])} [transformFeedbackVaryings] If passed\n * a BufferInfo will use the attribs names inside. If passed an object of AttribInfos will use the names from that object. Otherwise\n * you can pass an array of names.\n * @property {number} [transformFeedbackMode] the mode to pass `gl.transformFeedbackVaryings`. Defaults to `SEPARATE_ATTRIBS`.\n * @memberOf module:twgl\n */\n\n/**\n * Gets the program options based on all these optional arguments\n * @param {module:twgl.ProgramOptions|string[]} [opt_attribs] Options for the program or an array of attribs names. Locations will be assigned by index if not passed in\n * @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n * on error. If you want something else pass an callback. It's passed an error message.\n * @return {module:twgl.ProgramOptions} an instance of ProgramOptions based on the arguments passed in\n * @private\n */\nfunction getProgramOptions(opt_attribs, opt_locations, opt_errorCallback) {\n let transformFeedbackVaryings;\n let transformFeedbackMode;\n if (typeof opt_locations === 'function') {\n opt_errorCallback = opt_locations;\n opt_locations = undefined;\n }\n if (typeof opt_attribs === 'function') {\n opt_errorCallback = opt_attribs;\n opt_attribs = undefined;\n } else if (opt_attribs && !Array.isArray(opt_attribs)) {\n // If we have an errorCallback we can just return this object\n // Otherwise we need to construct one with default errorCallback\n if (opt_attribs.errorCallback) {\n return opt_attribs;\n }\n const opt = opt_attribs;\n opt_errorCallback = opt.errorCallback;\n opt_attribs = opt.attribLocations;\n transformFeedbackVaryings = opt.transformFeedbackVaryings;\n transformFeedbackMode = opt.transformFeedbackMode;\n }\n\n const options = {\n errorCallback: opt_errorCallback || error,\n transformFeedbackVaryings: transformFeedbackVaryings,\n transformFeedbackMode: transformFeedbackMode,\n };\n\n if (opt_attribs) {\n let attribLocations = {};\n if (Array.isArray(opt_attribs)) {\n opt_attribs.forEach(function(attrib, ndx) {\n attribLocations[attrib] = opt_locations ? opt_locations[ndx] : ndx;\n });\n } else {\n attribLocations = opt_attribs;\n }\n options.attribLocations = attribLocations;\n }\n\n return options;\n}\n\nconst defaultShaderType = [\n \"VERTEX_SHADER\",\n \"FRAGMENT_SHADER\",\n];\n\nfunction getShaderTypeFromScriptType(gl, scriptType) {\n if (scriptType.indexOf(\"frag\") >= 0) {\n return FRAGMENT_SHADER;\n } else if (scriptType.indexOf(\"vert\") >= 0) {\n return VERTEX_SHADER;\n }\n return undefined;\n}\n\nfunction deleteShaders(gl, shaders) {\n shaders.forEach(function(shader) {\n gl.deleteShader(shader);\n });\n}\n\n/**\n * Creates a program, attaches (and/or compiles) shaders, binds attrib locations, links the\n * program and calls useProgram.\n *\n * NOTE: There are 4 signatures for this function\n *\n * twgl.createProgram(gl, [vs, fs], options);\n * twgl.createProgram(gl, [vs, fs], opt_errFunc);\n * twgl.createProgram(gl, [vs, fs], opt_attribs, opt_errFunc);\n * twgl.createProgram(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {WebGLShader[]|string[]} shaders The shaders to attach, or element ids for their source, or strings that contain their source\n * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in\n * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n * on error. If you want something else pass an callback. It's passed an error message.\n * @return {WebGLProgram?} the created program or null if error.\n * @memberOf module:twgl/programs\n */\nfunction createProgram(\n gl, shaders, opt_attribs, opt_locations, opt_errorCallback) {\n const progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback);\n const realShaders = [];\n const newShaders = [];\n for (let ndx = 0; ndx < shaders.length; ++ndx) {\n let shader = shaders[ndx];\n if (typeof (shader) === 'string') {\n const elem = getElementById(shader);\n const src = elem ? elem.text : shader;\n let type = gl[defaultShaderType[ndx]];\n if (elem && elem.type) {\n type = getShaderTypeFromScriptType(gl, elem.type) || type;\n }\n shader = loadShader(gl, src, type, progOptions.errorCallback);\n newShaders.push(shader);\n }\n if (helper.isShader(gl, shader)) {\n realShaders.push(shader);\n }\n }\n\n if (realShaders.length !== shaders.length) {\n progOptions.errorCallback(\"not enough shaders for program\");\n deleteShaders(gl, newShaders);\n return null;\n }\n\n const program = gl.createProgram();\n realShaders.forEach(function(shader) {\n gl.attachShader(program, shader);\n });\n if (progOptions.attribLocations) {\n Object.keys(progOptions.attribLocations).forEach(function(attrib) {\n gl.bindAttribLocation(program, progOptions.attribLocations[attrib], attrib);\n });\n }\n let varyings = progOptions.transformFeedbackVaryings;\n if (varyings) {\n if (varyings.attribs) {\n varyings = varyings.attribs;\n }\n if (!Array.isArray(varyings)) {\n varyings = Object.keys(varyings);\n }\n gl.transformFeedbackVaryings(program, varyings, progOptions.transformFeedbackMode || SEPARATE_ATTRIBS);\n }\n gl.linkProgram(program);\n\n // Check the link status\n const linked = gl.getProgramParameter(program, LINK_STATUS);\n if (!linked) {\n // something went wrong with the link\n const lastError = gl.getProgramInfoLog(program);\n progOptions.errorCallback(\"Error in program linking:\" + lastError);\n\n gl.deleteProgram(program);\n deleteShaders(gl, newShaders);\n return null;\n }\n return program;\n}\n\n/**\n * Loads a shader from a script tag.\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {string} scriptId The id of the script tag.\n * @param {number} [opt_shaderType] The type of shader. If not passed in it will\n * be derived from the type of the script tag.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors.\n * @return {WebGLShader?} The created shader or null if error.\n * @private\n */\nfunction createShaderFromScript(\n gl, scriptId, opt_shaderType, opt_errorCallback) {\n let shaderSource = \"\";\n const shaderScript = getElementById(scriptId);\n if (!shaderScript) {\n throw new Error(`unknown script element: ${scriptId}`);\n }\n shaderSource = shaderScript.text;\n\n const shaderType = opt_shaderType || getShaderTypeFromScriptType(gl, shaderScript.type);\n if (!shaderType) {\n throw new Error('unknown shader type');\n }\n\n return loadShader(gl, shaderSource, shaderType, opt_errorCallback);\n}\n\n/**\n * Creates a program from 2 script tags.\n *\n * NOTE: There are 4 signatures for this function\n *\n * twgl.createProgramFromScripts(gl, [vs, fs], opt_options);\n * twgl.createProgramFromScripts(gl, [vs, fs], opt_errFunc);\n * twgl.createProgramFromScripts(gl, [vs, fs], opt_attribs, opt_errFunc);\n * twgl.createProgramFromScripts(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext\n * to use.\n * @param {string[]} shaderScriptIds Array of ids of the script\n * tags for the shaders. The first is assumed to be the\n * vertex shader, the second the fragment shader.\n * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in\n * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n * on error. If you want something else pass an callback. It's passed an error message.\n * @return {WebGLProgram?} the created program or null if error.\n * @memberOf module:twgl/programs\n */\nfunction createProgramFromScripts(\n gl, shaderScriptIds, opt_attribs, opt_locations, opt_errorCallback) {\n const progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback);\n const shaders = [];\n for (let ii = 0; ii < shaderScriptIds.length; ++ii) {\n const shader = createShaderFromScript(\n gl, shaderScriptIds[ii], gl[defaultShaderType[ii]], progOptions.errorCallback);\n if (!shader) {\n return null;\n }\n shaders.push(shader);\n }\n return createProgram(gl, shaders, progOptions);\n}\n\n/**\n * Creates a program from 2 sources.\n *\n * NOTE: There are 4 signatures for this function\n *\n * twgl.createProgramFromSource(gl, [vs, fs], opt_options);\n * twgl.createProgramFromSource(gl, [vs, fs], opt_errFunc);\n * twgl.createProgramFromSource(gl, [vs, fs], opt_attribs, opt_errFunc);\n * twgl.createProgramFromSource(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext\n * to use.\n * @param {string[]} shaderSources Array of sources for the\n * shaders. The first is assumed to be the vertex shader,\n * the second the fragment shader.\n * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in\n * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n * on error. If you want something else pass an callback. It's passed an error message.\n * @return {WebGLProgram?} the created program or null if error.\n * @memberOf module:twgl/programs\n */\nfunction createProgramFromSources(\n gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) {\n const progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback);\n const shaders = [];\n for (let ii = 0; ii < shaderSources.length; ++ii) {\n const shader = loadShader(\n gl, shaderSources[ii], gl[defaultShaderType[ii]], progOptions.errorCallback);\n if (!shader) {\n return null;\n }\n shaders.push(shader);\n }\n return createProgram(gl, shaders, progOptions);\n}\n\n/**\n * Returns true if attribute/uniform is a reserved/built in\n *\n * It makes no sense to me why GL returns these because it's\n * illegal to call `gl.getUniformLocation` and `gl.getAttribLocation`\n * with names that start with `gl_` (and `webgl_` in WebGL)\n *\n * I can only assume they are there because they might count\n * when computing the number of uniforms/attributes used when you want to\n * know if you are near the limit. That doesn't really make sense\n * to me but the fact that these get returned are in the spec.\n *\n * @param {WebGLActiveInfo} info As returned from `gl.getActiveUniform` or\n * `gl.getActiveAttrib`.\n * @return {bool} true if it's reserved\n * @private\n */\nfunction isBuiltIn(info) {\n const name = info.name;\n return name.startsWith(\"gl_\") || name.startsWith(\"webgl_\");\n}\n\n/**\n * Creates setter functions for all uniforms of a shader\n * program.\n *\n * @see {@link module:twgl.setUniforms}\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {WebGLProgram} program the program to create setters for.\n * @returns {Object.} an object with a setter by name for each uniform\n * @memberOf module:twgl/programs\n */\nfunction createUniformSetters(gl, program) {\n let textureUnit = 0;\n\n /**\n * Creates a setter for a uniform of the given program with it's\n * location embedded in the setter.\n * @param {WebGLProgram} program\n * @param {WebGLUniformInfo} uniformInfo\n * @returns {function} the created setter.\n */\n function createUniformSetter(program, uniformInfo) {\n const location = gl.getUniformLocation(program, uniformInfo.name);\n const isArray = (uniformInfo.size > 1 && uniformInfo.name.substr(-3) === \"[0]\");\n const type = uniformInfo.type;\n const typeInfo = typeMap[type];\n if (!typeInfo) {\n throw new Error(`unknown type: 0x${type.toString(16)}`); // we should never get here.\n }\n let setter;\n if (typeInfo.bindPoint) {\n // it's a sampler\n const unit = textureUnit;\n textureUnit += uniformInfo.size;\n if (isArray) {\n setter = typeInfo.arraySetter(gl, type, unit, location, uniformInfo.size);\n } else {\n setter = typeInfo.setter(gl, type, unit, location, uniformInfo.size);\n }\n } else {\n if (typeInfo.arraySetter && isArray) {\n setter = typeInfo.arraySetter(gl, location);\n } else {\n setter = typeInfo.setter(gl, location);\n }\n }\n setter.location = location;\n return setter;\n }\n\n const uniformSetters = { };\n const numUniforms = gl.getProgramParameter(program, ACTIVE_UNIFORMS);\n\n for (let ii = 0; ii < numUniforms; ++ii) {\n const uniformInfo = gl.getActiveUniform(program, ii);\n if (isBuiltIn(uniformInfo)) {\n continue;\n }\n let name = uniformInfo.name;\n // remove the array suffix.\n if (name.substr(-3) === \"[0]\") {\n name = name.substr(0, name.length - 3);\n }\n const setter = createUniformSetter(program, uniformInfo);\n uniformSetters[name] = setter;\n }\n return uniformSetters;\n}\n\n/**\n * @typedef {Object} TransformFeedbackInfo\n * @property {number} index index of transform feedback\n * @property {number} type GL type\n * @property {number} size 1 - 4\n * @memberOf module:twgl\n */\n\n/**\n * Create TransformFeedbackInfo for passing to bindTransformFeedbackInfo.\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {WebGLProgram} program an existing WebGLProgram.\n * @return {Object}\n * @memberOf module:twgl\n */\nfunction createTransformFeedbackInfo(gl, program) {\n const info = {};\n const numVaryings = gl.getProgramParameter(program, TRANSFORM_FEEDBACK_VARYINGS);\n for (let ii = 0; ii < numVaryings; ++ii) {\n const varying = gl.getTransformFeedbackVarying(program, ii);\n info[varying.name] = {\n index: ii,\n type: varying.type,\n size: varying.size,\n };\n }\n return info;\n}\n\n/**\n * Binds buffers for transform feedback.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {(module:twgl.ProgramInfo|Object)} transformFeedbackInfo A ProgramInfo or TransformFeedbackInfo.\n * @param {(module:twgl.BufferInfo|Object)} [bufferInfo] A BufferInfo or set of AttribInfos.\n * @memberOf module:twgl\n */\nfunction bindTransformFeedbackInfo(gl, transformFeedbackInfo, bufferInfo) {\n if (transformFeedbackInfo.transformFeedbackInfo) {\n transformFeedbackInfo = transformFeedbackInfo.transformFeedbackInfo;\n }\n if (bufferInfo.attribs) {\n bufferInfo = bufferInfo.attribs;\n }\n for (const name in bufferInfo) {\n const varying = transformFeedbackInfo[name];\n if (varying) {\n const buf = bufferInfo[name];\n if (buf.offset) {\n gl.bindBufferRange(TRANSFORM_FEEDBACK_BUFFER, varying.index, buf.buffer, buf.offset, buf.size);\n } else {\n gl.bindBufferBase(TRANSFORM_FEEDBACK_BUFFER, varying.index, buf.buffer);\n }\n }\n }\n}\n\n/**\n * Creates a transform feedback and sets the buffers\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {module:twgl.ProgramInfo} programInfo A ProgramInfo as returned from {@link module:twgl.createProgramInfo}\n * @param {(module:twgl.BufferInfo|Object)} [bufferInfo] A BufferInfo or set of AttribInfos.\n * @return {WebGLTransformFeedback} the created transform feedback\n * @memberOf module:twgl\n */\nfunction createTransformFeedback(gl, programInfo, bufferInfo) {\n const tf = gl.createTransformFeedback();\n gl.bindTransformFeedback(TRANSFORM_FEEDBACK, tf);\n gl.useProgram(programInfo.program);\n bindTransformFeedbackInfo(gl, programInfo, bufferInfo);\n gl.bindTransformFeedback(TRANSFORM_FEEDBACK, null);\n return tf;\n}\n\n/**\n * @typedef {Object} UniformData\n * @property {number} type The WebGL type enum for this uniform\n * @property {number} size The number of elements for this uniform\n * @property {number} blockNdx The block index this uniform appears in\n * @property {number} offset The byte offset in the block for this uniform's value\n * @memberOf module:twgl\n */\n\n/**\n * The specification for one UniformBlockObject\n *\n * @typedef {Object} BlockSpec\n * @property {number} index The index of the block.\n * @property {number} size The size in bytes needed for the block\n * @property {number[]} uniformIndices The indices of the uniforms used by the block. These indices\n * correspond to entries in a UniformData array in the {@link module:twgl.UniformBlockSpec}.\n * @property {bool} usedByVertexShader Self explanatory\n * @property {bool} usedByFragmentShader Self explanatory\n * @property {bool} used Self explanatory\n * @memberOf module:twgl\n */\n\n/**\n * A `UniformBlockSpec` represents the data needed to create and bind\n * UniformBlockObjects for a given program\n *\n * @typedef {Object} UniformBlockSpec\n * @property {Object. blockSpecs The BlockSpec for each block by block name\n * @property {UniformData[]} uniformData An array of data for each uniform by uniform index.\n * @memberOf module:twgl\n */\n\n/**\n * Creates a UniformBlockSpec for the given program.\n *\n * A UniformBlockSpec represents the data needed to create and bind\n * UniformBlockObjects\n *\n * @param {WebGL2RenderingContext} gl A WebGL2 Rendering Context\n * @param {WebGLProgram} program A WebGLProgram for a successfully linked program\n * @return {module:twgl.UniformBlockSpec} The created UniformBlockSpec\n * @memberOf module:twgl/programs\n */\nfunction createUniformBlockSpecFromProgram(gl, program) {\n const numUniforms = gl.getProgramParameter(program, ACTIVE_UNIFORMS);\n const uniformData = [];\n const uniformIndices = [];\n\n for (let ii = 0; ii < numUniforms; ++ii) {\n uniformIndices.push(ii);\n uniformData.push({});\n const uniformInfo = gl.getActiveUniform(program, ii);\n if (isBuiltIn(uniformInfo)) {\n break;\n }\n // REMOVE [0]?\n uniformData[ii].name = uniformInfo.name;\n }\n\n [\n [ \"UNIFORM_TYPE\", \"type\" ],\n [ \"UNIFORM_SIZE\", \"size\" ], // num elements\n [ \"UNIFORM_BLOCK_INDEX\", \"blockNdx\" ],\n [ \"UNIFORM_OFFSET\", \"offset\", ],\n ].forEach(function(pair) {\n const pname = pair[0];\n const key = pair[1];\n gl.getActiveUniforms(program, uniformIndices, gl[pname]).forEach(function(value, ndx) {\n uniformData[ndx][key] = value;\n });\n });\n\n const blockSpecs = {};\n\n const numUniformBlocks = gl.getProgramParameter(program, ACTIVE_UNIFORM_BLOCKS);\n for (let ii = 0; ii < numUniformBlocks; ++ii) {\n const name = gl.getActiveUniformBlockName(program, ii);\n const blockSpec = {\n index: ii,\n usedByVertexShader: gl.getActiveUniformBlockParameter(program, ii, UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER),\n usedByFragmentShader: gl.getActiveUniformBlockParameter(program, ii, UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER),\n size: gl.getActiveUniformBlockParameter(program, ii, UNIFORM_BLOCK_DATA_SIZE),\n uniformIndices: gl.getActiveUniformBlockParameter(program, ii, UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES),\n };\n blockSpec.used = blockSpec.usedByVertexShader || blockSpec.usedByFragmentShader;\n blockSpecs[name] = blockSpec;\n }\n\n return {\n blockSpecs: blockSpecs,\n uniformData: uniformData,\n };\n}\n\nconst arraySuffixRE = /\\[\\d+\\]\\.$/; // better way to check?\n\n/**\n * Represents a UniformBlockObject including an ArrayBuffer with all the uniform values\n * and a corresponding WebGLBuffer to hold those values on the GPU\n *\n * @typedef {Object} UniformBlockInfo\n * @property {string} name The name of the block\n * @property {ArrayBuffer} array The array buffer that contains the uniform values\n * @property {Float32Array} asFloat A float view on the array buffer. This is useful\n * inspecting the contents of the buffer in the debugger.\n * @property {WebGLBuffer} buffer A WebGL buffer that will hold a copy of the uniform values for rendering.\n * @property {number} [offset] offset into buffer\n * @property {Object.} uniforms A uniform name to ArrayBufferView map.\n * each Uniform has a correctly typed `ArrayBufferView` into array at the correct offset\n * and length of that uniform. So for example a float uniform would have a 1 float `Float32Array`\n * view. A single mat4 would have a 16 element `Float32Array` view. An ivec2 would have an\n * `Int32Array` view, etc.\n * @memberOf module:twgl\n */\n\n/**\n * Creates a `UniformBlockInfo` for the specified block\n *\n * Note: **If the blockName matches no existing blocks a warning is printed to the console and a dummy\n * `UniformBlockInfo` is returned**. This is because when debugging GLSL\n * it is common to comment out large portions of a shader or for example set\n * the final output to a constant. When that happens blocks get optimized out.\n * If this function did not create dummy blocks your code would crash when debugging.\n *\n * @param {WebGL2RenderingContext} gl A WebGL2RenderingContext\n * @param {WebGLProgram} program A WebGLProgram\n * @param {module:twgl.UniformBlockSpec} uniformBlockSpec. A UniformBlockSpec as returned\n * from {@link module:twgl.createUniformBlockSpecFromProgram}.\n * @param {string} blockName The name of the block.\n * @return {module:twgl.UniformBlockInfo} The created UniformBlockInfo\n * @memberOf module:twgl/programs\n */\nfunction createUniformBlockInfoFromProgram(gl, program, uniformBlockSpec, blockName) {\n const blockSpecs = uniformBlockSpec.blockSpecs;\n const uniformData = uniformBlockSpec.uniformData;\n const blockSpec = blockSpecs[blockName];\n if (!blockSpec) {\n warn(\"no uniform block object named:\", blockName);\n return {\n name: blockName,\n uniforms: {},\n };\n }\n const array = new ArrayBuffer(blockSpec.size);\n const buffer = gl.createBuffer();\n const uniformBufferIndex = blockSpec.index;\n gl.bindBuffer(UNIFORM_BUFFER, buffer);\n gl.uniformBlockBinding(program, blockSpec.index, uniformBufferIndex);\n\n let prefix = blockName + \".\";\n if (arraySuffixRE.test(prefix)) {\n prefix = prefix.replace(arraySuffixRE, \".\");\n }\n const uniforms = {};\n blockSpec.uniformIndices.forEach(function(uniformNdx) {\n const data = uniformData[uniformNdx];\n const typeInfo = typeMap[data.type];\n const Type = typeInfo.Type;\n const length = data.size * typeInfo.size;\n let name = data.name;\n if (name.substr(0, prefix.length) === prefix) {\n name = name.substr(prefix.length);\n }\n uniforms[name] = new Type(array, data.offset, length / Type.BYTES_PER_ELEMENT);\n });\n return {\n name: blockName,\n array: array,\n asFloat: new Float32Array(array), // for debugging\n buffer: buffer,\n uniforms: uniforms,\n };\n}\n\n/**\n * Creates a `UniformBlockInfo` for the specified block\n *\n * Note: **If the blockName matches no existing blocks a warning is printed to the console and a dummy\n * `UniformBlockInfo` is returned**. This is because when debugging GLSL\n * it is common to comment out large portions of a shader or for example set\n * the final output to a constant. When that happens blocks get optimized out.\n * If this function did not create dummy blocks your code would crash when debugging.\n *\n * @param {WebGL2RenderingContext} gl A WebGL2RenderingContext\n * @param {module:twgl.ProgramInfo} programInfo a `ProgramInfo`\n * as returned from {@link module:twgl.createProgramInfo}\n * @param {string} blockName The name of the block.\n * @return {module:twgl.UniformBlockInfo} The created UniformBlockInfo\n * @memberOf module:twgl/programs\n */\nfunction createUniformBlockInfo(gl, programInfo, blockName) {\n return createUniformBlockInfoFromProgram(gl, programInfo.program, programInfo.uniformBlockSpec, blockName);\n}\n\n/**\n * Binds a uniform block to the matching uniform block point.\n * Matches by blocks by name so blocks must have the same name not just the same\n * structure.\n *\n * If you have changed any values and you upload the values into the corresponding WebGLBuffer\n * call {@link module:twgl.setUniformBlock} instead.\n *\n * @param {WebGL2RenderingContext} gl A WebGL 2 rendering context.\n * @param {(module:twgl.ProgramInfo|module:twgl.UniformBlockSpec)} programInfo a `ProgramInfo`\n * as returned from {@link module:twgl.createProgramInfo} or or `UniformBlockSpec` as\n * returned from {@link module:twgl.createUniformBlockSpecFromProgram}.\n * @param {module:twgl.UniformBlockInfo} uniformBlockInfo a `UniformBlockInfo` as returned from\n * {@link module:twgl.createUniformBlockInfo}.\n * @return {bool} true if buffer was bound. If the programInfo has no block with the same block name\n * no buffer is bound.\n * @memberOf module:twgl/programs\n */\nfunction bindUniformBlock(gl, programInfo, uniformBlockInfo) {\n const uniformBlockSpec = programInfo.uniformBlockSpec || programInfo;\n const blockSpec = uniformBlockSpec.blockSpecs[uniformBlockInfo.name];\n if (blockSpec) {\n const bufferBindIndex = blockSpec.index;\n gl.bindBufferRange(UNIFORM_BUFFER, bufferBindIndex, uniformBlockInfo.buffer, uniformBlockInfo.offset || 0, uniformBlockInfo.array.byteLength);\n return true;\n }\n return false;\n}\n\n/**\n * Uploads the current uniform values to the corresponding WebGLBuffer\n * and binds that buffer to the program's corresponding bind point for the uniform block object.\n *\n * If you haven't changed any values and you only need to bind the uniform block object\n * call {@link module:twgl.bindUniformBlock} instead.\n *\n * @param {WebGL2RenderingContext} gl A WebGL 2 rendering context.\n * @param {(module:twgl.ProgramInfo|module:twgl.UniformBlockSpec)} programInfo a `ProgramInfo`\n * as returned from {@link module:twgl.createProgramInfo} or or `UniformBlockSpec` as\n * returned from {@link module:twgl.createUniformBlockSpecFromProgram}.\n * @param {module:twgl.UniformBlockInfo} uniformBlockInfo a `UniformBlockInfo` as returned from\n * {@link module:twgl.createUniformBlockInfo}.\n * @memberOf module:twgl/programs\n */\nfunction setUniformBlock(gl, programInfo, uniformBlockInfo) {\n if (bindUniformBlock(gl, programInfo, uniformBlockInfo)) {\n gl.bufferData(UNIFORM_BUFFER, uniformBlockInfo.array, DYNAMIC_DRAW);\n }\n}\n\n/**\n * Sets values of a uniform block object\n *\n * @param {module:twgl.UniformBlockInfo} uniformBlockInfo A UniformBlockInfo as returned by {@link module:twgl.createUniformBlockInfo}.\n * @param {Object.} values A uniform name to value map where the value is correct for the given\n * type of uniform. So for example given a block like\n *\n * uniform SomeBlock {\n * float someFloat;\n * vec2 someVec2;\n * vec3 someVec3Array[2];\n * int someInt;\n * }\n *\n * You can set the values of the uniform block with\n *\n * twgl.setBlockUniforms(someBlockInfo, {\n * someFloat: 12.3,\n * someVec2: [1, 2],\n * someVec3Array: [1, 2, 3, 4, 5, 6],\n * someInt: 5,\n * }\n *\n * Arrays can be JavaScript arrays or typed arrays\n *\n * Any name that doesn't match will be ignored\n * @memberOf module:twgl/programs\n */\nfunction setBlockUniforms(uniformBlockInfo, values) {\n const uniforms = uniformBlockInfo.uniforms;\n for (const name in values) {\n const array = uniforms[name];\n if (array) {\n const value = values[name];\n if (value.length) {\n array.set(value);\n } else {\n array[0] = value;\n }\n }\n }\n}\n\n/**\n * Set uniforms and binds related textures.\n *\n * example:\n *\n * const programInfo = createProgramInfo(\n * gl, [\"some-vs\", \"some-fs\"]);\n *\n * const tex1 = gl.createTexture();\n * const tex2 = gl.createTexture();\n *\n * ... assume we setup the textures with data ...\n *\n * const uniforms = {\n * u_someSampler: tex1,\n * u_someOtherSampler: tex2,\n * u_someColor: [1,0,0,1],\n * u_somePosition: [0,1,1],\n * u_someMatrix: [\n * 1,0,0,0,\n * 0,1,0,0,\n * 0,0,1,0,\n * 0,0,0,0,\n * ],\n * };\n *\n * gl.useProgram(program);\n *\n * This will automatically bind the textures AND set the\n * uniforms.\n *\n * twgl.setUniforms(programInfo, uniforms);\n *\n * For the example above it is equivalent to\n *\n * var texUnit = 0;\n * gl.activeTexture(gl.TEXTURE0 + texUnit);\n * gl.bindTexture(gl.TEXTURE_2D, tex1);\n * gl.uniform1i(u_someSamplerLocation, texUnit++);\n * gl.activeTexture(gl.TEXTURE0 + texUnit);\n * gl.bindTexture(gl.TEXTURE_2D, tex2);\n * gl.uniform1i(u_someSamplerLocation, texUnit++);\n * gl.uniform4fv(u_someColorLocation, [1, 0, 0, 1]);\n * gl.uniform3fv(u_somePositionLocation, [0, 1, 1]);\n * gl.uniformMatrix4fv(u_someMatrix, false, [\n * 1,0,0,0,\n * 0,1,0,0,\n * 0,0,1,0,\n * 0,0,0,0,\n * ]);\n *\n * Note it is perfectly reasonable to call `setUniforms` multiple times. For example\n *\n * const uniforms = {\n * u_someSampler: tex1,\n * u_someOtherSampler: tex2,\n * };\n *\n * const moreUniforms {\n * u_someColor: [1,0,0,1],\n * u_somePosition: [0,1,1],\n * u_someMatrix: [\n * 1,0,0,0,\n * 0,1,0,0,\n * 0,0,1,0,\n * 0,0,0,0,\n * ],\n * };\n *\n * twgl.setUniforms(programInfo, uniforms);\n * twgl.setUniforms(programInfo, moreUniforms);\n *\n * You can also add WebGLSamplers to uniform samplers as in\n *\n * const uniforms = {\n * u_someSampler: {\n * texture: someWebGLTexture,\n * sampler: someWebGLSampler,\n * },\n * };\n *\n * In which case both the sampler and texture will be bound to the\n * same unit.\n *\n * @param {(module:twgl.ProgramInfo|Object.)} setters a `ProgramInfo` as returned from `createProgramInfo` or the setters returned from\n * `createUniformSetters`.\n * @param {Object.} values an object with values for the\n * uniforms.\n * You can pass multiple objects by putting them in an array or by calling with more arguments.For example\n *\n * const sharedUniforms = {\n * u_fogNear: 10,\n * u_projection: ...\n * ...\n * };\n *\n * const localUniforms = {\n * u_world: ...\n * u_diffuseColor: ...\n * };\n *\n * twgl.setUniforms(programInfo, sharedUniforms, localUniforms);\n *\n * // is the same as\n *\n * twgl.setUniforms(programInfo, [sharedUniforms, localUniforms]);\n *\n * // is the same as\n *\n * twgl.setUniforms(programInfo, sharedUniforms);\n * twgl.setUniforms(programInfo, localUniforms};\n *\n * @memberOf module:twgl/programs\n */\nfunction setUniforms(setters, values) { // eslint-disable-line\n const actualSetters = setters.uniformSetters || setters;\n const numArgs = arguments.length;\n for (let aNdx = 1; aNdx < numArgs; ++aNdx) {\n const values = arguments[aNdx];\n if (Array.isArray(values)) {\n const numValues = values.length;\n for (let ii = 0; ii < numValues; ++ii) {\n setUniforms(actualSetters, values[ii]);\n }\n } else {\n for (const name in values) {\n const setter = actualSetters[name];\n if (setter) {\n setter(values[name]);\n }\n }\n }\n }\n}\n\n/**\n * Alias for `setUniforms`\n * @function\n * @param {(module:twgl.ProgramInfo|Object.)} setters a `ProgramInfo` as returned from `createProgramInfo` or the setters returned from\n * `createUniformSetters`.\n * @param {Object.} values an object with values for the\n * @memberOf module:twgl/programs\n */\nconst setUniformsAndBindTextures = setUniforms;\n\n/**\n * Creates setter functions for all attributes of a shader\n * program. You can pass this to {@link module:twgl.setBuffersAndAttributes} to set all your buffers and attributes.\n *\n * @see {@link module:twgl.setAttributes} for example\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {WebGLProgram} program the program to create setters for.\n * @return {Object.} an object with a setter for each attribute by name.\n * @memberOf module:twgl/programs\n */\nfunction createAttributeSetters(gl, program) {\n const attribSetters = {\n };\n\n const numAttribs = gl.getProgramParameter(program, ACTIVE_ATTRIBUTES);\n for (let ii = 0; ii < numAttribs; ++ii) {\n const attribInfo = gl.getActiveAttrib(program, ii);\n if (isBuiltIn(attribInfo)) {\n continue;\n }\n const index = gl.getAttribLocation(program, attribInfo.name);\n const typeInfo = attrTypeMap[attribInfo.type];\n const setter = typeInfo.setter(gl, index, typeInfo);\n setter.location = index;\n attribSetters[attribInfo.name] = setter;\n }\n\n return attribSetters;\n}\n\n/**\n * Sets attributes and binds buffers (deprecated... use {@link module:twgl.setBuffersAndAttributes})\n *\n * Example:\n *\n * const program = createProgramFromScripts(\n * gl, [\"some-vs\", \"some-fs\");\n *\n * const attribSetters = createAttributeSetters(program);\n *\n * const positionBuffer = gl.createBuffer();\n * const texcoordBuffer = gl.createBuffer();\n *\n * const attribs = {\n * a_position: {buffer: positionBuffer, numComponents: 3},\n * a_texcoord: {buffer: texcoordBuffer, numComponents: 2},\n * };\n *\n * gl.useProgram(program);\n *\n * This will automatically bind the buffers AND set the\n * attributes.\n *\n * setAttributes(attribSetters, attribs);\n *\n * Properties of attribs. For each attrib you can add\n * properties:\n *\n * * type: the type of data in the buffer. Default = gl.FLOAT\n * * normalize: whether or not to normalize the data. Default = false\n * * stride: the stride. Default = 0\n * * offset: offset into the buffer. Default = 0\n * * divisor: the divisor for instances. Default = undefined\n *\n * For example if you had 3 value float positions, 2 value\n * float texcoord and 4 value uint8 colors you'd setup your\n * attribs like this\n *\n * const attribs = {\n * a_position: {buffer: positionBuffer, numComponents: 3},\n * a_texcoord: {buffer: texcoordBuffer, numComponents: 2},\n * a_color: {\n * buffer: colorBuffer,\n * numComponents: 4,\n * type: gl.UNSIGNED_BYTE,\n * normalize: true,\n * },\n * };\n *\n * @param {Object.} setters Attribute setters as returned from createAttributeSetters\n * @param {Object.} buffers AttribInfos mapped by attribute name.\n * @memberOf module:twgl/programs\n * @deprecated use {@link module:twgl.setBuffersAndAttributes}\n */\nfunction setAttributes(setters, buffers) {\n for (const name in buffers) {\n const setter = setters[name];\n if (setter) {\n setter(buffers[name]);\n }\n }\n}\n\n/**\n * Sets attributes and buffers including the `ELEMENT_ARRAY_BUFFER` if appropriate\n *\n * Example:\n *\n * const programInfo = createProgramInfo(\n * gl, [\"some-vs\", \"some-fs\");\n *\n * const arrays = {\n * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },\n * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },\n * };\n *\n * const bufferInfo = createBufferInfoFromArrays(gl, arrays);\n *\n * gl.useProgram(programInfo.program);\n *\n * This will automatically bind the buffers AND set the\n * attributes.\n *\n * setBuffersAndAttributes(gl, programInfo, bufferInfo);\n *\n * For the example above it is equivalent to\n *\n * gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);\n * gl.enableVertexAttribArray(a_positionLocation);\n * gl.vertexAttribPointer(a_positionLocation, 3, gl.FLOAT, false, 0, 0);\n * gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);\n * gl.enableVertexAttribArray(a_texcoordLocation);\n * gl.vertexAttribPointer(a_texcoordLocation, 4, gl.FLOAT, false, 0, 0);\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext.\n * @param {(module:twgl.ProgramInfo|Object.)} setters A `ProgramInfo` as returned from {@link module:twgl.createProgramInfo} or Attribute setters as returned from {@link module:twgl.createAttributeSetters}\n * @param {(module:twgl.BufferInfo|module:twgl.VertexArrayInfo)} buffers a `BufferInfo` as returned from {@link module:twgl.createBufferInfoFromArrays}.\n * or a `VertexArrayInfo` as returned from {@link module:twgl.createVertexArrayInfo}\n * @memberOf module:twgl/programs\n */\nfunction setBuffersAndAttributes(gl, programInfo, buffers) {\n if (buffers.vertexArrayObject) {\n gl.bindVertexArray(buffers.vertexArrayObject);\n } else {\n setAttributes(programInfo.attribSetters || programInfo, buffers.attribs);\n if (buffers.indices) {\n gl.bindBuffer(ELEMENT_ARRAY_BUFFER, buffers.indices);\n }\n }\n}\n\n/**\n * @typedef {Object} ProgramInfo\n * @property {WebGLProgram} program A shader program\n * @property {Object} uniformSetters object of setters as returned from createUniformSetters,\n * @property {Object} attribSetters object of setters as returned from createAttribSetters,\n * @property {module:twgl.UniformBlockSpec} [uniformBlockSpace] a uniform block spec for making UniformBlockInfos with createUniformBlockInfo etc..\n * @property {Object} [transformFeedbackInfo] info for transform feedbacks\n * @memberOf module:twgl\n */\n\n/**\n * Creates a ProgramInfo from an existing program.\n *\n * A ProgramInfo contains\n *\n * programInfo = {\n * program: WebGLProgram,\n * uniformSetters: object of setters as returned from createUniformSetters,\n * attribSetters: object of setters as returned from createAttribSetters,\n * }\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext\n * to use.\n * @param {WebGLProgram} program an existing WebGLProgram.\n * @return {module:twgl.ProgramInfo} The created ProgramInfo.\n * @memberOf module:twgl/programs\n */\nfunction createProgramInfoFromProgram(gl, program) {\n const uniformSetters = createUniformSetters(gl, program);\n const attribSetters = createAttributeSetters(gl, program);\n const programInfo = {\n program: program,\n uniformSetters: uniformSetters,\n attribSetters: attribSetters,\n };\n\n if (utils.isWebGL2(gl)) {\n programInfo.uniformBlockSpec = createUniformBlockSpecFromProgram(gl, program);\n programInfo.transformFeedbackInfo = createTransformFeedbackInfo(gl, program);\n }\n\n return programInfo;\n}\n\n/**\n * Creates a ProgramInfo from 2 sources.\n *\n * A ProgramInfo contains\n *\n * programInfo = {\n * program: WebGLProgram,\n * uniformSetters: object of setters as returned from createUniformSetters,\n * attribSetters: object of setters as returned from createAttribSetters,\n * }\n *\n * NOTE: There are 4 signatures for this function\n *\n * twgl.createProgramInfo(gl, [vs, fs], options);\n * twgl.createProgramInfo(gl, [vs, fs], opt_errFunc);\n * twgl.createProgramInfo(gl, [vs, fs], opt_attribs, opt_errFunc);\n * twgl.createProgramInfo(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext\n * to use.\n * @param {string[]} shaderSources Array of sources for the\n * shaders or ids. The first is assumed to be the vertex shader,\n * the second the fragment shader.\n * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in\n * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n * on error. If you want something else pass an callback. It's passed an error message.\n * @return {module:twgl.ProgramInfo?} The created ProgramInfo or null if it failed to link or compile\n * @memberOf module:twgl/programs\n */\nfunction createProgramInfo(\n gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) {\n const progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback);\n let good = true;\n shaderSources = shaderSources.map(function(source) {\n // Lets assume if there is no \\n it's an id\n if (source.indexOf(\"\\n\") < 0) {\n const script = getElementById(source);\n if (!script) {\n progOptions.errorCallback(\"no element with id: \" + source);\n good = false;\n } else {\n source = script.text;\n }\n }\n return source;\n });\n if (!good) {\n return null;\n }\n const program = createProgramFromSources(gl, shaderSources, progOptions);\n if (!program) {\n return null;\n }\n return createProgramInfoFromProgram(gl, program);\n}\n\nexport {\n createAttributeSetters,\n\n createProgram,\n createProgramFromScripts,\n createProgramFromSources,\n createProgramInfo,\n createProgramInfoFromProgram,\n createUniformSetters,\n createUniformBlockSpecFromProgram,\n createUniformBlockInfoFromProgram,\n createUniformBlockInfo,\n\n createTransformFeedback,\n createTransformFeedbackInfo,\n bindTransformFeedbackInfo,\n\n setAttributes,\n setBuffersAndAttributes,\n setUniforms,\n setUniformsAndBindTextures,\n setUniformBlock,\n setBlockUniforms,\n bindUniformBlock,\n};\n\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nimport * as utils from './utils.js';\nimport * as typedArrays from './typedarrays.js';\nimport * as helper from './helper.js';\n\n/**\n * Low level texture related functions\n *\n * You should generally not need to use these functions. They are provided\n * for those cases where you're doing something out of the ordinary\n * and you need lower level access.\n *\n * For backward compatibility they are available at both `twgl.textures` and `twgl`\n * itself\n *\n * See {@link module:twgl} for core functions\n *\n * @module twgl/textures\n */\n\n// make sure we don't see a global gl\nconst gl = undefined; /* eslint-disable-line */ /* lgtm [js/unused-local-variable] */\nconst defaults = {\n textureColor: new Uint8Array([128, 192, 255, 255]),\n textureOptions: {},\n crossOrigin: undefined,\n};\nconst isArrayBuffer = typedArrays.isArrayBuffer;\n\n// Should we make this on demand?\nlet s_ctx;\nfunction getShared2DContext() {\n s_ctx = s_ctx ||\n ((typeof document !== 'undefined' && document.createElement)\n ? document.createElement(\"canvas\").getContext(\"2d\")\n : null);\n return s_ctx;\n}\n\n// NOTE: Chrome supports 2D canvas in a Worker (behind flag as of v64 but\n// not only does Firefox NOT support it but Firefox freezes immediately\n// if you try to create one instead of just returning null and continuing.\n// : (global.OffscreenCanvas && (new global.OffscreenCanvas(1, 1)).getContext(\"2d\")); // OffscreenCanvas may not support 2d\n\n// NOTE: We can maybe remove some of the need for the 2d canvas. In WebGL2\n// we can use the various unpack settings. Otherwise we could try using\n// the ability of an ImageBitmap to be cut. Unfortunately cutting an ImageBitmap\n// is async and the current TWGL code expects a non-Async result though that\n// might not be a problem. ImageBitmap though is not available in Edge or Safari\n// as of 2018-01-02\n\n/* PixelFormat */\nconst ALPHA = 0x1906;\nconst RGB = 0x1907;\nconst RGBA = 0x1908;\nconst LUMINANCE = 0x1909;\nconst LUMINANCE_ALPHA = 0x190A;\nconst DEPTH_COMPONENT = 0x1902;\nconst DEPTH_STENCIL = 0x84F9;\n\n/* TextureWrapMode */\n// const REPEAT = 0x2901;\n// const MIRRORED_REPEAT = 0x8370;\nconst CLAMP_TO_EDGE = 0x812f;\n\n/* TextureMagFilter */\nconst NEAREST = 0x2600;\nconst LINEAR = 0x2601;\n\n/* TextureMinFilter */\n// const NEAREST_MIPMAP_NEAREST = 0x2700;\n// const LINEAR_MIPMAP_NEAREST = 0x2701;\n// const NEAREST_MIPMAP_LINEAR = 0x2702;\n// const LINEAR_MIPMAP_LINEAR = 0x2703;\n\n/* Texture Target */\nconst TEXTURE_2D = 0x0de1;\nconst TEXTURE_CUBE_MAP = 0x8513;\nconst TEXTURE_3D = 0x806f;\nconst TEXTURE_2D_ARRAY = 0x8c1a;\n\n/* Cubemap Targets */\nconst TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515;\nconst TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516;\nconst TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517;\nconst TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518;\nconst TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519;\nconst TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851a;\n\n/* Texture Parameters */\nconst TEXTURE_MIN_FILTER = 0x2801;\nconst TEXTURE_MAG_FILTER = 0x2800;\nconst TEXTURE_WRAP_S = 0x2802;\nconst TEXTURE_WRAP_T = 0x2803;\nconst TEXTURE_WRAP_R = 0x8072;\nconst TEXTURE_MIN_LOD = 0x813a;\nconst TEXTURE_MAX_LOD = 0x813b;\nconst TEXTURE_BASE_LEVEL = 0x813c;\nconst TEXTURE_MAX_LEVEL = 0x813d;\n\n\n/* Pixel store */\nconst UNPACK_ALIGNMENT = 0x0cf5;\nconst UNPACK_ROW_LENGTH = 0x0cf2;\nconst UNPACK_IMAGE_HEIGHT = 0x806e;\nconst UNPACK_SKIP_PIXELS = 0x0cf4;\nconst UNPACK_SKIP_ROWS = 0x0cf3;\nconst UNPACK_SKIP_IMAGES = 0x806d;\nconst UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243;\nconst UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241;\nconst UNPACK_FLIP_Y_WEBGL = 0x9240;\n\nconst R8 = 0x8229;\nconst R8_SNORM = 0x8F94;\nconst R16F = 0x822D;\nconst R32F = 0x822E;\nconst R8UI = 0x8232;\nconst R8I = 0x8231;\nconst RG16UI = 0x823A;\nconst RG16I = 0x8239;\nconst RG32UI = 0x823C;\nconst RG32I = 0x823B;\nconst RG8 = 0x822B;\nconst RG8_SNORM = 0x8F95;\nconst RG16F = 0x822F;\nconst RG32F = 0x8230;\nconst RG8UI = 0x8238;\nconst RG8I = 0x8237;\nconst R16UI = 0x8234;\nconst R16I = 0x8233;\nconst R32UI = 0x8236;\nconst R32I = 0x8235;\nconst RGB8 = 0x8051;\nconst SRGB8 = 0x8C41;\nconst RGB565 = 0x8D62;\nconst RGB8_SNORM = 0x8F96;\nconst R11F_G11F_B10F = 0x8C3A;\nconst RGB9_E5 = 0x8C3D;\nconst RGB16F = 0x881B;\nconst RGB32F = 0x8815;\nconst RGB8UI = 0x8D7D;\nconst RGB8I = 0x8D8F;\nconst RGB16UI = 0x8D77;\nconst RGB16I = 0x8D89;\nconst RGB32UI = 0x8D71;\nconst RGB32I = 0x8D83;\nconst RGBA8 = 0x8058;\nconst SRGB8_ALPHA8 = 0x8C43;\nconst RGBA8_SNORM = 0x8F97;\nconst RGB5_A1 = 0x8057;\nconst RGBA4 = 0x8056;\nconst RGB10_A2 = 0x8059;\nconst RGBA16F = 0x881A;\nconst RGBA32F = 0x8814;\nconst RGBA8UI = 0x8D7C;\nconst RGBA8I = 0x8D8E;\nconst RGB10_A2UI = 0x906F;\nconst RGBA16UI = 0x8D76;\nconst RGBA16I = 0x8D88;\nconst RGBA32I = 0x8D82;\nconst RGBA32UI = 0x8D70;\n\nconst DEPTH_COMPONENT16 = 0x81A5;\nconst DEPTH_COMPONENT24 = 0x81A6;\nconst DEPTH_COMPONENT32F = 0x8CAC;\nconst DEPTH32F_STENCIL8 = 0x8CAD;\nconst DEPTH24_STENCIL8 = 0x88F0;\n\n/* DataType */\nconst BYTE = 0x1400;\nconst UNSIGNED_BYTE = 0x1401;\nconst SHORT = 0x1402;\nconst UNSIGNED_SHORT = 0x1403;\nconst INT = 0x1404;\nconst UNSIGNED_INT = 0x1405;\nconst FLOAT = 0x1406;\nconst UNSIGNED_SHORT_4_4_4_4 = 0x8033;\nconst UNSIGNED_SHORT_5_5_5_1 = 0x8034;\nconst UNSIGNED_SHORT_5_6_5 = 0x8363;\nconst HALF_FLOAT = 0x140B;\nconst HALF_FLOAT_OES = 0x8D61; // Thanks Khronos for making this different >:(\nconst UNSIGNED_INT_2_10_10_10_REV = 0x8368;\nconst UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B;\nconst UNSIGNED_INT_5_9_9_9_REV = 0x8C3E;\nconst FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD;\nconst UNSIGNED_INT_24_8 = 0x84FA;\n\nconst RG = 0x8227;\nconst RG_INTEGER = 0x8228;\nconst RED = 0x1903;\nconst RED_INTEGER = 0x8D94;\nconst RGB_INTEGER = 0x8D98;\nconst RGBA_INTEGER = 0x8D99;\n\nconst formatInfo = {};\n{\n // NOTE: this is named `numColorComponents` vs `numComponents` so we can let Uglify mangle\n // the name.\n const f = formatInfo;\n f[ALPHA] = { numColorComponents: 1, };\n f[LUMINANCE] = { numColorComponents: 1, };\n f[LUMINANCE_ALPHA] = { numColorComponents: 2, };\n f[RGB] = { numColorComponents: 3, };\n f[RGBA] = { numColorComponents: 4, };\n f[RED] = { numColorComponents: 1, };\n f[RED_INTEGER] = { numColorComponents: 1, };\n f[RG] = { numColorComponents: 2, };\n f[RG_INTEGER] = { numColorComponents: 2, };\n f[RGB] = { numColorComponents: 3, };\n f[RGB_INTEGER] = { numColorComponents: 3, };\n f[RGBA] = { numColorComponents: 4, };\n f[RGBA_INTEGER] = { numColorComponents: 4, };\n f[DEPTH_COMPONENT] = { numColorComponents: 1, };\n f[DEPTH_STENCIL] = { numColorComponents: 2, };\n}\n\n/**\n * @typedef {Object} TextureFormatDetails\n * @property {number} textureFormat format to pass texImage2D and similar functions.\n * @property {boolean} colorRenderable true if you can render to this format of texture.\n * @property {boolean} textureFilterable true if you can filter the texture, false if you can ony use `NEAREST`.\n * @property {number[]} type Array of possible types you can pass to texImage2D and similar function\n * @property {Object.} bytesPerElementMap A map of types to bytes per element\n * @private\n */\n\nlet s_textureInternalFormatInfo;\nfunction getTextureInternalFormatInfo(internalFormat) {\n if (!s_textureInternalFormatInfo) {\n // NOTE: these properties need unique names so we can let Uglify mangle the name.\n const t = {};\n // unsized formats\n t[ALPHA] = { textureFormat: ALPHA, colorRenderable: true, textureFilterable: true, bytesPerElement: [1, 2, 2, 4], type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT], };\n t[LUMINANCE] = { textureFormat: LUMINANCE, colorRenderable: true, textureFilterable: true, bytesPerElement: [1, 2, 2, 4], type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT], };\n t[LUMINANCE_ALPHA] = { textureFormat: LUMINANCE_ALPHA, colorRenderable: true, textureFilterable: true, bytesPerElement: [2, 4, 4, 8], type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT], };\n t[RGB] = { textureFormat: RGB, colorRenderable: true, textureFilterable: true, bytesPerElement: [3, 6, 6, 12, 2], type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT, UNSIGNED_SHORT_5_6_5], };\n t[RGBA] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4, 8, 8, 16, 2, 2], type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT, UNSIGNED_SHORT_4_4_4_4, UNSIGNED_SHORT_5_5_5_1], };\n\n // sized formats\n t[R8] = { textureFormat: RED, colorRenderable: true, textureFilterable: true, bytesPerElement: [1], type: [UNSIGNED_BYTE], };\n t[R8_SNORM] = { textureFormat: RED, colorRenderable: false, textureFilterable: true, bytesPerElement: [1], type: [BYTE], };\n t[R16F] = { textureFormat: RED, colorRenderable: false, textureFilterable: true, bytesPerElement: [4, 2], type: [FLOAT, HALF_FLOAT], };\n t[R32F] = { textureFormat: RED, colorRenderable: false, textureFilterable: false, bytesPerElement: [4], type: [FLOAT], };\n t[R8UI] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [1], type: [UNSIGNED_BYTE], };\n t[R8I] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [1], type: [BYTE], };\n t[R16UI] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [UNSIGNED_SHORT], };\n t[R16I] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [SHORT], };\n t[R32UI] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_INT], };\n t[R32I] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [INT], };\n t[RG8] = { textureFormat: RG, colorRenderable: true, textureFilterable: true, bytesPerElement: [2], type: [UNSIGNED_BYTE], };\n t[RG8_SNORM] = { textureFormat: RG, colorRenderable: false, textureFilterable: true, bytesPerElement: [2], type: [BYTE], };\n t[RG16F] = { textureFormat: RG, colorRenderable: false, textureFilterable: true, bytesPerElement: [8, 4], type: [FLOAT, HALF_FLOAT], };\n t[RG32F] = { textureFormat: RG, colorRenderable: false, textureFilterable: false, bytesPerElement: [8], type: [FLOAT], };\n t[RG8UI] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [UNSIGNED_BYTE], };\n t[RG8I] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [BYTE], };\n t[RG16UI] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_SHORT], };\n t[RG16I] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [SHORT], };\n t[RG32UI] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [UNSIGNED_INT], };\n t[RG32I] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [INT], };\n t[RGB8] = { textureFormat: RGB, colorRenderable: true, textureFilterable: true, bytesPerElement: [3], type: [UNSIGNED_BYTE], };\n t[SRGB8] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [3], type: [UNSIGNED_BYTE], };\n t[RGB565] = { textureFormat: RGB, colorRenderable: true, textureFilterable: true, bytesPerElement: [3, 2], type: [UNSIGNED_BYTE, UNSIGNED_SHORT_5_6_5], };\n t[RGB8_SNORM] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [3], type: [BYTE], };\n t[R11F_G11F_B10F] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [12, 6, 4], type: [FLOAT, HALF_FLOAT, UNSIGNED_INT_10F_11F_11F_REV], };\n t[RGB9_E5] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [12, 6, 4], type: [FLOAT, HALF_FLOAT, UNSIGNED_INT_5_9_9_9_REV], };\n t[RGB16F] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [12, 6], type: [FLOAT, HALF_FLOAT], };\n t[RGB32F] = { textureFormat: RGB, colorRenderable: false, textureFilterable: false, bytesPerElement: [12], type: [FLOAT], };\n t[RGB8UI] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [3], type: [UNSIGNED_BYTE], };\n t[RGB8I] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [3], type: [BYTE], };\n t[RGB16UI] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [6], type: [UNSIGNED_SHORT], };\n t[RGB16I] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [6], type: [SHORT], };\n t[RGB32UI] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [12], type: [UNSIGNED_INT], };\n t[RGB32I] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [12], type: [INT], };\n t[RGBA8] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4], type: [UNSIGNED_BYTE], };\n t[SRGB8_ALPHA8] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4], type: [UNSIGNED_BYTE], };\n t[RGBA8_SNORM] = { textureFormat: RGBA, colorRenderable: false, textureFilterable: true, bytesPerElement: [4], type: [BYTE], };\n t[RGB5_A1] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4, 2, 4], type: [UNSIGNED_BYTE, UNSIGNED_SHORT_5_5_5_1, UNSIGNED_INT_2_10_10_10_REV], };\n t[RGBA4] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4, 2], type: [UNSIGNED_BYTE, UNSIGNED_SHORT_4_4_4_4], };\n t[RGB10_A2] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4], type: [UNSIGNED_INT_2_10_10_10_REV], };\n t[RGBA16F] = { textureFormat: RGBA, colorRenderable: false, textureFilterable: true, bytesPerElement: [16, 8], type: [FLOAT, HALF_FLOAT], };\n t[RGBA32F] = { textureFormat: RGBA, colorRenderable: false, textureFilterable: false, bytesPerElement: [16], type: [FLOAT], };\n t[RGBA8UI] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_BYTE], };\n t[RGBA8I] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [BYTE], };\n t[RGB10_A2UI] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_INT_2_10_10_10_REV], };\n t[RGBA16UI] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [UNSIGNED_SHORT], };\n t[RGBA16I] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [SHORT], };\n t[RGBA32I] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [16], type: [INT], };\n t[RGBA32UI] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [16], type: [UNSIGNED_INT], };\n // Sized Internal\n t[DEPTH_COMPONENT16] = { textureFormat: DEPTH_COMPONENT, colorRenderable: true, textureFilterable: false, bytesPerElement: [2, 4], type: [UNSIGNED_SHORT, UNSIGNED_INT], };\n t[DEPTH_COMPONENT24] = { textureFormat: DEPTH_COMPONENT, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_INT], };\n t[DEPTH_COMPONENT32F] = { textureFormat: DEPTH_COMPONENT, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [FLOAT], };\n t[DEPTH24_STENCIL8] = { textureFormat: DEPTH_STENCIL, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_INT_24_8], };\n t[DEPTH32F_STENCIL8] = { textureFormat: DEPTH_STENCIL, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [FLOAT_32_UNSIGNED_INT_24_8_REV], };\n\n Object.keys(t).forEach(function(internalFormat) {\n const info = t[internalFormat];\n info.bytesPerElementMap = {};\n info.bytesPerElement.forEach(function(bytesPerElement, ndx) {\n const type = info.type[ndx];\n info.bytesPerElementMap[type] = bytesPerElement;\n });\n });\n s_textureInternalFormatInfo = t;\n }\n return s_textureInternalFormatInfo[internalFormat];\n}\n\n/**\n * Gets the number of bytes per element for a given internalFormat / type\n * @param {number} internalFormat The internalFormat parameter from texImage2D etc..\n * @param {number} type The type parameter for texImage2D etc..\n * @return {number} the number of bytes per element for the given internalFormat, type combo\n * @memberOf module:twgl/textures\n */\nfunction getBytesPerElementForInternalFormat(internalFormat, type) {\n const info = getTextureInternalFormatInfo(internalFormat);\n if (!info) {\n throw \"unknown internal format\";\n }\n const bytesPerElement = info.bytesPerElementMap[type];\n if (bytesPerElement === undefined) {\n throw \"unknown internal format\";\n }\n return bytesPerElement;\n}\n\n/**\n * Info related to a specific texture internalFormat as returned\n * from {@link module:twgl/textures.getFormatAndTypeForInternalFormat}.\n *\n * @typedef {Object} TextureFormatInfo\n * @property {number} format Format to pass to texImage2D and related functions\n * @property {number} type Type to pass to texImage2D and related functions\n * @memberOf module:twgl/textures\n */\n\n/**\n * Gets the format and type for a given internalFormat\n *\n * @param {number} internalFormat The internal format\n * @return {module:twgl/textures.TextureFormatInfo} the corresponding format and type,\n * @memberOf module:twgl/textures\n */\nfunction getFormatAndTypeForInternalFormat(internalFormat) {\n const info = getTextureInternalFormatInfo(internalFormat);\n if (!info) {\n throw \"unknown internal format\";\n }\n return {\n format: info.textureFormat,\n type: info.type[0],\n };\n}\n\n/**\n * Returns true if value is power of 2\n * @param {number} value number to check.\n * @return true if value is power of 2\n * @private\n */\nfunction isPowerOf2(value) {\n return (value & (value - 1)) === 0;\n}\n\n/**\n * Gets whether or not we can generate mips for the given\n * internal format.\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {number} width The width parameter from texImage2D etc..\n * @param {number} height The height parameter from texImage2D etc..\n * @param {number} internalFormat The internalFormat parameter from texImage2D etc..\n * @return {boolean} true if we can generate mips\n * @memberOf module:twgl/textures\n */\nfunction canGenerateMipmap(gl, width, height, internalFormat) {\n if (!utils.isWebGL2(gl)) {\n return isPowerOf2(width) && isPowerOf2(height);\n }\n const info = getTextureInternalFormatInfo(internalFormat);\n if (!info) {\n throw \"unknown internal format\";\n }\n return info.colorRenderable && info.textureFilterable;\n}\n\n/**\n * Gets whether or not we can generate mips for the given format\n * @param {number} internalFormat The internalFormat parameter from texImage2D etc..\n * @return {boolean} true if we can generate mips\n * @memberOf module:twgl/textures\n */\nfunction canFilter(internalFormat) {\n const info = getTextureInternalFormatInfo(internalFormat);\n if (!info) {\n throw \"unknown internal format\";\n }\n return info.textureFilterable;\n}\n\n/**\n * Gets the number of components for a given image format.\n * @param {number} format the format.\n * @return {number} the number of components for the format.\n * @memberOf module:twgl/textures\n */\nfunction getNumComponentsForFormat(format) {\n const info = formatInfo[format];\n if (!info) {\n throw \"unknown format: \" + format;\n }\n return info.numColorComponents;\n}\n\n/**\n * Gets the texture type for a given array type.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @return {number} the gl texture type\n * @private\n */\nfunction getTextureTypeForArrayType(gl, src, defaultType) {\n if (isArrayBuffer(src)) {\n return typedArrays.getGLTypeForTypedArray(src);\n }\n return defaultType || UNSIGNED_BYTE;\n}\n\nfunction guessDimensions(gl, target, width, height, numElements) {\n if (numElements % 1 !== 0) {\n throw \"can't guess dimensions\";\n }\n if (!width && !height) {\n const size = Math.sqrt(numElements / (target === TEXTURE_CUBE_MAP ? 6 : 1));\n if (size % 1 === 0) {\n width = size;\n height = size;\n } else {\n width = numElements;\n height = 1;\n }\n } else if (!height) {\n height = numElements / width;\n if (height % 1) {\n throw \"can't guess dimensions\";\n }\n } else if (!width) {\n width = numElements / height;\n if (width % 1) {\n throw \"can't guess dimensions\";\n }\n }\n return {\n width: width,\n height: height,\n };\n}\n\n/**\n * Sets the default texture color.\n *\n * The default texture color is used when loading textures from\n * urls. Because the URL will be loaded async we'd like to be\n * able to use the texture immediately. By putting a 1x1 pixel\n * color in the texture we can start using the texture before\n * the URL has loaded.\n *\n * @param {number[]} color Array of 4 values in the range 0 to 1\n * @deprecated see {@link module:twgl.setDefaults}\n * @memberOf module:twgl/textures\n */\nfunction setDefaultTextureColor(color) {\n defaults.textureColor = new Uint8Array([color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255]);\n}\n\nfunction setDefaults(newDefaults) {\n helper.copyExistingProperties(newDefaults, defaults);\n if (newDefaults.textureColor) {\n setDefaultTextureColor(newDefaults.textureColor);\n }\n}\n\n/**\n * A function to generate the source for a texture.\n * @callback TextureFunc\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @param {module:twgl.TextureOptions} options the texture options\n * @return {*} Returns any of the things documented for `src` for {@link module:twgl.TextureOptions}.\n * @memberOf module:twgl\n */\n\n/**\n * Texture options passed to most texture functions. Each function will use whatever options\n * are appropriate for its needs. This lets you pass the same options to all functions.\n *\n * Note: A `TexImageSource` is defined in the WebGL spec as a `HTMLImageElement`, `HTMLVideoElement`,\n * `HTMLCanvasElement`, `ImageBitmap`, or `ImageData`.\n *\n * @typedef {Object} TextureOptions\n * @property {number} [target] the type of texture `gl.TEXTURE_2D` or `gl.TEXTURE_CUBE_MAP`. Defaults to `gl.TEXTURE_2D`.\n * @property {number} [level] the mip level to affect. Defaults to 0. Note, if set auto will be considered false unless explicitly set to true.\n * @property {number} [width] the width of the texture. Only used if src is an array or typed array or null.\n * @property {number} [height] the height of a texture. Only used if src is an array or typed array or null.\n * @property {number} [depth] the depth of a texture. Only used if src is an array or type array or null and target is `TEXTURE_3D` .\n * @property {number} [min] the min filter setting (eg. `gl.LINEAR`). Defaults to `gl.NEAREST_MIPMAP_LINEAR`\n * or if texture is not a power of 2 on both dimensions then defaults to `gl.LINEAR`.\n * @property {number} [mag] the mag filter setting (eg. `gl.LINEAR`). Defaults to `gl.LINEAR`\n * @property {number} [minMag] both the min and mag filter settings.\n * @property {number} [internalFormat] internal format for texture. Defaults to `gl.RGBA`\n * @property {number} [format] format for texture. Defaults to `gl.RGBA`.\n * @property {number} [type] type for texture. Defaults to `gl.UNSIGNED_BYTE` unless `src` is ArrayBufferView. If `src`\n * is ArrayBufferView defaults to type that matches ArrayBufferView type.\n * @property {number} [wrap] Texture wrapping for both S and T (and R if TEXTURE_3D or WebGLSampler). Defaults to `gl.REPEAT` for 2D unless src is WebGL1 and src not npot and `gl.CLAMP_TO_EDGE` for cube\n * @property {number} [wrapS] Texture wrapping for S. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`.\n * @property {number} [wrapT] Texture wrapping for T. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`.\n * @property {number} [wrapR] Texture wrapping for R. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`.\n * @property {number} [minLod] TEXTURE_MIN_LOD setting\n * @property {number} [maxLod] TEXTURE_MAX_LOD setting\n * @property {number} [baseLevel] TEXTURE_BASE_LEVEL setting\n * @property {number} [maxLevel] TEXTURE_MAX_LEVEL setting\n * @property {number} [unpackAlignment] The `gl.UNPACK_ALIGNMENT` used when uploading an array. Defaults to 1.\n * @property {number[]|ArrayBufferView} [color] Color to initialize this texture with if loading an image asynchronously.\n * The default use a blue 1x1 pixel texture. You can set another default by calling `twgl.setDefaults`\n * or you can set an individual texture's initial color by setting this property. Example: `[1, .5, .5, 1]` = pink\n * @property {number} [premultiplyAlpha] Whether or not to premultiply alpha. Defaults to whatever the current setting is.\n * This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override\n * the current setting for specific textures.\n * @property {number} [flipY] Whether or not to flip the texture vertically on upload. Defaults to whatever the current setting is.\n * This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override\n * the current setting for specific textures.\n * @property {number} [colorspaceConversion] Whether or not to let the browser do colorspace conversion of the texture on upload. Defaults to whatever the current setting is.\n * This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override\n * the current setting for specific textures.\n * @property {boolean} [auto] If `undefined` or `true`, in WebGL1, texture filtering is set automatically for non-power of 2 images and\n * mips are generated for power of 2 images. In WebGL2 mips are generated if they can be. Note: if `level` is set above\n * then then `auto` is assumed to be `false` unless explicity set to `true`.\n * @property {number[]} [cubeFaceOrder] The order that cube faces are pulled out of an img or set of images. The default is\n *\n * [gl.TEXTURE_CUBE_MAP_POSITIVE_X,\n * gl.TEXTURE_CUBE_MAP_NEGATIVE_X,\n * gl.TEXTURE_CUBE_MAP_POSITIVE_Y,\n * gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,\n * gl.TEXTURE_CUBE_MAP_POSITIVE_Z,\n * gl.TEXTURE_CUBE_MAP_NEGATIVE_Z]\n *\n * @property {(number[]|ArrayBufferView|TexImageSource|TexImageSource[]|string|string[]|module:twgl.TextureFunc)} [src] source for texture\n *\n * If `string` then it's assumed to be a URL to an image. The image will be downloaded async. A usable\n * 1x1 pixel texture will be returned immediately. The texture will be updated once the image has downloaded.\n * If `target` is `gl.TEXTURE_CUBE_MAP` will attempt to divide image into 6 square pieces. 1x6, 6x1, 3x2, 2x3.\n * The pieces will be uploaded in `cubeFaceOrder`\n *\n * If `string[]` or `TexImageSource[]` and target is `gl.TEXTURE_CUBE_MAP` then it must have 6 entries, one for each face of a cube map.\n *\n * If `string[]` or `TexImageSource[]` and target is `gl.TEXTURE_2D_ARRAY` then each entry is a slice of the a 2d array texture\n * and will be scaled to the specified width and height OR to the size of the first image that loads.\n *\n * If `TexImageSource` then it wil be used immediately to create the contents of the texture. Examples `HTMLImageElement`,\n * `HTMLCanvasElement`, `HTMLVideoElement`.\n *\n * If `number[]` or `ArrayBufferView` it's assumed to be data for a texture. If `width` or `height` is\n * not specified it is guessed as follows. First the number of elements is computed by `src.length / numComponents`\n * where `numComponents` is derived from `format`. If `target` is `gl.TEXTURE_CUBE_MAP` then `numElements` is divided\n * by 6. Then\n *\n * * If neither `width` nor `height` are specified and `sqrt(numElements)` is an integer then width and height\n * are set to `sqrt(numElements)`. Otherwise `width = numElements` and `height = 1`.\n *\n * * If only one of `width` or `height` is specified then the other equals `numElements / specifiedDimension`.\n *\n * If `number[]` will be converted to `type`.\n *\n * If `src` is a function it will be called with a `WebGLRenderingContext` and these options.\n * Whatever it returns is subject to these rules. So it can return a string url, an `HTMLElement`\n * an array etc...\n *\n * If `src` is undefined then an empty texture will be created of size `width` by `height`.\n *\n * @property {string} [crossOrigin] What to set the crossOrigin property of images when they are downloaded.\n * default: undefined. Also see {@link module:twgl.setDefaults}.\n *\n * @memberOf module:twgl\n */\n\n// NOTE: While querying GL is considered slow it's not remotely as slow\n// as uploading a texture. On top of that you're unlikely to call this in\n// a perf critical loop. Even if upload a texture every frame that's unlikely\n// to be more than 1 or 2 textures a frame. In other words, the benefits of\n// making the API easy to use outweigh any supposed perf benefits\n//\n// Also note I get that having one global of these is bad practice.\n// As long as it's used correctly it means no garbage which probably\n// doesn't matter when dealing with textures but old habits die hard.\nconst lastPackState = {};\n\n/**\n * Saves any packing state that will be set based on the options.\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @private\n */\nfunction savePackState(gl, options) {\n if (options.colorspaceConversion !== undefined) {\n lastPackState.colorspaceConversion = gl.getParameter(UNPACK_COLORSPACE_CONVERSION_WEBGL);\n gl.pixelStorei(UNPACK_COLORSPACE_CONVERSION_WEBGL, options.colorspaceConversion);\n }\n if (options.premultiplyAlpha !== undefined) {\n lastPackState.premultiplyAlpha = gl.getParameter(UNPACK_PREMULTIPLY_ALPHA_WEBGL);\n gl.pixelStorei(UNPACK_PREMULTIPLY_ALPHA_WEBGL, options.premultiplyAlpha);\n }\n if (options.flipY !== undefined) {\n lastPackState.flipY = gl.getParameter(UNPACK_FLIP_Y_WEBGL);\n gl.pixelStorei(UNPACK_FLIP_Y_WEBGL, options.flipY);\n }\n}\n\n/**\n * Restores any packing state that was set based on the options.\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @private\n */\nfunction restorePackState(gl, options) {\n if (options.colorspaceConversion !== undefined) {\n gl.pixelStorei(UNPACK_COLORSPACE_CONVERSION_WEBGL, lastPackState.colorspaceConversion);\n }\n if (options.premultiplyAlpha !== undefined) {\n gl.pixelStorei(UNPACK_PREMULTIPLY_ALPHA_WEBGL, lastPackState.premultiplyAlpha);\n }\n if (options.flipY !== undefined) {\n gl.pixelStorei(UNPACK_FLIP_Y_WEBGL, lastPackState.flipY);\n }\n}\n\n/**\n * Saves state related to data size\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @private\n */\nfunction saveSkipState(gl) {\n lastPackState.unpackAlignment = gl.getParameter(UNPACK_ALIGNMENT);\n if (utils.isWebGL2(gl)) {\n lastPackState.unpackRowLength = gl.getParameter(UNPACK_ROW_LENGTH);\n lastPackState.unpackImageHeight = gl.getParameter(UNPACK_IMAGE_HEIGHT);\n lastPackState.unpackSkipPixels = gl.getParameter(UNPACK_SKIP_PIXELS);\n lastPackState.unpackSkipRows = gl.getParameter(UNPACK_SKIP_ROWS);\n lastPackState.unpackSkipImages = gl.getParameter(UNPACK_SKIP_IMAGES);\n }\n}\n\n/**\n * Restores state related to data size\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @private\n */\nfunction restoreSkipState(gl) {\n gl.pixelStorei(UNPACK_ALIGNMENT, lastPackState.unpackAlignment);\n if (utils.isWebGL2(gl)) {\n gl.pixelStorei(UNPACK_ROW_LENGTH, lastPackState.unpackRowLength);\n gl.pixelStorei(UNPACK_IMAGE_HEIGHT, lastPackState.unpackImageHeight);\n gl.pixelStorei(UNPACK_SKIP_PIXELS, lastPackState.unpackSkipPixels);\n gl.pixelStorei(UNPACK_SKIP_ROWS, lastPackState.unpackSkipRows);\n gl.pixelStorei(UNPACK_SKIP_IMAGES, lastPackState.unpackSkipImages);\n }\n}\n\n\n/**\n * Sets the parameters of a texture or sampler\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {number|WebGLSampler} target texture target or sampler\n * @param {function()} parameteriFn texParameteri or samplerParameteri fn\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * This is often the same options you passed in when you created the texture.\n * @private\n */\nfunction setTextureSamplerParameters(gl, target, parameteriFn, options) {\n if (options.minMag) {\n parameteriFn.call(gl, target, TEXTURE_MIN_FILTER, options.minMag);\n parameteriFn.call(gl, target, TEXTURE_MAG_FILTER, options.minMag);\n }\n if (options.min) {\n parameteriFn.call(gl, target, TEXTURE_MIN_FILTER, options.min);\n }\n if (options.mag) {\n parameteriFn.call(gl, target, TEXTURE_MAG_FILTER, options.mag);\n }\n if (options.wrap) {\n parameteriFn.call(gl, target, TEXTURE_WRAP_S, options.wrap);\n parameteriFn.call(gl, target, TEXTURE_WRAP_T, options.wrap);\n if (target === TEXTURE_3D || helper.isSampler(gl, target)) {\n parameteriFn.call(gl, target, TEXTURE_WRAP_R, options.wrap);\n }\n }\n if (options.wrapR) {\n parameteriFn.call(gl, target, TEXTURE_WRAP_R, options.wrapR);\n }\n if (options.wrapS) {\n parameteriFn.call(gl, target, TEXTURE_WRAP_S, options.wrapS);\n }\n if (options.wrapT) {\n parameteriFn.call(gl, target, TEXTURE_WRAP_T, options.wrapT);\n }\n if (options.minLod) {\n parameteriFn.call(gl, target, TEXTURE_MIN_LOD, options.minLod);\n }\n if (options.maxLod) {\n parameteriFn.call(gl, target, TEXTURE_MAX_LOD, options.maxLod);\n }\n if (options.baseLevel) {\n parameteriFn.call(gl, target, TEXTURE_BASE_LEVEL, options.baseLevel);\n }\n if (options.maxLevel) {\n parameteriFn.call(gl, target, TEXTURE_MAX_LEVEL, options.maxLevel);\n }\n}\n\n/**\n * Sets the texture parameters of a texture.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * This is often the same options you passed in when you created the texture.\n * @memberOf module:twgl/textures\n */\nfunction setTextureParameters(gl, tex, options) {\n const target = options.target || TEXTURE_2D;\n gl.bindTexture(target, tex);\n setTextureSamplerParameters(gl, target, gl.texParameteri, options);\n}\n\n/**\n * Sets the sampler parameters of a sampler.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLSampler} sampler the WebGLSampler to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @memberOf module:twgl/textures\n */\nfunction setSamplerParameters(gl, sampler, options) {\n setTextureSamplerParameters(gl, sampler, gl.samplerParameteri, options);\n}\n\n/**\n * Creates a new sampler object and sets parameters.\n *\n * Example:\n *\n * const sampler = twgl.createSampler(gl, {\n * minMag: gl.NEAREST, // sets both TEXTURE_MIN_FILTER and TEXTURE_MAG_FILTER\n * wrap: gl.CLAMP_TO_NEAREST, // sets both TEXTURE_WRAP_S and TEXTURE_WRAP_T and TEXTURE_WRAP_R\n * });\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {Object.} options A object of TextureOptions one per sampler.\n * @return {Object.} the created samplers by name\n * @private\n */\nfunction createSampler(gl, options) {\n const sampler = gl.createSampler();\n setSamplerParameters(gl, sampler, options);\n return sampler;\n}\n\n/**\n * Creates a multiple sampler objects and sets parameters on each.\n *\n * Example:\n *\n * const samplers = twgl.createSamplers(gl, {\n * nearest: {\n * minMag: gl.NEAREST,\n * },\n * nearestClampS: {\n * minMag: gl.NEAREST,\n * wrapS: gl.CLAMP_TO_NEAREST,\n * },\n * linear: {\n * minMag: gl.LINEAR,\n * },\n * nearestClamp: {\n * minMag: gl.NEAREST,\n * wrap: gl.CLAMP_TO_EDGE,\n * },\n * linearClamp: {\n * minMag: gl.LINEAR,\n * wrap: gl.CLAMP_TO_EDGE,\n * },\n * linearClampT: {\n * minMag: gl.LINEAR,\n * wrapT: gl.CLAMP_TO_EDGE,\n * },\n * });\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set on the sampler\n * @private\n */\nfunction createSamplers(gl, samplerOptions) {\n const samplers = {};\n Object.keys(samplerOptions).forEach(function(name) {\n samplers[name] = createSampler(gl, samplerOptions[name]);\n });\n return samplers;\n}\n\n/**\n * Makes a 1x1 pixel\n * If no color is passed in uses the default color which can be set by calling `setDefaultTextureColor`.\n * @param {(number[]|ArrayBufferView)} [color] The color using 0-1 values\n * @return {Uint8Array} Unit8Array with color.\n * @private\n */\nfunction make1Pixel(color) {\n color = color || defaults.textureColor;\n if (isArrayBuffer(color)) {\n return color;\n }\n return new Uint8Array([color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255]);\n}\n\n/**\n * Sets filtering or generates mips for texture based on width or height\n * If width or height is not passed in uses `options.width` and//or `options.height`\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n * This is often the same options you passed in when you created the texture.\n * @param {number} [width] width of texture\n * @param {number} [height] height of texture\n * @param {number} [internalFormat] The internalFormat parameter from texImage2D etc..\n * @memberOf module:twgl/textures\n */\nfunction setTextureFilteringForSize(gl, tex, options, width, height, internalFormat) {\n options = options || defaults.textureOptions;\n internalFormat = internalFormat || RGBA;\n const target = options.target || TEXTURE_2D;\n width = width || options.width;\n height = height || options.height;\n gl.bindTexture(target, tex);\n if (canGenerateMipmap(gl, width, height, internalFormat)) {\n gl.generateMipmap(target);\n } else {\n const filtering = canFilter(internalFormat) ? LINEAR : NEAREST;\n gl.texParameteri(target, TEXTURE_MIN_FILTER, filtering);\n gl.texParameteri(target, TEXTURE_MAG_FILTER, filtering);\n gl.texParameteri(target, TEXTURE_WRAP_S, CLAMP_TO_EDGE);\n gl.texParameteri(target, TEXTURE_WRAP_T, CLAMP_TO_EDGE);\n }\n}\n\nfunction shouldAutomaticallySetTextureFilteringForSize(options) {\n return options.auto === true || (options.auto === undefined && options.level === undefined);\n}\n\n/**\n * Gets an array of cubemap face enums\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * This is often the same options you passed in when you created the texture.\n * @return {number[]} cubemap face enums\n * @private\n */\nfunction getCubeFaceOrder(gl, options) {\n options = options || {};\n return options.cubeFaceOrder || [\n TEXTURE_CUBE_MAP_POSITIVE_X,\n TEXTURE_CUBE_MAP_NEGATIVE_X,\n TEXTURE_CUBE_MAP_POSITIVE_Y,\n TEXTURE_CUBE_MAP_NEGATIVE_Y,\n TEXTURE_CUBE_MAP_POSITIVE_Z,\n TEXTURE_CUBE_MAP_NEGATIVE_Z,\n ];\n}\n\n/**\n * @typedef {Object} FaceInfo\n * @property {number} face gl enum for texImage2D\n * @property {number} ndx face index (0 - 5) into source data\n * @ignore\n */\n\n/**\n * Gets an array of FaceInfos\n * There's a bug in some NVidia drivers that will crash the driver if\n * `gl.TEXTURE_CUBE_MAP_POSITIVE_X` is not uploaded first. So, we take\n * the user's desired order from his faces to WebGL and make sure we\n * do the faces in WebGL order\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @return {FaceInfo[]} cubemap face infos. Arguably the `face` property of each element is redundant but\n * it's needed internally to sort the array of `ndx` properties by `face`.\n * @private\n */\nfunction getCubeFacesWithNdx(gl, options) {\n const faces = getCubeFaceOrder(gl, options);\n // work around bug in NVidia drivers. We have to upload the first face first else the driver crashes :(\n const facesWithNdx = faces.map(function(face, ndx) {\n return { face: face, ndx: ndx };\n });\n facesWithNdx.sort(function(a, b) {\n return a.face - b.face;\n });\n return facesWithNdx;\n}\n\n/**\n * Set a texture from the contents of an element. Will also set\n * texture filtering or generate mips based on the dimensions of the element\n * unless `options.auto === false`. If `target === gl.TEXTURE_CUBE_MAP` will\n * attempt to slice image into 1x6, 2x3, 3x2, or 6x1 images, one for each face.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {HTMLElement} element a canvas, img, or video element.\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n * This is often the same options you passed in when you created the texture.\n * @memberOf module:twgl/textures\n * @kind function\n */\nfunction setTextureFromElement(gl, tex, element, options) {\n options = options || defaults.textureOptions;\n const target = options.target || TEXTURE_2D;\n const level = options.level || 0;\n let width = element.width;\n let height = element.height;\n const internalFormat = options.internalFormat || options.format || RGBA;\n const formatType = getFormatAndTypeForInternalFormat(internalFormat);\n const format = options.format || formatType.format;\n const type = options.type || formatType.type;\n savePackState(gl, options);\n gl.bindTexture(target, tex);\n if (target === TEXTURE_CUBE_MAP) {\n // guess the parts\n const imgWidth = element.width;\n const imgHeight = element.height;\n let size;\n let slices;\n if (imgWidth / 6 === imgHeight) {\n // It's 6x1\n size = imgHeight;\n slices = [0, 0, 1, 0, 2, 0, 3, 0, 4, 0, 5, 0];\n } else if (imgHeight / 6 === imgWidth) {\n // It's 1x6\n size = imgWidth;\n slices = [0, 0, 0, 1, 0, 2, 0, 3, 0, 4, 0, 5];\n } else if (imgWidth / 3 === imgHeight / 2) {\n // It's 3x2\n size = imgWidth / 3;\n slices = [0, 0, 1, 0, 2, 0, 0, 1, 1, 1, 2, 1];\n } else if (imgWidth / 2 === imgHeight / 3) {\n // It's 2x3\n size = imgWidth / 2;\n slices = [0, 0, 1, 0, 0, 1, 1, 1, 0, 2, 1, 2];\n } else {\n throw \"can't figure out cube map from element: \" + (element.src ? element.src : element.nodeName);\n }\n const ctx = getShared2DContext();\n if (ctx) {\n ctx.canvas.width = size;\n ctx.canvas.height = size;\n width = size;\n height = size;\n getCubeFacesWithNdx(gl, options).forEach(function(f) {\n const xOffset = slices[f.ndx * 2 + 0] * size;\n const yOffset = slices[f.ndx * 2 + 1] * size;\n ctx.drawImage(element, xOffset, yOffset, size, size, 0, 0, size, size);\n gl.texImage2D(f.face, level, internalFormat, format, type, ctx.canvas);\n });\n // Free up the canvas memory\n ctx.canvas.width = 1;\n ctx.canvas.height = 1;\n } else if (typeof createImageBitmap !== 'undefined') {\n // NOTE: It seems like we should prefer ImageBitmap because unlike canvas it's\n // note lossy? (alpha is not premultiplied? although I'm not sure what\n width = size;\n height = size;\n getCubeFacesWithNdx(gl, options).forEach(function(f) {\n const xOffset = slices[f.ndx * 2 + 0] * size;\n const yOffset = slices[f.ndx * 2 + 1] * size;\n // We can't easily use a default texture color here as it would have to match\n // the type across all faces where as with a 2D one there's only one face\n // so we're replacing everything all at once. It also has to be the correct size.\n // On the other hand we need all faces to be the same size so as one face loads\n // the rest match else the texture will be un-renderable.\n gl.texImage2D(f.face, level, internalFormat, size, size, 0, format, type, null);\n createImageBitmap(element, xOffset, yOffset, size, size, {\n premultiplyAlpha: 'none',\n colorSpaceConversion: 'none',\n })\n .then(function(imageBitmap) {\n savePackState(gl, options);\n gl.bindTexture(target, tex);\n gl.texImage2D(f.face, level, internalFormat, format, type, imageBitmap);\n restorePackState(gl, options);\n if (shouldAutomaticallySetTextureFilteringForSize(options)) {\n setTextureFilteringForSize(gl, tex, options, width, height, internalFormat);\n }\n });\n });\n }\n } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {\n const smallest = Math.min(element.width, element.height);\n const largest = Math.max(element.width, element.height);\n const depth = largest / smallest;\n if (depth % 1 !== 0) {\n throw \"can not compute 3D dimensions of element\";\n }\n const xMult = element.width === largest ? 1 : 0;\n const yMult = element.height === largest ? 1 : 0;\n saveSkipState(gl);\n gl.pixelStorei(UNPACK_ALIGNMENT, 1);\n gl.pixelStorei(UNPACK_ROW_LENGTH, element.width);\n gl.pixelStorei(UNPACK_IMAGE_HEIGHT, 0);\n gl.pixelStorei(UNPACK_SKIP_IMAGES, 0);\n gl.texImage3D(target, level, internalFormat, smallest, smallest, smallest, 0, format, type, null);\n for (let d = 0; d < depth; ++d) {\n const srcX = d * smallest * xMult;\n const srcY = d * smallest * yMult;\n gl.pixelStorei(UNPACK_SKIP_PIXELS, srcX);\n gl.pixelStorei(UNPACK_SKIP_ROWS, srcY);\n gl.texSubImage3D(target, level, 0, 0, d, smallest, smallest, 1, format, type, element);\n }\n restoreSkipState(gl);\n } else {\n gl.texImage2D(target, level, internalFormat, format, type, element);\n }\n restorePackState(gl, options);\n if (shouldAutomaticallySetTextureFilteringForSize(options)) {\n setTextureFilteringForSize(gl, tex, options, width, height, internalFormat);\n }\n setTextureParameters(gl, tex, options);\n}\n\nfunction noop() {\n}\n\n/**\n * Checks whether the url's origin is the same so that we can set the `crossOrigin`\n * @param {string} url url to image\n * @returns {boolean} true if the window's origin is the same as image's url\n * @private\n */\nfunction urlIsSameOrigin(url) {\n if (typeof document !== 'undefined') {\n // for IE really\n const a = document.createElement('a');\n a.href = url;\n return a.hostname === location.hostname &&\n a.port === location.port &&\n a.protocol === location.protocol;\n } else {\n const localOrigin = (new URL(location.href)).origin;\n const urlOrigin = (new URL(url, location.href)).origin;\n return urlOrigin === localOrigin;\n }\n}\n\nfunction setToAnonymousIfUndefinedAndURLIsNotSameOrigin(url, crossOrigin) {\n return crossOrigin === undefined && !urlIsSameOrigin(url)\n ? 'anonymous'\n : crossOrigin;\n}\n\n/**\n * Loads an image\n * @param {string} url url to image\n * @param {string} crossOrigin\n * @param {function(err, img)} [callback] a callback that's passed an error and the image. The error will be non-null\n * if there was an error\n * @return {HTMLImageElement} the image being loaded.\n * @private\n */\nfunction loadImage(url, crossOrigin, callback) {\n callback = callback || noop;\n let img;\n crossOrigin = crossOrigin !== undefined ? crossOrigin : defaults.crossOrigin;\n crossOrigin = setToAnonymousIfUndefinedAndURLIsNotSameOrigin(url, crossOrigin);\n if (typeof Image !== 'undefined') {\n img = new Image();\n if (crossOrigin !== undefined) {\n img.crossOrigin = crossOrigin;\n }\n\n const clearEventHandlers = function clearEventHandlers() {\n img.removeEventListener('error', onError); // eslint-disable-line\n img.removeEventListener('load', onLoad); // eslint-disable-line\n img = null;\n };\n\n const onError = function onError() {\n const msg = \"couldn't load image: \" + url;\n helper.error(msg);\n callback(msg, img);\n clearEventHandlers();\n };\n\n const onLoad = function onLoad() {\n callback(null, img);\n clearEventHandlers();\n };\n\n img.addEventListener('error', onError);\n img.addEventListener('load', onLoad);\n img.src = url;\n return img;\n } else if (typeof ImageBitmap !== 'undefined') {\n let err;\n let bm;\n const cb = function cb() {\n callback(err, bm);\n };\n\n const options = {};\n if (crossOrigin) {\n options.mode = 'cors'; // TODO: not sure how to translate image.crossOrigin\n }\n fetch(url, options).then(function(response) {\n if (!response.ok) {\n throw response;\n }\n return response.blob();\n }).then(function(blob) {\n return createImageBitmap(blob, {\n premultiplyAlpha: 'none',\n colorSpaceConversion: 'none',\n });\n }).then(function(bitmap) {\n // not sure if this works. We don't want\n // to catch the user's error. So, call\n // the callback in a timeout so we're\n // not in this scope inside the promise.\n bm = bitmap;\n setTimeout(cb);\n }).catch(function(e) {\n err = e;\n setTimeout(cb);\n });\n img = null;\n }\n return img;\n}\n\n/**\n * check if object is a TexImageSource\n *\n * @param {Object} obj Object to test\n * @return {boolean} true if object is a TexImageSource\n * @private\n */\nfunction isTexImageSource(obj) {\n return (typeof ImageBitmap !== 'undefined' && obj instanceof ImageBitmap) ||\n (typeof ImageData !== 'undefined' && obj instanceof ImageData) ||\n (typeof HTMLElement !== 'undefined' && obj instanceof HTMLElement);\n}\n\n/**\n * if obj is an TexImageSource then just\n * uses it otherwise if obj is a string\n * then load it first.\n *\n * @param {string|TexImageSource} obj\n * @param {string} crossOrigin\n * @param {function(err, img)} [callback] a callback that's passed an error and the image. The error will be non-null\n * if there was an error\n * @private\n */\nfunction loadAndUseImage(obj, crossOrigin, callback) {\n if (isTexImageSource(obj)) {\n setTimeout(function() {\n callback(null, obj);\n });\n return obj;\n }\n\n return loadImage(obj, crossOrigin, callback);\n}\n\n/**\n * Sets a texture to a 1x1 pixel color. If `options.color === false` is nothing happens. If it's not set\n * the default texture color is used which can be set by calling `setDefaultTextureColor`.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n * This is often the same options you passed in when you created the texture.\n * @memberOf module:twgl/textures\n */\nfunction setTextureTo1PixelColor(gl, tex, options) {\n options = options || defaults.textureOptions;\n const target = options.target || TEXTURE_2D;\n gl.bindTexture(target, tex);\n if (options.color === false) {\n return;\n }\n // Assume it's a URL\n // Put 1x1 pixels in texture. That makes it renderable immediately regardless of filtering.\n const color = make1Pixel(options.color);\n if (target === TEXTURE_CUBE_MAP) {\n for (let ii = 0; ii < 6; ++ii) {\n gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, RGBA, 1, 1, 0, RGBA, UNSIGNED_BYTE, color);\n }\n } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {\n gl.texImage3D(target, 0, RGBA, 1, 1, 1, 0, RGBA, UNSIGNED_BYTE, color);\n } else {\n gl.texImage2D(target, 0, RGBA, 1, 1, 0, RGBA, UNSIGNED_BYTE, color);\n }\n}\n\n/**\n * The src image(s) used to create a texture.\n *\n * When you call {@link module:twgl.createTexture} or {@link module:twgl.createTextures}\n * you can pass in urls for images to load into the textures. If it's a single url\n * then this will be a single HTMLImageElement. If it's an array of urls used for a cubemap\n * this will be a corresponding array of images for the cubemap.\n *\n * @typedef {HTMLImageElement|HTMLImageElement[]} TextureSrc\n * @memberOf module:twgl\n */\n\n/**\n * A callback for when an image finished downloading and been uploaded into a texture\n * @callback TextureReadyCallback\n * @param {*} err If truthy there was an error.\n * @param {WebGLTexture} texture the texture.\n * @param {module:twgl.TextureSrc} source image(s) used to as the src for the texture\n * @memberOf module:twgl\n */\n\n/**\n * A callback for when all images have finished downloading and been uploaded into their respective textures\n * @callback TexturesReadyCallback\n * @param {*} err If truthy there was an error.\n * @param {Object.} textures the created textures by name. Same as returned by {@link module:twgl.createTextures}.\n * @param {Object.} sources the image(s) used for the texture by name.\n * @memberOf module:twgl\n */\n\n/**\n * A callback for when an image finished downloading and been uploaded into a texture\n * @callback CubemapReadyCallback\n * @param {*} err If truthy there was an error.\n * @param {WebGLTexture} tex the texture.\n * @param {HTMLImageElement[]} imgs the images for each face.\n * @memberOf module:twgl\n */\n\n/**\n * A callback for when an image finished downloading and been uploaded into a texture\n * @callback ThreeDReadyCallback\n * @param {*} err If truthy there was an error.\n * @param {WebGLTexture} tex the texture.\n * @param {HTMLImageElement[]} imgs the images for each slice.\n * @memberOf module:twgl\n */\n\n/**\n * Loads a texture from an image from a Url as specified in `options.src`\n * If `options.color !== false` will set the texture to a 1x1 pixel color so that the texture is\n * immediately useable. It will be updated with the contents of the image once the image has finished\n * downloading. Filtering options will be set as appropriate for image unless `options.auto === false`.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n * @param {module:twgl.TextureReadyCallback} [callback] A function to be called when the image has finished loading. err will\n * be non null if there was an error.\n * @return {HTMLImageElement} the image being downloaded.\n * @memberOf module:twgl/textures\n */\nfunction loadTextureFromUrl(gl, tex, options, callback) {\n callback = callback || noop;\n options = options || defaults.textureOptions;\n setTextureTo1PixelColor(gl, tex, options);\n // Because it's async we need to copy the options.\n options = Object.assign({}, options);\n const img = loadAndUseImage(options.src, options.crossOrigin, function(err, img) {\n if (err) {\n callback(err, tex, img);\n } else {\n setTextureFromElement(gl, tex, img, options);\n callback(null, tex, img);\n }\n });\n return img;\n}\n\n/**\n * Loads a cubemap from 6 urls or TexImageSources as specified in `options.src`. Will set the cubemap to a 1x1 pixel color\n * so that it is usable immediately unless `option.color === false`.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @param {module:twgl.CubemapReadyCallback} [callback] A function to be called when all the images have finished loading. err will\n * be non null if there was an error.\n * @memberOf module:twgl/textures\n */\nfunction loadCubemapFromUrls(gl, tex, options, callback) {\n callback = callback || noop;\n const urls = options.src;\n if (urls.length !== 6) {\n throw \"there must be 6 urls for a cubemap\";\n }\n const level = options.level || 0;\n const internalFormat = options.internalFormat || options.format || RGBA;\n const formatType = getFormatAndTypeForInternalFormat(internalFormat);\n const format = options.format || formatType.format;\n const type = options.type || UNSIGNED_BYTE;\n const target = options.target || TEXTURE_2D;\n if (target !== TEXTURE_CUBE_MAP) {\n throw \"target must be TEXTURE_CUBE_MAP\";\n }\n setTextureTo1PixelColor(gl, tex, options);\n // Because it's async we need to copy the options.\n options = Object.assign({}, options);\n let numToLoad = 6;\n const errors = [];\n const faces = getCubeFaceOrder(gl, options);\n let imgs; // eslint-disable-line\n\n function uploadImg(faceTarget) {\n return function(err, img) {\n --numToLoad;\n if (err) {\n errors.push(err);\n } else {\n if (img.width !== img.height) {\n errors.push(\"cubemap face img is not a square: \" + img.src);\n } else {\n savePackState(gl, options);\n gl.bindTexture(target, tex);\n\n // So assuming this is the first image we now have one face that's img sized\n // and 5 faces that are 1x1 pixel so size the other faces\n if (numToLoad === 5) {\n // use the default order\n getCubeFaceOrder(gl).forEach(function(otherTarget) {\n // Should we re-use the same face or a color?\n gl.texImage2D(otherTarget, level, internalFormat, format, type, img);\n });\n } else {\n gl.texImage2D(faceTarget, level, internalFormat, format, type, img);\n }\n\n restorePackState(gl, options);\n if (shouldAutomaticallySetTextureFilteringForSize(options)) {\n gl.generateMipmap(target);\n }\n }\n }\n\n if (numToLoad === 0) {\n callback(errors.length ? errors : undefined, tex, imgs);\n }\n };\n }\n\n imgs = urls.map(function(url, ndx) {\n return loadAndUseImage(url, options.crossOrigin, uploadImg(faces[ndx]));\n });\n}\n\n/**\n * Loads a 2d array or 3d texture from urls OR TexImageSources as specified in `options.src`.\n * Will set the texture to a 1x1 pixel color\n * so that it is usable immediately unless `option.color === false`.\n *\n * If the width and height is not specified the width and height of the first\n * image loaded will be used. Note that since images are loaded async\n * which image downloads first is unknown.\n *\n * If an image is not the same size as the width and height it will be scaled\n * to that width and height.\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @param {module:twgl.ThreeDReadyCallback} [callback] A function to be called when all the images have finished loading. err will\n * be non null if there was an error.\n * @memberOf module:twgl/textures\n */\nfunction loadSlicesFromUrls(gl, tex, options, callback) {\n callback = callback || noop;\n const urls = options.src;\n const internalFormat = options.internalFormat || options.format || RGBA;\n const formatType = getFormatAndTypeForInternalFormat(internalFormat);\n const format = options.format || formatType.format;\n const type = options.type || UNSIGNED_BYTE;\n const target = options.target || TEXTURE_2D_ARRAY;\n if (target !== TEXTURE_3D && target !== TEXTURE_2D_ARRAY) {\n throw \"target must be TEXTURE_3D or TEXTURE_2D_ARRAY\";\n }\n setTextureTo1PixelColor(gl, tex, options);\n // Because it's async we need to copy the options.\n options = Object.assign({}, options);\n let numToLoad = urls.length;\n const errors = [];\n let imgs; // eslint-disable-line\n const level = options.level || 0;\n let width = options.width;\n let height = options.height;\n const depth = urls.length;\n let firstImage = true;\n\n function uploadImg(slice) {\n return function(err, img) {\n --numToLoad;\n if (err) {\n errors.push(err);\n } else {\n savePackState(gl, options);\n gl.bindTexture(target, tex);\n\n if (firstImage) {\n firstImage = false;\n width = options.width || img.width;\n height = options.height || img.height;\n gl.texImage3D(target, level, internalFormat, width, height, depth, 0, format, type, null);\n\n // put it in every slice otherwise some slices will be 0,0,0,0\n for (let s = 0; s < depth; ++s) {\n gl.texSubImage3D(target, level, 0, 0, s, width, height, 1, format, type, img);\n }\n } else {\n let src = img;\n let ctx;\n if (img.width !== width || img.height !== height) {\n // Size the image to fix\n ctx = getShared2DContext();\n src = ctx.canvas;\n ctx.canvas.width = width;\n ctx.canvas.height = height;\n ctx.drawImage(img, 0, 0, width, height);\n }\n\n gl.texSubImage3D(target, level, 0, 0, slice, width, height, 1, format, type, src);\n\n // free the canvas memory\n if (ctx && src === ctx.canvas) {\n ctx.canvas.width = 0;\n ctx.canvas.height = 0;\n }\n }\n\n restorePackState(gl, options);\n if (shouldAutomaticallySetTextureFilteringForSize(options)) {\n gl.generateMipmap(target);\n }\n }\n\n if (numToLoad === 0) {\n callback(errors.length ? errors : undefined, tex, imgs);\n }\n };\n }\n\n imgs = urls.map(function(url, ndx) {\n return loadAndUseImage(url, options.crossOrigin, uploadImg(ndx));\n });\n}\n\n/**\n * Sets a texture from an array or typed array. If the width or height is not provided will attempt to\n * guess the size. See {@link module:twgl.TextureOptions}.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {(number[]|ArrayBufferView)} src An array or typed arry with texture data.\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n * This is often the same options you passed in when you created the texture.\n * @memberOf module:twgl/textures\n */\nfunction setTextureFromArray(gl, tex, src, options) {\n options = options || defaults.textureOptions;\n const target = options.target || TEXTURE_2D;\n gl.bindTexture(target, tex);\n let width = options.width;\n let height = options.height;\n let depth = options.depth;\n const level = options.level || 0;\n const internalFormat = options.internalFormat || options.format || RGBA;\n const formatType = getFormatAndTypeForInternalFormat(internalFormat);\n const format = options.format || formatType.format;\n const type = options.type || getTextureTypeForArrayType(gl, src, formatType.type);\n if (!isArrayBuffer(src)) {\n const Type = typedArrays.getTypedArrayTypeForGLType(type);\n src = new Type(src);\n } else if (src instanceof Uint8ClampedArray) {\n src = new Uint8Array(src.buffer);\n }\n\n const bytesPerElement = getBytesPerElementForInternalFormat(internalFormat, type);\n const numElements = src.byteLength / bytesPerElement; // TODO: check UNPACK_ALIGNMENT?\n if (numElements % 1) {\n throw \"length wrong size for format: \" + utils.glEnumToString(gl, format);\n }\n let dimensions;\n if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {\n if (!width && !height && !depth) {\n const size = Math.cbrt(numElements);\n if (size % 1 !== 0) {\n throw \"can't guess cube size of array of numElements: \" + numElements;\n }\n width = size;\n height = size;\n depth = size;\n } else if (width && (!height || !depth)) {\n dimensions = guessDimensions(gl, target, height, depth, numElements / width);\n height = dimensions.width;\n depth = dimensions.height;\n } else if (height && (!width || !depth)) {\n dimensions = guessDimensions(gl, target, width, depth, numElements / height);\n width = dimensions.width;\n depth = dimensions.height;\n } else {\n dimensions = guessDimensions(gl, target, width, height, numElements / depth);\n width = dimensions.width;\n height = dimensions.height;\n }\n } else {\n dimensions = guessDimensions(gl, target, width, height, numElements);\n width = dimensions.width;\n height = dimensions.height;\n }\n saveSkipState(gl);\n gl.pixelStorei(UNPACK_ALIGNMENT, options.unpackAlignment || 1);\n savePackState(gl, options);\n if (target === TEXTURE_CUBE_MAP) {\n const elementsPerElement = bytesPerElement / src.BYTES_PER_ELEMENT;\n const faceSize = numElements / 6 * elementsPerElement;\n\n getCubeFacesWithNdx(gl, options).forEach(f => {\n const offset = faceSize * f.ndx;\n const data = src.subarray(offset, offset + faceSize);\n gl.texImage2D(f.face, level, internalFormat, width, height, 0, format, type, data);\n });\n } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {\n gl.texImage3D(target, level, internalFormat, width, height, depth, 0, format, type, src);\n } else {\n gl.texImage2D(target, level, internalFormat, width, height, 0, format, type, src);\n }\n restorePackState(gl, options);\n restoreSkipState(gl);\n return {\n width: width,\n height: height,\n depth: depth,\n type: type,\n };\n}\n\n/**\n * Sets a texture with no contents of a certain size. In other words calls `gl.texImage2D` with `null`.\n * You must set `options.width` and `options.height`.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @memberOf module:twgl/textures\n */\nfunction setEmptyTexture(gl, tex, options) {\n const target = options.target || TEXTURE_2D;\n gl.bindTexture(target, tex);\n const level = options.level || 0;\n const internalFormat = options.internalFormat || options.format || RGBA;\n const formatType = getFormatAndTypeForInternalFormat(internalFormat);\n const format = options.format || formatType.format;\n const type = options.type || formatType.type;\n savePackState(gl, options);\n if (target === TEXTURE_CUBE_MAP) {\n for (let ii = 0; ii < 6; ++ii) {\n gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, level, internalFormat, options.width, options.height, 0, format, type, null);\n }\n } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {\n gl.texImage3D(target, level, internalFormat, options.width, options.height, options.depth, 0, format, type, null);\n } else {\n gl.texImage2D(target, level, internalFormat, options.width, options.height, 0, format, type, null);\n }\n restorePackState(gl, options);\n}\n\n/**\n * Creates a texture based on the options passed in.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n * @param {module:twgl.TextureReadyCallback} [callback] A callback called when an image has been downloaded and uploaded to the texture.\n * @return {WebGLTexture} the created texture.\n * @memberOf module:twgl/textures\n */\nfunction createTexture(gl, options, callback) {\n callback = callback || noop;\n options = options || defaults.textureOptions;\n const tex = gl.createTexture();\n const target = options.target || TEXTURE_2D;\n let width = options.width || 1;\n let height = options.height || 1;\n const internalFormat = options.internalFormat || RGBA;\n gl.bindTexture(target, tex);\n if (target === TEXTURE_CUBE_MAP) {\n // this should have been the default for cubemaps :(\n gl.texParameteri(target, TEXTURE_WRAP_S, CLAMP_TO_EDGE);\n gl.texParameteri(target, TEXTURE_WRAP_T, CLAMP_TO_EDGE);\n }\n let src = options.src;\n if (src) {\n if (typeof src === \"function\") {\n src = src(gl, options);\n }\n if (typeof (src) === \"string\") {\n loadTextureFromUrl(gl, tex, options, callback);\n } else if (isArrayBuffer(src) ||\n (Array.isArray(src) && (\n typeof src[0] === 'number' ||\n Array.isArray(src[0]) ||\n isArrayBuffer(src[0]))\n )\n ) {\n const dimensions = setTextureFromArray(gl, tex, src, options);\n width = dimensions.width;\n height = dimensions.height;\n } else if (Array.isArray(src) && (typeof (src[0]) === 'string' || isTexImageSource(src[0]))) {\n if (target === TEXTURE_CUBE_MAP) {\n loadCubemapFromUrls(gl, tex, options, callback);\n } else {\n loadSlicesFromUrls(gl, tex, options, callback);\n }\n } else if (isTexImageSource(src)) {\n setTextureFromElement(gl, tex, src, options);\n width = src.width;\n height = src.height;\n } else {\n throw \"unsupported src type\";\n }\n } else {\n setEmptyTexture(gl, tex, options);\n }\n if (shouldAutomaticallySetTextureFilteringForSize(options)) {\n setTextureFilteringForSize(gl, tex, options, width, height, internalFormat);\n }\n setTextureParameters(gl, tex, options);\n return tex;\n}\n\n/**\n * Resizes a texture based on the options passed in.\n *\n * Note: This is not a generic resize anything function.\n * It's mostly used by {@link module:twgl.resizeFramebufferInfo}\n * It will use `options.src` if it exists to try to determine a `type`\n * otherwise it will assume `gl.UNSIGNED_BYTE`. No data is provided\n * for the texture. Texture parameters will be set accordingly\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the texture to resize\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @param {number} [width] the new width. If not passed in will use `options.width`\n * @param {number} [height] the new height. If not passed in will use `options.height`\n * @param {number} [depth] the new depth. If not passed in will use `options.depth`\n * @memberOf module:twgl/textures\n */\nfunction resizeTexture(gl, tex, options, width, height, depth) {\n width = width || options.width;\n height = height || options.height;\n depth = depth || options.depth;\n const target = options.target || TEXTURE_2D;\n gl.bindTexture(target, tex);\n const level = options.level || 0;\n const internalFormat = options.internalFormat || options.format || RGBA;\n const formatType = getFormatAndTypeForInternalFormat(internalFormat);\n const format = options.format || formatType.format;\n let type;\n const src = options.src;\n if (!src) {\n type = options.type || formatType.type;\n } else if (isArrayBuffer(src) || (Array.isArray(src) && typeof (src[0]) === 'number')) {\n type = options.type || getTextureTypeForArrayType(gl, src, formatType.type);\n } else {\n type = options.type || formatType.type;\n }\n if (target === TEXTURE_CUBE_MAP) {\n for (let ii = 0; ii < 6; ++ii) {\n gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, level, internalFormat, width, height, 0, format, type, null);\n }\n } else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {\n gl.texImage3D(target, level, internalFormat, width, height, depth, 0, format, type, null);\n } else {\n gl.texImage2D(target, level, internalFormat, width, height, 0, format, type, null);\n }\n}\n\n/**\n * Check if a src is an async request.\n * if src is a string we're going to download an image\n * if src is an array of strings we're going to download cubemap images\n * @param {*} src The src from a TextureOptions\n * @returns {bool} true if src is async.\n * @private\n */\nfunction isAsyncSrc(src) {\n return typeof src === 'string' ||\n (Array.isArray(src) && typeof src[0] === 'string');\n}\n\n/**\n * Creates a bunch of textures based on the passed in options.\n *\n * Example:\n *\n * const textures = twgl.createTextures(gl, {\n * // a power of 2 image\n * hftIcon: { src: \"images/hft-icon-16.png\", mag: gl.NEAREST },\n * // a non-power of 2 image\n * clover: { src: \"images/clover.jpg\" },\n * // From a canvas\n * fromCanvas: { src: ctx.canvas },\n * // A cubemap from 6 images\n * yokohama: {\n * target: gl.TEXTURE_CUBE_MAP,\n * src: [\n * 'images/yokohama/posx.jpg',\n * 'images/yokohama/negx.jpg',\n * 'images/yokohama/posy.jpg',\n * 'images/yokohama/negy.jpg',\n * 'images/yokohama/posz.jpg',\n * 'images/yokohama/negz.jpg',\n * ],\n * },\n * // A cubemap from 1 image (can be 1x6, 2x3, 3x2, 6x1)\n * goldengate: {\n * target: gl.TEXTURE_CUBE_MAP,\n * src: 'images/goldengate.jpg',\n * },\n * // A 2x2 pixel texture from a JavaScript array\n * checker: {\n * mag: gl.NEAREST,\n * min: gl.LINEAR,\n * src: [\n * 255,255,255,255,\n * 192,192,192,255,\n * 192,192,192,255,\n * 255,255,255,255,\n * ],\n * },\n * // a 1x2 pixel texture from a typed array.\n * stripe: {\n * mag: gl.NEAREST,\n * min: gl.LINEAR,\n * format: gl.LUMINANCE,\n * src: new Uint8Array([\n * 255,\n * 128,\n * 255,\n * 128,\n * 255,\n * 128,\n * 255,\n * 128,\n * ]),\n * width: 1,\n * },\n * });\n *\n * Now\n *\n * * `textures.hftIcon` will be a 2d texture\n * * `textures.clover` will be a 2d texture\n * * `textures.fromCanvas` will be a 2d texture\n * * `textures.yohohama` will be a cubemap texture\n * * `textures.goldengate` will be a cubemap texture\n * * `textures.checker` will be a 2d texture\n * * `textures.stripe` will be a 2d texture\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {Object.} options A object of TextureOptions one per texture.\n * @param {module:twgl.TexturesReadyCallback} [callback] A callback called when all textures have been downloaded.\n * @return {Object.} the created textures by name\n * @memberOf module:twgl/textures\n */\nfunction createTextures(gl, textureOptions, callback) {\n callback = callback || noop;\n let numDownloading = 0;\n const errors = [];\n const textures = {};\n const images = {};\n\n function callCallbackIfReady() {\n if (numDownloading === 0) {\n setTimeout(function() {\n callback(errors.length ? errors : undefined, textures, images);\n }, 0);\n }\n }\n\n Object.keys(textureOptions).forEach(function(name) {\n const options = textureOptions[name];\n let onLoadFn;\n if (isAsyncSrc(options.src)) {\n onLoadFn = function(err, tex, img) {\n images[name] = img;\n --numDownloading;\n if (err) {\n errors.push(err);\n }\n callCallbackIfReady();\n };\n ++numDownloading;\n }\n textures[name] = createTexture(gl, options, onLoadFn);\n });\n\n // queue the callback if there are no images to download.\n // We do this because if your code is structured to wait for\n // images to download but then you comment out all the async\n // images your code would break.\n callCallbackIfReady();\n\n return textures;\n}\n\nexport {\n setDefaults as setTextureDefaults_,\n\n createSampler,\n createSamplers,\n setSamplerParameters,\n\n createTexture,\n setEmptyTexture,\n setTextureFromArray,\n loadTextureFromUrl,\n setTextureFromElement,\n setTextureFilteringForSize,\n setTextureParameters,\n setDefaultTextureColor,\n createTextures,\n resizeTexture,\n\n canGenerateMipmap,\n canFilter,\n getNumComponentsForFormat,\n getBytesPerElementForInternalFormat,\n getFormatAndTypeForInternalFormat,\n};\n\n","export * from './twgl.js';\n\n\n\n\n\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nimport * as attributes from './attributes.js';\nimport * as textures from './textures.js';\nimport * as helper from './helper.js';\nimport * as utils from './utils.js';\n\nimport * as draw from './draw.js';\nimport * as framebuffers from './framebuffers.js';\nimport * as programs from './programs.js';\nimport * as typedarrays from './typedarrays.js';\nimport * as vertexArrays from './vertex-arrays.js';\n\n/**\n * The main TWGL module.\n *\n * For most use cases you shouldn't need anything outside this module.\n * Exceptions between the stuff added to twgl-full (v3, m4, primitives)\n *\n * @module twgl\n * @borrows module:twgl/attributes.setAttribInfoBufferFromArray as setAttribInfoBufferFromArray\n * @borrows module:twgl/attributes.createBufferInfoFromArrays as createBufferInfoFromArrays\n * @borrows module:twgl/attributes.createVertexArrayInfo as createVertexArrayInfo\n * @borrows module:twgl/draw.drawBufferInfo as drawBufferInfo\n * @borrows module:twgl/draw.drawObjectList as drawObjectList\n * @borrows module:twgl/framebuffers.createFramebufferInfo as createFramebufferInfo\n * @borrows module:twgl/framebuffers.resizeFramebufferInfo as resizeFramebufferInfo\n * @borrows module:twgl/framebuffers.bindFramebufferInfo as bindFramebufferInfo\n * @borrows module:twgl/programs.createProgramInfo as createProgramInfo\n * @borrows module:twgl/programs.createUniformBlockInfo as createUniformBlockInfo\n * @borrows module:twgl/programs.bindUniformBlock as bindUniformBlock\n * @borrows module:twgl/programs.setUniformBlock as setUniformBlock\n * @borrows module:twgl/programs.setBlockUniforms as setBlockUniforms\n * @borrows module:twgl/programs.setUniforms as setUniforms\n * @borrows module:twgl/programs.setBuffersAndAttributes as setBuffersAndAttributes\n * @borrows module:twgl/textures.setTextureFromArray as setTextureFromArray\n * @borrows module:twgl/textures.createTexture as createTexture\n * @borrows module:twgl/textures.resizeTexture as resizeTexture\n * @borrows module:twgl/textures.createTextures as createTextures\n */\n\n// make sure we don't see a global gl\nconst gl = undefined; /* eslint-disable-line */ /* lgtm [js/unused-local-variable] */\nconst defaults = {\n addExtensionsToContext: true,\n};\n\n/**\n * Various default settings for twgl.\n *\n * Note: You can call this any number of times. Example:\n *\n * twgl.setDefaults({ textureColor: [1, 0, 0, 1] });\n * twgl.setDefaults({ attribPrefix: 'a_' });\n *\n * is equivalent to\n *\n * twgl.setDefaults({\n * textureColor: [1, 0, 0, 1],\n * attribPrefix: 'a_',\n * });\n *\n * @typedef {Object} Defaults\n * @property {string} [attribPrefix] The prefix to stick on attributes\n *\n * When writing shaders I prefer to name attributes with `a_`, uniforms with `u_` and varyings with `v_`\n * as it makes it clear where they came from. But, when building geometry I prefer using un-prefixed names.\n *\n * In other words I'll create arrays of geometry like this\n *\n * const arrays = {\n * position: ...\n * normal: ...\n * texcoord: ...\n * };\n *\n * But need those mapped to attributes and my attributes start with `a_`.\n *\n * Default: `\"\"`\n *\n * @property {number[]} [textureColor] Array of 4 values in the range 0 to 1\n *\n * The default texture color is used when loading textures from\n * urls. Because the URL will be loaded async we'd like to be\n * able to use the texture immediately. By putting a 1x1 pixel\n * color in the texture we can start using the texture before\n * the URL has loaded.\n *\n * Default: `[0.5, 0.75, 1, 1]`\n *\n * @property {string} [crossOrigin]\n *\n * If not undefined sets the crossOrigin attribute on images\n * that twgl creates when downloading images for textures.\n *\n * Also see {@link module:twgl.TextureOptions}.\n *\n * @property {bool} [addExtensionsToContext]\n *\n * If true, then, when twgl will try to add any supported WebGL extensions\n * directly to the context under their normal GL names. For example\n * if ANGLE_instances_arrays exists then twgl would enable it,\n * add the functions `vertexAttribDivisor`, `drawArraysInstanced`,\n * `drawElementsInstanced`, and the constant `VERTEX_ATTRIB_ARRAY_DIVISOR`\n * to the `WebGLRenderingContext`.\n *\n * @memberOf module:twgl\n */\n\n/**\n * Sets various defaults for twgl.\n *\n * In the interest of terseness which is kind of the point\n * of twgl I've integrated a few of the older functions here\n *\n * @param {module:twgl.Defaults} newDefaults The default settings.\n * @memberOf module:twgl\n */\nfunction setDefaults(newDefaults) {\n helper.copyExistingProperties(newDefaults, defaults);\n attributes.setAttributeDefaults_(newDefaults); // eslint-disable-line\n textures.setTextureDefaults_(newDefaults); // eslint-disable-line\n}\n\nconst prefixRE = /^(.*?)_/;\nfunction addExtensionToContext(gl, extensionName) {\n utils.glEnumToString(gl, 0);\n const ext = gl.getExtension(extensionName);\n if (ext) {\n const enums = {};\n const fnSuffix = prefixRE.exec(extensionName)[1];\n const enumSuffix = '_' + fnSuffix;\n for (const key in ext) {\n const value = ext[key];\n const isFunc = typeof (value) === 'function';\n const suffix = isFunc ? fnSuffix : enumSuffix;\n let name = key;\n // examples of where this is not true are WEBGL_compressed_texture_s3tc\n // and WEBGL_compressed_texture_pvrtc\n if (key.endsWith(suffix)) {\n name = key.substring(0, key.length - suffix.length);\n }\n if (gl[name] !== undefined) {\n if (!isFunc && gl[name] !== value) {\n helper.warn(name, gl[name], value, key);\n }\n } else {\n if (isFunc) {\n gl[name] = function(origFn) {\n return function() {\n return origFn.apply(ext, arguments);\n };\n }(value);\n } else {\n gl[name] = value;\n enums[name] = value;\n }\n }\n }\n // pass the modified enums to glEnumToString\n enums.constructor = {\n name: ext.constructor.name,\n };\n utils.glEnumToString(enums, 0);\n }\n return ext;\n}\n\n/*\n * If you're wondering why the code doesn't just iterate\n * over all extensions using `gl.getExtensions` is that it's possible\n * some future extension is incompatible with this code. Rather than\n * have thing suddenly break it seems better to manually add to this\n * list.\n *\n */\nconst supportedExtensions = [\n 'ANGLE_instanced_arrays',\n 'EXT_blend_minmax',\n 'EXT_color_buffer_float',\n 'EXT_color_buffer_half_float',\n 'EXT_disjoint_timer_query',\n 'EXT_disjoint_timer_query_webgl2',\n 'EXT_frag_depth',\n 'EXT_sRGB',\n 'EXT_shader_texture_lod',\n 'EXT_texture_filter_anisotropic',\n 'OES_element_index_uint',\n 'OES_standard_derivatives',\n 'OES_texture_float',\n 'OES_texture_float_linear',\n 'OES_texture_half_float',\n 'OES_texture_half_float_linear',\n 'OES_vertex_array_object',\n 'WEBGL_color_buffer_float',\n 'WEBGL_compressed_texture_atc',\n 'WEBGL_compressed_texture_etc1',\n 'WEBGL_compressed_texture_pvrtc',\n 'WEBGL_compressed_texture_s3tc',\n 'WEBGL_compressed_texture_s3tc_srgb',\n 'WEBGL_depth_texture',\n 'WEBGL_draw_buffers',\n];\n\n/**\n * Attempts to enable all of the following extensions\n * and add their functions and constants to the\n * `WebGLRenderingContext` using their normal non-extension like names.\n *\n * ANGLE_instanced_arrays\n * EXT_blend_minmax\n * EXT_color_buffer_float\n * EXT_color_buffer_half_float\n * EXT_disjoint_timer_query\n * EXT_disjoint_timer_query_webgl2\n * EXT_frag_depth\n * EXT_sRGB\n * EXT_shader_texture_lod\n * EXT_texture_filter_anisotropic\n * OES_element_index_uint\n * OES_standard_derivatives\n * OES_texture_float\n * OES_texture_float_linear\n * OES_texture_half_float\n * OES_texture_half_float_linear\n * OES_vertex_array_object\n * WEBGL_color_buffer_float\n * WEBGL_compressed_texture_atc\n * WEBGL_compressed_texture_etc1\n * WEBGL_compressed_texture_pvrtc\n * WEBGL_compressed_texture_s3tc\n * WEBGL_compressed_texture_s3tc_srgb\n * WEBGL_depth_texture\n * WEBGL_draw_buffers\n *\n * For example if `ANGLE_instanced_arrays` exists then the functions\n * `drawArraysInstanced`, `drawElementsInstanced`, `vertexAttribDivisor`\n * and the constant `VERTEX_ATTRIB_ARRAY_DIVISOR` are added to the\n * `WebGLRenderingContext`.\n *\n * Note that if you want to know if the extension exists you should\n * probably call `gl.getExtension` for each extension. Alternatively\n * you can check for the existence of the functions or constants that\n * are expected to be added. For example\n *\n * if (gl.drawBuffers) {\n * // Either WEBGL_draw_buffers was enabled OR you're running in WebGL2\n * ....\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @memberOf module:twgl\n */\nfunction addExtensionsToContext(gl) {\n for (let ii = 0; ii < supportedExtensions.length; ++ii) {\n addExtensionToContext(gl, supportedExtensions[ii]);\n }\n}\n\n/**\n * Creates a webgl context.\n * @param {HTMLCanvasElement} canvas The canvas tag to get\n * context from. If one is not passed in one will be\n * created.\n * @return {WebGLRenderingContext} The created context.\n * @private\n */\nfunction create3DContext(canvas, opt_attribs) {\n const names = [\"webgl\", \"experimental-webgl\"];\n let context = null;\n for (let ii = 0; ii < names.length; ++ii) {\n context = canvas.getContext(names[ii], opt_attribs);\n if (context) {\n if (defaults.addExtensionsToContext) {\n addExtensionsToContext(context);\n }\n break;\n }\n }\n return context;\n}\n\n/**\n * Gets a WebGL1 context.\n *\n * Note: Will attempt to enable Vertex Array Objects\n * and add WebGL2 entry points. (unless you first set defaults with\n * `twgl.setDefaults({enableVertexArrayObjects: false})`;\n *\n * @param {HTMLCanvasElement} canvas a canvas element.\n * @param {WebGLContextAttributes} [opt_attribs] optional webgl context creation attributes\n * @return {WebGLRenderingContext} The created context.\n * @memberOf module:twgl\n */\nfunction getWebGLContext(canvas, opt_attribs) {\n const gl = create3DContext(canvas, opt_attribs);\n return gl;\n}\n\n/**\n * Creates a webgl context.\n *\n * Will return a WebGL2 context if possible.\n *\n * You can check if it's WebGL2 with\n *\n * twgl.isWebGL2(gl);\n *\n * @param {HTMLCanvasElement} canvas The canvas tag to get\n * context from. If one is not passed in one will be\n * created.\n * @return {WebGLRenderingContext} The created context.\n */\nfunction createContext(canvas, opt_attribs) {\n const names = [\"webgl2\", \"webgl\", \"experimental-webgl\"];\n let context = null;\n for (let ii = 0; ii < names.length; ++ii) {\n context = canvas.getContext(names[ii], opt_attribs);\n if (context) {\n if (defaults.addExtensionsToContext) {\n addExtensionsToContext(context);\n }\n break;\n }\n }\n return context;\n}\n\n/**\n * Gets a WebGL context. Will create a WebGL2 context if possible.\n *\n * You can check if it's WebGL2 with\n *\n * function isWebGL2(gl) {\n * return gl.getParameter(gl.VERSION).indexOf(\"WebGL 2.0 \") == 0;\n * }\n *\n * Note: For a WebGL1 context will attempt to enable Vertex Array Objects\n * and add WebGL2 entry points. (unless you first set defaults with\n * `twgl.setDefaults({enableVertexArrayObjects: false})`;\n *\n * @param {HTMLCanvasElement} canvas a canvas element.\n * @param {WebGLContextAttributes} [opt_attribs] optional webgl context creation attributes\n * @return {WebGLRenderingContext} The created context.\n * @memberOf module:twgl\n */\nfunction getContext(canvas, opt_attribs) {\n const gl = createContext(canvas, opt_attribs);\n return gl;\n}\n\n/**\n * Resize a canvas to match the size it's displayed.\n * @param {HTMLCanvasElement} canvas The canvas to resize.\n * @param {number} [multiplier] So you can pass in `window.devicePixelRatio` or other scale value if you want to.\n * @return {boolean} true if the canvas was resized.\n * @memberOf module:twgl\n */\nfunction resizeCanvasToDisplaySize(canvas, multiplier) {\n multiplier = multiplier || 1;\n multiplier = Math.max(0, multiplier);\n const width = canvas.clientWidth * multiplier | 0;\n const height = canvas.clientHeight * multiplier | 0;\n if (canvas.width !== width || canvas.height !== height) {\n canvas.width = width;\n canvas.height = height;\n return true;\n }\n return false;\n}\n\nexport {\n addExtensionsToContext,\n getContext,\n getWebGLContext,\n resizeCanvasToDisplaySize,\n setDefaults,\n\n attributes,\n draw,\n framebuffers,\n programs,\n textures,\n typedarrays,\n utils,\n vertexArrays,\n};\n\n// function notPrivate(name) {\n// return name[name.length - 1] !== '_';\n// }\n//\n// function copyPublicProperties(src, dst) {\n// Object.keys(src).filter(notPrivate).forEach(function(key) {\n// dst[key] = src[key];\n// });\n// return dst;\n// }\n\nexport * from './attributes.js';\nexport * from './draw.js';\nexport * from './framebuffers.js';\nexport * from './programs.js';\nexport * from './textures.js';\nexport * from './typedarrays.js';\nexport * from './utils.js';\nexport * from './vertex-arrays.js';\n\n\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * Low level shader typed array related functions\n *\n * You should generally not need to use these functions. They are provided\n * for those cases where you're doing something out of the ordinary\n * and you need lower level access.\n *\n * For backward compatibility they are available at both `twgl.typedArray` and `twgl`\n * itself\n *\n * See {@link module:twgl} for core functions\n *\n * @module twgl/typedArray\n */\n\n// make sure we don't see a global gl\nconst gl = undefined; /* eslint-disable-line */ /* lgtm [js/unused-local-variable] */\n\n/* DataType */\nconst BYTE = 0x1400;\nconst UNSIGNED_BYTE = 0x1401;\nconst SHORT = 0x1402;\nconst UNSIGNED_SHORT = 0x1403;\nconst INT = 0x1404;\nconst UNSIGNED_INT = 0x1405;\nconst FLOAT = 0x1406;\nconst UNSIGNED_SHORT_4_4_4_4 = 0x8033;\nconst UNSIGNED_SHORT_5_5_5_1 = 0x8034;\nconst UNSIGNED_SHORT_5_6_5 = 0x8363;\nconst HALF_FLOAT = 0x140B;\nconst UNSIGNED_INT_2_10_10_10_REV = 0x8368;\nconst UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B;\nconst UNSIGNED_INT_5_9_9_9_REV = 0x8C3E;\nconst FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD;\nconst UNSIGNED_INT_24_8 = 0x84FA;\n\nconst glTypeToTypedArray = {};\n{\n const tt = glTypeToTypedArray;\n tt[BYTE] = Int8Array;\n tt[UNSIGNED_BYTE] = Uint8Array;\n tt[SHORT] = Int16Array;\n tt[UNSIGNED_SHORT] = Uint16Array;\n tt[INT] = Int32Array;\n tt[UNSIGNED_INT] = Uint32Array;\n tt[FLOAT] = Float32Array;\n tt[UNSIGNED_SHORT_4_4_4_4] = Uint16Array;\n tt[UNSIGNED_SHORT_5_5_5_1] = Uint16Array;\n tt[UNSIGNED_SHORT_5_6_5] = Uint16Array;\n tt[HALF_FLOAT] = Uint16Array;\n tt[UNSIGNED_INT_2_10_10_10_REV] = Uint32Array;\n tt[UNSIGNED_INT_10F_11F_11F_REV] = Uint32Array;\n tt[UNSIGNED_INT_5_9_9_9_REV] = Uint32Array;\n tt[FLOAT_32_UNSIGNED_INT_24_8_REV] = Uint32Array;\n tt[UNSIGNED_INT_24_8] = Uint32Array;\n}\n\n/**\n * Get the GL type for a typedArray\n * @param {ArrayBufferView} typedArray a typedArray\n * @return {number} the GL type for array. For example pass in an `Int8Array` and `gl.BYTE` will\n * be returned. Pass in a `Uint32Array` and `gl.UNSIGNED_INT` will be returned\n * @memberOf module:twgl/typedArray\n */\nfunction getGLTypeForTypedArray(typedArray) {\n if (typedArray instanceof Int8Array) { return BYTE; } // eslint-disable-line\n if (typedArray instanceof Uint8Array) { return UNSIGNED_BYTE; } // eslint-disable-line\n if (typedArray instanceof Uint8ClampedArray) { return UNSIGNED_BYTE; } // eslint-disable-line\n if (typedArray instanceof Int16Array) { return SHORT; } // eslint-disable-line\n if (typedArray instanceof Uint16Array) { return UNSIGNED_SHORT; } // eslint-disable-line\n if (typedArray instanceof Int32Array) { return INT; } // eslint-disable-line\n if (typedArray instanceof Uint32Array) { return UNSIGNED_INT; } // eslint-disable-line\n if (typedArray instanceof Float32Array) { return FLOAT; } // eslint-disable-line\n throw new Error('unsupported typed array type');\n}\n\n/**\n * Get the GL type for a typedArray type\n * @param {ArrayBufferView} typedArrayType a typedArray constructor\n * @return {number} the GL type for type. For example pass in `Int8Array` and `gl.BYTE` will\n * be returned. Pass in `Uint32Array` and `gl.UNSIGNED_INT` will be returned\n * @memberOf module:twgl/typedArray\n */\nfunction getGLTypeForTypedArrayType(typedArrayType) {\n if (typedArrayType === Int8Array) { return BYTE; } // eslint-disable-line\n if (typedArrayType === Uint8Array) { return UNSIGNED_BYTE; } // eslint-disable-line\n if (typedArrayType === Uint8ClampedArray) { return UNSIGNED_BYTE; } // eslint-disable-line\n if (typedArrayType === Int16Array) { return SHORT; } // eslint-disable-line\n if (typedArrayType === Uint16Array) { return UNSIGNED_SHORT; } // eslint-disable-line\n if (typedArrayType === Int32Array) { return INT; } // eslint-disable-line\n if (typedArrayType === Uint32Array) { return UNSIGNED_INT; } // eslint-disable-line\n if (typedArrayType === Float32Array) { return FLOAT; } // eslint-disable-line\n throw new Error('unsupported typed array type');\n}\n\n/**\n * Get the typed array constructor for a given GL type\n * @param {number} type the GL type. (eg: `gl.UNSIGNED_INT`)\n * @return {function} the constructor for a the corresponding typed array. (eg. `Uint32Array`).\n * @memberOf module:twgl/typedArray\n */\nfunction getTypedArrayTypeForGLType(type) {\n const CTOR = glTypeToTypedArray[type];\n if (!CTOR) {\n throw new Error('unknown gl type');\n }\n return CTOR;\n}\n\nconst isArrayBuffer = typeof SharedArrayBuffer !== 'undefined'\n ? function isArrayBufferOrSharedArrayBuffer(a) {\n return a && a.buffer && (a.buffer instanceof ArrayBuffer || a.buffer instanceof SharedArrayBuffer);\n }\n : function isArrayBuffer(a) {\n return a && a.buffer && a.buffer instanceof ArrayBuffer;\n };\n\nexport {\n getGLTypeForTypedArray,\n getGLTypeForTypedArrayType,\n getTypedArrayTypeForGLType,\n isArrayBuffer,\n};\n\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * Gets the gl version as a number\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @return {number} version of gl\n * @private\n */\n//function getVersionAsNumber(gl) {\n// return parseFloat(gl.getParameter(gl.VERSION).substr(6));\n//}\n\n/**\n * Check if context is WebGL 2.0\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @return {bool} true if it's WebGL 2.0\n * @memberOf module:twgl\n */\nfunction isWebGL2(gl) {\n // This is the correct check but it's slow\n // return gl.getParameter(gl.VERSION).indexOf(\"WebGL 2.0\") === 0;\n // This might also be the correct check but I'm assuming it's slow-ish\n // return gl instanceof WebGL2RenderingContext;\n return !!gl.texStorage2D;\n}\n\n/**\n * Check if context is WebGL 1.0\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @return {bool} true if it's WebGL 1.0\n * @memberOf module:twgl\n */\nfunction isWebGL1(gl) {\n // This is the correct check but it's slow\n // const version = getVersionAsNumber(gl);\n // return version <= 1.0 && version > 0.0; // because as of 2016/5 Edge returns 0.96\n // This might also be the correct check but I'm assuming it's slow-ish\n // return gl instanceof WebGLRenderingContext;\n return !gl.texStorage2D;\n}\n\n/**\n * Gets a string for WebGL enum\n *\n * Note: Several enums are the same. Without more\n * context (which function) it's impossible to always\n * give the correct enum. As it is, for matching values\n * it gives all enums. Checking the WebGL2RenderingContext\n * that means\n *\n * 0 = ZERO | POINT | NONE | NO_ERROR\n * 1 = ONE | LINES | SYNC_FLUSH_COMMANDS_BIT\n * 32777 = BLEND_EQUATION_RGB | BLEND_EQUATION_RGB\n * 36662 = COPY_READ_BUFFER | COPY_READ_BUFFER_BINDING\n * 36663 = COPY_WRITE_BUFFER | COPY_WRITE_BUFFER_BINDING\n * 36006 = FRAMEBUFFER_BINDING | DRAW_FRAMEBUFFER_BINDING\n *\n * It's also not useful for bits really unless you pass in individual bits.\n * In other words\n *\n * const bits = gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT;\n * twgl.glEnumToString(gl, bits); // not going to work\n *\n * Note that some enums only exist on extensions. If you\n * want them to show up you need to pass the extension at least\n * once. For example\n *\n * const ext = gl.getExtension('WEBGL_compressed_texture_s3tc');\n * if (ext) {\n * twgl.glEnumToString(ext, 0); // just prime the function\n *\n * ..later..\n *\n * const internalFormat = ext.COMPRESSED_RGB_S3TC_DXT1_EXT;\n * console.log(twgl.glEnumToString(gl, internalFormat));\n *\n * Notice I didn't have to pass the extension the second time. This means\n * you can have place that generically gets an enum for texture formats for example.\n * and as long as you primed the function with the extensions\n *\n * If you're using `twgl.addExtensionsToContext` to enable your extensions\n * then twgl will automatically get the extension's enums.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext or any extension object\n * @param {number} value the value of the enum you want to look up.\n * @return {string} enum string or hex value\n * @memberOf module:twgl\n * @function glEnumToString\n */\nconst glEnumToString = (function() {\n const haveEnumsForType = {};\n const enums = {};\n\n function addEnums(gl) {\n const type = gl.constructor.name;\n if (!haveEnumsForType[type]) {\n for (const key in gl) {\n if (typeof gl[key] === 'number') {\n const existing = enums[gl[key]];\n enums[gl[key]] = existing ? `${existing} | ${key}` : key;\n }\n }\n haveEnumsForType[type] = true;\n }\n }\n\n return function glEnumToString(gl, value) {\n addEnums(gl);\n return enums[value] || (\"0x\" + value.toString(16));\n };\n}());\n\nexport {\n glEnumToString,\n isWebGL1,\n isWebGL2,\n};\n\n\n","/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nimport * as programs from './programs.js';\n\n/**\n * vertex array object related functions\n *\n * You should generally not need to use these functions. They are provided\n * for those cases where you're doing something out of the ordinary\n * and you need lower level access.\n *\n * For backward compatibility they are available at both `twgl.attributes` and `twgl`\n * itself\n *\n * See {@link module:twgl} for core functions\n *\n * @module twgl/vertexArrays\n */\n\nconst ELEMENT_ARRAY_BUFFER = 0x8893;\n\n/**\n * @typedef {Object} VertexArrayInfo\n * @property {number} numElements The number of elements to pass to `gl.drawArrays` or `gl.drawElements`.\n * @property {number} [elementType] The type of indices `UNSIGNED_BYTE`, `UNSIGNED_SHORT` etc..\n * @property {WebGLVertexArrayObject} [vertexArrayObject] a vertex array object\n * @memberOf module:twgl\n */\n\n/**\n * Creates a VertexArrayInfo from a BufferInfo and one or more ProgramInfos\n *\n * This can be passed to {@link module:twgl.setBuffersAndAttributes} and to\n * {@link module:twgl:drawBufferInfo}.\n *\n * > **IMPORTANT:** Vertex Array Objects are **not** a direct analog for a BufferInfo. Vertex Array Objects\n * assign buffers to specific attributes at creation time. That means they can only be used with programs\n * who's attributes use the same attribute locations for the same purposes.\n *\n * > Bind your attribute locations by passing an array of attribute names to {@link module:twgl.createProgramInfo}\n * or use WebGL 2's GLSL ES 3's `layout(location = )` to make sure locations match.\n *\n * also\n *\n * > **IMPORTANT:** After calling twgl.setBuffersAndAttribute with a BufferInfo that uses a Vertex Array Object\n * that Vertex Array Object will be bound. That means **ANY MANIPULATION OF ELEMENT_ARRAY_BUFFER or ATTRIBUTES**\n * will affect the Vertex Array Object state.\n *\n * > Call `gl.bindVertexArray(null)` to get back manipulating the global attributes and ELEMENT_ARRAY_BUFFER.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @param {module:twgl.ProgramInfo|module:twgl.ProgramInfo[]} programInfo a programInfo or array of programInfos\n * @param {module:twgl.BufferInfo} bufferInfo BufferInfo as returned from createBufferInfoFromArrays etc...\n *\n * You need to make sure every attribute that will be used is bound. So for example assume shader 1\n * uses attributes A, B, C and shader 2 uses attributes A, B, D. If you only pass in the programInfo\n * for shader 1 then only attributes A, B, and C will have their attributes set because TWGL doesn't\n * now attribute D's location.\n *\n * So, you can pass in both shader 1 and shader 2's programInfo\n *\n * @return {module:twgl.VertexArrayInfo} The created VertexArrayInfo\n *\n * @memberOf module:twgl/vertexArrays\n */\nfunction createVertexArrayInfo(gl, programInfos, bufferInfo) {\n const vao = gl.createVertexArray();\n gl.bindVertexArray(vao);\n if (!programInfos.length) {\n programInfos = [programInfos];\n }\n programInfos.forEach(function(programInfo) {\n programs.setBuffersAndAttributes(gl, programInfo, bufferInfo);\n });\n gl.bindVertexArray(null);\n return {\n numElements: bufferInfo.numElements,\n elementType: bufferInfo.elementType,\n vertexArrayObject: vao,\n };\n}\n\n/**\n * Creates a vertex array object and then sets the attributes on it\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {Object.} setters Attribute setters as returned from createAttributeSetters\n * @param {Object.} attribs AttribInfos mapped by attribute name.\n * @param {WebGLBuffer} [indices] an optional ELEMENT_ARRAY_BUFFER of indices\n * @memberOf module:twgl/vertexArrays\n */\nfunction createVAOAndSetAttributes(gl, setters, attribs, indices) {\n const vao = gl.createVertexArray();\n gl.bindVertexArray(vao);\n programs.setAttributes(setters, attribs);\n if (indices) {\n gl.bindBuffer(ELEMENT_ARRAY_BUFFER, indices);\n }\n // We unbind this because otherwise any change to ELEMENT_ARRAY_BUFFER\n // like when creating buffers for other stuff will mess up this VAO's binding\n gl.bindVertexArray(null);\n return vao;\n}\n\n/**\n * Creates a vertex array object and then sets the attributes\n * on it\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext\n * to use.\n * @param {Object.| module:twgl.ProgramInfo} programInfo as returned from createProgramInfo or Attribute setters as returned from createAttributeSetters\n * @param {module:twgl.BufferInfo} bufferInfo BufferInfo as returned from createBufferInfoFromArrays etc...\n * @param {WebGLBuffer} [indices] an optional ELEMENT_ARRAY_BUFFER of indices\n * @memberOf module:twgl/vertexArrays\n */\nfunction createVAOFromBufferInfo(gl, programInfo, bufferInfo) {\n return createVAOAndSetAttributes(gl, programInfo.attribSetters || programInfo, bufferInfo.attribs, bufferInfo.indices);\n}\n\nexport {\n createVertexArrayInfo,\n createVAOAndSetAttributes,\n createVAOFromBufferInfo,\n};\n\n"],"sourceRoot":""} \ No newline at end of file diff --git a/blocks/waves/twgl/twgl.min.js b/blocks/waves/twgl/twgl.min.js new file mode 100755 index 00000000..279d7ecf --- /dev/null +++ b/blocks/waves/twgl/twgl.min.js @@ -0,0 +1,6 @@ +/*! + * @license twgl.js 4.14.2 Copyright (c) 2015, Gregg Tavares All Rights Reserved. + * Available via the MIT license. + * see: http://github.com/greggman/twgl.js for details + */ +!function(e,t){"object"==typeof exports&&"object"==typeof module?module.exports=t():"function"==typeof define&&define.amd?define([],t):"object"==typeof exports?exports.twgl=t():e.twgl=t()}("undefined"!=typeof self?self:this,(function(){return function(e){var t={};function r(n){if(t[n])return t[n].exports;var o=t[n]={i:n,l:!1,exports:{}};return e[n].call(o.exports,o,o.exports,r),o.l=!0,o.exports}return r.m=e,r.c=t,r.d=function(e,t,n){r.o(e,t)||Object.defineProperty(e,t,{enumerable:!0,get:n})},r.r=function(e){"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(e,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(e,"__esModule",{value:!0})},r.t=function(e,t){if(1&t&&(e=r(e)),8&t)return e;if(4&t&&"object"==typeof e&&e&&e.__esModule)return e;var n=Object.create(null);if(r.r(n),Object.defineProperty(n,"default",{enumerable:!0,value:e}),2&t&&"string"!=typeof e)for(var o in e)r.d(n,o,function(t){return e[t]}.bind(null,o));return n},r.n=function(e){var t=e&&e.__esModule?function(){return e.default}:function(){return e};return r.d(t,"a",t),t},r.o=function(e,t){return Object.prototype.hasOwnProperty.call(e,t)},r.p="",r(r.s=5)}([function(e,t,r){"use strict";t.__esModule=!0,t.copyExistingProperties=function(e,t){Object.keys(t).forEach((function(r){t.hasOwnProperty(r)&&e.hasOwnProperty(r)&&(t[r]=e[r])}))},t.copyNamedProperties=function(e,t,r){e.forEach((function(e){var n=t[e];void 0!==n&&(r[e]=n)}))},t.error=function(){var e;(e=console).error.apply(e,arguments)},t.warn=function(){var e;(e=console).warn.apply(e,arguments)},t.isBuffer=function(e,t){return"undefined"!=typeof WebGLBuffer&&t instanceof WebGLBuffer},t.isRenderbuffer=function(e,t){return"undefined"!=typeof WebGLRenderbuffer&&t instanceof WebGLRenderbuffer},t.isShader=function(e,t){return"undefined"!=typeof WebGLShader&&t instanceof WebGLShader},t.isTexture=function(e,t){return"undefined"!=typeof WebGLTexture&&t instanceof WebGLTexture},t.isSampler=function(e,t){return"undefined"!=typeof WebGLSampler&&t instanceof WebGLSampler}},function(e,t,r){"use strict";t.__esModule=!0,t.getGLTypeForTypedArray=function(e){if(e instanceof Int8Array)return 5120;if(e instanceof Uint8Array)return 5121;if(e instanceof Uint8ClampedArray)return 5121;if(e instanceof Int16Array)return 5122;if(e instanceof Uint16Array)return 5123;if(e instanceof Int32Array)return 5124;if(e instanceof Uint32Array)return 5125;if(e instanceof Float32Array)return 5126;throw new Error("unsupported typed array type")},t.getGLTypeForTypedArrayType=function(e){if(e===Int8Array)return 5120;if(e===Uint8Array)return 5121;if(e===Uint8ClampedArray)return 5121;if(e===Int16Array)return 5122;if(e===Uint16Array)return 5123;if(e===Int32Array)return 5124;if(e===Uint32Array)return 5125;if(e===Float32Array)return 5126;throw new Error("unsupported typed array type")},t.getTypedArrayTypeForGLType=function(e){var t=n[e];if(!t)throw new Error("unknown gl type");return t},t.isArrayBuffer=void 0;var n={},o=n;o[5120]=Int8Array,o[5121]=Uint8Array,o[5122]=Int16Array,o[5123]=Uint16Array,o[5124]=Int32Array,o[5125]=Uint32Array,o[5126]=Float32Array,o[32819]=Uint16Array,o[32820]=Uint16Array,o[33635]=Uint16Array,o[5131]=Uint16Array,o[33640]=Uint32Array,o[35899]=Uint32Array,o[35902]=Uint32Array,o[36269]=Uint32Array,o[34042]=Uint32Array;var u="undefined"!=typeof SharedArrayBuffer?function(e){return e&&e.buffer&&(e.buffer instanceof ArrayBuffer||e.buffer instanceof SharedArrayBuffer)}:function(e){return e&&e.buffer&&e.buffer instanceof ArrayBuffer};t.isArrayBuffer=u},function(e,t,r){"use strict";t.__esModule=!0,t.isWebGL1=function(e){return!e.texStorage2D},t.isWebGL2=function(e){return!!e.texStorage2D},t.glEnumToString=void 0;var n,o,u=(n={},o={},function(e,t){return function(e){var t=e.constructor.name;if(!n[t]){for(var r in e)if("number"==typeof e[r]){var u=o[e[r]];o[e[r]]=u?"".concat(u," | ").concat(r):r}n[t]=!0}}(e),o[t]||"0x"+t.toString(16)});t.glEnumToString=u},function(e,t,r){"use strict";t.__esModule=!0,t.createAttributeSetters=D,t.createProgram=z,t.createProgramFromScripts=function(e,t,r,n,o){for(var u=j(r,n,o),i=[],a=0;a=0?35632:t.indexOf("vert")>=0?35633:void 0}function T(e,t){t.forEach((function(t){e.deleteShader(t)}))}function z(e,t,r,n,u){for(var i=j(r,n,u),a=[],f=[],c=0;c1&&"[0]"===n.name.substr(-3),a=n.type,f=c[a];if(!f)throw new Error("unknown type: 0x".concat(a.toString(16)));if(f.bindPoint){var l=r;r+=n.size,o=i?f.arraySetter(e,a,l,u,n.size):f.setter(e,a,l,u,n.size)}else o=f.arraySetter&&i?f.arraySetter(e,u):f.setter(e,u);return o.location=u,o}for(var o={},u=e.getProgramParameter(t,35718),i=0;i0)throw new Error("numComponents ".concat(u," not correct for length ").concat(o));return i}(t);return r},t.createBufferFromArray=F,t.createBufferFromTypedArray=l,t.createBufferInfoFromArrays=function(e,t,r){var o=p(e,t),u=Object.assign({},r||{});u.attribs=Object.assign({},r?r.attribs:{},o);var i=t.indices;if(i){var f=d(i,"indices");u.indices=l(e,f,34963),u.numElements=f.length,u.elementType=n.getGLTypeForTypedArray(f)}else u.numElements||(u.numElements=function(e,t){var r,n;for(n=0;n0)throw new Error("Can not guess numComponents for attribute '".concat(e,"'. Tried ").concat(r," but ").concat(t," values is not evenly divisible by ").concat(r,". You should specify it."));return r}function m(e,t){return e.numComponents||e.size||v(t,s(e).length)}function d(e,t){if(n.isArrayBuffer(e))return e;if(n.isArrayBuffer(e.data))return e.data;Array.isArray(e)&&(e={data:e});var r=e.type;return r||(r=c(t)?Uint16Array:Float32Array),new r(e.data)}function p(e,t){var r={};return Object.keys(t).forEach((function(o){if(!c(o)){var u=t[o],i=u.attrib||u.name||u.attribName||a.attribPrefix+o;if(u.value){if(!Array.isArray(u.value)&&!n.isArrayBuffer(u.value))throw new Error("array.value is not array or typedarray");r[i]={value:u.value}}else{var f,s,y,b;if(u.buffer&&u.buffer instanceof WebGLBuffer)f=u.buffer,b=u.numComponents||u.size,s=u.type,y=u.normalize;else if("number"==typeof u||"number"==typeof u.data){var p=u.data||u,x=u.type||Float32Array,F=p*x.BYTES_PER_ELEMENT;s=n.getGLTypeForTypedArrayType(x),y=void 0!==u.normalize?u.normalize:(_=x)===Int8Array||_===Uint8Array,b=u.numComponents||u.size||v(o,p),f=e.createBuffer(),e.bindBuffer(34962,f),e.bufferData(34962,F,u.drawType||35044)}else{var E=d(u,o);f=l(e,E,void 0,u.drawType),s=n.getGLTypeForTypedArray(E),y=void 0!==u.normalize?u.normalize:function(e){return e instanceof Int8Array||e instanceof Uint8Array}(E),b=m(u,o)}r[i]={buffer:f,numComponents:b,type:s,normalize:y,stride:u.stride||0,offset:u.offset||0,divisor:void 0===u.divisor?void 0:u.divisor,drawType:u.drawType}}}var _})),e.bindBuffer(34962,null),r}var x=["position","positions","a_position"];function F(e,t,r){var n="indices"===r?34963:34962;return l(e,d(t,r),n)}},function(e,t,r){"use strict";t.__esModule=!0,t.drawBufferInfo=u,t.drawObjectList=function(e,t){var r=null,o=null;t.forEach((function(t){if(!1!==t.active){var i=t.programInfo,a=t.vertexArrayInfo||t.bufferInfo,f=!1,l=void 0===t.type?4:t.type;i!==r&&(r=i,e.useProgram(i.program),f=!0),(f||a!==o)&&(o&&o.vertexArrayObject&&!a.vertexArrayObject&&e.bindVertexArray(null),o=a,n.setBuffersAndAttributes(e,i,a)),n.setUniforms(i,t.uniforms),u(e,a,l,t.count,t.offset,t.instanceCount)}})),o&&o.vertexArrayObject&&e.bindVertexArray(null)};var n=function(e){if(e&&e.__esModule)return e;var t=o();if(t&&t.has(e))return t.get(e);var r={};if(null!=e){var n=Object.defineProperty&&Object.getOwnPropertyDescriptor;for(var u in e)if(Object.prototype.hasOwnProperty.call(e,u)){var i=n?Object.getOwnPropertyDescriptor(e,u):null;i&&(i.get||i.set)?Object.defineProperty(r,u,i):r[u]=e[u]}}r.default=e,t&&t.set(e,r);return r}(r(3));function o(){if("function"!=typeof WeakMap)return null;var e=new WeakMap;return o=function(){return e},e}function u(e,t,r,n,o,u){r=void 0===r?4:r;var i=t.indices,a=t.elementType,f=void 0===n?t.numElements:n;o=void 0===o?0:o,a||i?void 0!==u?e.drawElementsInstanced(r,f,void 0===a?5123:t.elementType,o,u):e.drawElements(r,f,void 0===a?5123:t.elementType,o):void 0!==u?e.drawArraysInstanced(r,o,f,u):e.drawArrays(r,o,f)}},function(e,t,r){"use strict";t.__esModule=!0,t.bindFramebufferInfo=function(e,t,r){r=r||36160,t?(e.bindFramebuffer(r,t.framebuffer),e.viewport(0,0,t.width,t.height)):(e.bindFramebuffer(r,null),e.viewport(0,0,e.drawingBufferWidth,e.drawingBufferHeight))},t.createFramebufferInfo=function(e,t,r,u){var i=e.createFramebuffer();e.bindFramebuffer(36160,i),r=r||e.drawingBufferWidth,u=u||e.drawingBufferHeight;var c=0,s={framebuffer:i,attachments:[],width:r,height:u};return(t=t||a).forEach((function(t){var i=t.attachment,a=t.format,y=function(e){return f[e]}(a);if(y||(y=36064+c++),!i)if(function(e){return l[e]}(a))i=e.createRenderbuffer(),e.bindRenderbuffer(36161,i),e.renderbufferStorage(36161,a,r,u);else{var b=Object.assign({},t);b.width=r,b.height=u,void 0===b.auto&&(b.auto=!1,b.min=b.min||b.minMag||9729,b.mag=b.mag||b.minMag||9729,b.wrapS=b.wrapS||b.wrap||33071,b.wrapT=b.wrapT||b.wrap||33071),i=n.createTexture(e,b)}if(o.isRenderbuffer(e,i))e.framebufferRenderbuffer(36160,y,36161,i);else{if(!o.isTexture(e,i))throw new Error("unknown attachment type");void 0!==t.layer?e.framebufferTextureLayer(36160,y,i,t.level||0,t.layer):e.framebufferTexture2D(36160,y,t.texTarget||3553,i,t.level||0)}s.attachments.push(i)})),s},t.resizeFramebufferInfo=function(e,t,r,u,i){u=u||e.drawingBufferWidth,i=i||e.drawingBufferHeight,t.width=u,t.height=i,(r=r||a).forEach((function(r,a){var f=t.attachments[a],l=r.format;if(o.isRenderbuffer(e,f))e.bindRenderbuffer(36161,f),e.renderbufferStorage(36161,l,u,i);else{if(!o.isTexture(e,f))throw new Error("unknown attachment type");n.resizeTexture(e,f,r,u,i)}}))};var n=i(r(4)),o=i(r(0));function u(){if("function"!=typeof WeakMap)return null;var e=new WeakMap;return u=function(){return e},e}function i(e){if(e&&e.__esModule)return e;var t=u();if(t&&t.has(e))return t.get(e);var r={};if(null!=e){var n=Object.defineProperty&&Object.getOwnPropertyDescriptor;for(var o in e)if(Object.prototype.hasOwnProperty.call(e,o)){var i=n?Object.getOwnPropertyDescriptor(e,o):null;i&&(i.get||i.set)?Object.defineProperty(r,o,i):r[o]=e[o]}}return r.default=e,t&&t.set(e,r),r}var a=[{format:6408,type:5121,min:9729,wrap:33071},{format:34041}],f={};f[34041]=33306,f[6401]=36128,f[36168]=36128,f[6402]=36096,f[33189]=36096;var l={};l[32854]=!0,l[32855]=!0,l[36194]=!0,l[34041]=!0,l[33189]=!0,l[6401]=!0,l[36168]=!0},function(e,t,r){"use strict";t.__esModule=!0,t.createVertexArrayInfo=function(e,t,r){var o=e.createVertexArray();e.bindVertexArray(o),t.length||(t=[t]);return t.forEach((function(t){n.setBuffersAndAttributes(e,t,r)})),e.bindVertexArray(null),{numElements:r.numElements,elementType:r.elementType,vertexArrayObject:o}},t.createVAOAndSetAttributes=u,t.createVAOFromBufferInfo=function(e,t,r){return u(e,t.attribSetters||t,r.attribs,r.indices)};var n=function(e){if(e&&e.__esModule)return e;var t=o();if(t&&t.has(e))return t.get(e);var r={};if(null!=e){var n=Object.defineProperty&&Object.getOwnPropertyDescriptor;for(var u in e)if(Object.prototype.hasOwnProperty.call(e,u)){var i=n?Object.getOwnPropertyDescriptor(e,u):null;i&&(i.get||i.set)?Object.defineProperty(r,u,i):r[u]=e[u]}}r.default=e,t&&t.set(e,r);return r}(r(3));function o(){if("function"!=typeof WeakMap)return null;var e=new WeakMap;return o=function(){return e},e}function u(e,t,r,o){var u=e.createVertexArray();return e.bindVertexArray(u),n.setAttributes(t,r),o&&e.bindBuffer(34963,o),e.bindVertexArray(null),u}}])})); \ No newline at end of file diff --git a/blocks/waves/waves.js b/blocks/waves/waves.js new file mode 100644 index 00000000..c4fdd3a7 --- /dev/null +++ b/blocks/waves/waves.js @@ -0,0 +1,361 @@ +/** + * Shaders based on fluid effect from {@link http://glslsandbox.com/e#8143.0} + */ + +/* global wp */ + +( ( factory ) => { + const a8cColorEffects = factory( window.twgl ); + if ( wp.editor ) { + // Export for the editor so it can be run when a block is added. + window.a8cColorEffects = a8cColorEffects; + } else { + // Run the effect for all blocks on initial page load. + wp.domReady( () => { + document + .querySelectorAll( '.wp-block-a8c-waves canvas' ) + .forEach( a8cColorEffects.run ); + } ); + } +} )( ( twgl ) => { + const vertexShader = ` + attribute vec3 position; + attribute vec2 texcoord; + + varying vec2 uv; + + void main () { + uv = texcoord; + gl_Position = vec4( position, 1. ); + } + `; + + const fragmentShader = ` + precision mediump float; + + #define SRGB_TO_LINEAR( c ) pow( c, vec3( 2.2 ) ) + #define LINEAR_TO_SRGB( c ) pow( c, vec3( 1.0 / 2.2 ) ) + + uniform vec3 color1; + uniform vec3 color2; + uniform vec3 color3; + uniform vec3 color4; + + varying vec2 uv; + + void main() { + vec3 tl = SRGB_TO_LINEAR( color1 ); + vec3 tr = SRGB_TO_LINEAR( color2 ); + vec3 bl = SRGB_TO_LINEAR( color3 ); + vec3 br = SRGB_TO_LINEAR( color4 ); + + vec3 top = mix( tl, tr, uv.x ); + vec3 bottom = mix( bl, br, uv.x ); + vec3 gradient = mix( bottom, top, uv.y ) ; + + gl_FragColor = vec4( LINEAR_TO_SRGB( gradient ), 1. ); + } + `; + + const vertexShaderEffect = ` + attribute vec3 position; + attribute vec2 texcoord; + + uniform vec2 resolution; + + varying vec2 uv; + + void main () { + uv = texcoord * normalize( resolution ); + gl_Position = vec4( position, 1. ); + } + `; + + const fragmentShaderEffect = ` + precision mediump float; + + #define MAX_COMPLEXITY 32 + #define MIRRORED_REPEAT( p ) abs( 2. * fract( p / 2. ) - 1. ) + + uniform float time; + + uniform vec2 mouse; + uniform int complexity; + uniform float mouseSpeed; + uniform float fluidSpeed; + uniform sampler2D texture; + + varying vec2 uv; + + void main() { + vec2 c = uv; + for ( int i = 1; i < MAX_COMPLEXITY; i++ ) { + if ( i >= complexity ) continue; + float f = float( i ); + c += ( time * 0.001 ); + c.x += 0.6 / f * sin( ( f * c.y ) + ( time / fluidSpeed ) + ( 0.3 * f ) ); + c.x += 0.5 + ( mouse.y / mouseSpeed ); + c.y += 0.6 / f * sin( ( f * c.x ) + ( time / fluidSpeed ) + ( 0.3 * f + 10. ) ); + c.y -= 0.5 - ( mouse.x / mouseSpeed ); + } + gl_FragColor = texture2D( texture, MIRRORED_REPEAT( c ) ); + } + `; + + const mouseFunction = inverse( [ 1, 100 ], [ 50, 1 ] ); + const fluidFunction = inverse( [ 1, 100 ], [ 250, 1 ] ); + + /** + * Get a inverse function mapping from the domain to the range. + * + * @param {number[]} domain Domain to map from + * @param {number[]} range Range to map to + * @return {Function} Inverse function mapping the domain to the range + */ + function inverse( [ x1, x2 ], [ y1, y2 ] ) { + const a = ( x1 * x2 * ( -y1 + y2 ) ) / ( x1 - x2 ); + const b = ( x1 * y1 - x2 * y2 ) / ( x1 - x2 ); + return function( x ) { + return a / x + b; + }; + } + + /** + * Initializes buffers and compiles the WebGL programs. + * + * @param {WebGLRenderingContext} gl WebGL rendering context + */ + const init = ( gl ) => ( { + programInfoGradient: twgl.createProgramInfo( gl, [ + vertexShader, + fragmentShader, + ] ), + programInfoEffectPass: twgl.createProgramInfo( gl, [ + vertexShaderEffect, + fragmentShaderEffect, + ] ), + screenBufferInfo: twgl.createBufferInfoFromArrays( gl, { + // prettier-ignore + position: [ + -1, -1, 0, + 1, -1, 0, + -1, 1, 0, + -1, 1, 0, + 1, -1, 0, + 1, 1, 0, + ], + // prettier-ignore + texcoord: [ + 0, 0, + 1, 0, + 0, 1, + 0, 1, + 1, 0, + 1, 1 + ] + } ), + textureInfo: twgl.createFramebufferInfo( gl, null, 512, 512 ), + } ); + + /** + * Convert a hex color string to a WebGL color vector. + * + * @param {string} color Hex color string (#FFFFFF or #FFF) + * @return {number[]} RGB array for WebGL + */ + function parseColor( color ) { + let r = '0'; + let g = '0'; + let b = '0'; + + if ( color.length === 7 ) { + r = '0x' + color[ 1 ] + color[ 2 ]; + g = '0x' + color[ 3 ] + color[ 4 ]; + b = '0x' + color[ 5 ] + color[ 6 ]; + } else if ( color.length === 4 ) { + r = '0x' + color[ 1 ] + color[ 1 ]; + g = '0x' + color[ 2 ] + color[ 2 ]; + b = '0x' + color[ 3 ] + color[ 3 ]; + } + + return [ r / 0xff, g / 0xff, b / 0xff ]; + } + + /** + * Draw an individual block. + * + * @param {WebGLRenderingContext} gl WebGL rendering context + * @param {Object} state Data state for the rendering frame + * @param {Object} program Collection of program info and buffers + */ + function renderBlock( gl, state, program ) { + renderGradient( gl, state, program ); + renderLiquidEffect( gl, state, program ); + } + + /** + * Draw the custom gradient to the framebuffer. + * + * @param {WebGLRenderingContext} gl WebGL rendering context + * @param {Object} state Data state for the rendering frame + * @param {Object} program Collection of program info and buffers + */ + function renderGradient( + gl, + { dataset }, + { programInfoGradient, screenBufferInfo, textureInfo } + ) { + const uniforms = { + color1: parseColor( dataset.color1 ), + color2: parseColor( dataset.color2 ), + color3: parseColor( dataset.color3 ), + color4: parseColor( dataset.color4 ), + }; + + twgl.bindFramebufferInfo( gl, textureInfo ); + gl.viewport( 0, 0, textureInfo.width, textureInfo.height ); + gl.clearColor( 1, 1, 1, 1 ); + gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT ); // eslint-disable-line no-bitwise + gl.useProgram( programInfoGradient.program ); + twgl.setBuffersAndAttributes( + gl, + programInfoGradient, + screenBufferInfo + ); + twgl.setUniforms( programInfoGradient, uniforms ); + twgl.drawBufferInfo( gl, screenBufferInfo ); + } + + /** + * Draw the liquid effect to the canvas. + * + * @param {WebGLRenderingContext} gl WebGL rendering context + * @param {Object} state Data state for the rendering frame + * @param {Object} program Collection of program info and buffers + */ + function renderLiquidEffect( + gl, + { dataset, mouse, time }, + { programInfoEffectPass, screenBufferInfo, textureInfo } + ) { + const resolution = [ gl.canvas.width, gl.canvas.height ]; + const complexity = Number.parseInt( dataset.complexity, 10 ); + const mouseSpeed = Number.parseFloat( dataset.mouseSpeed ); + const fluidSpeed = Number.parseFloat( dataset.fluidSpeed ); + + const uniforms = { + // Required in the vertex shader to prevent stretching + resolution, + // Time since beginning of the program in seconds + time: time * 0.001, + // Mouse position in normalized block coordinates + mouse: [ + mouse[ 0 ] / resolution[ 0 ], + mouse[ 1 ] / resolution[ 1 ], + ], + // 'Swirly-ness' of the effect + complexity: 3 * complexity - 1, + // Makes it more/less jumpy + mouseSpeed: mouseFunction( mouseSpeed ) * 3 * complexity, + // Drives speed, higher number will make it slower + fluidSpeed: fluidFunction( fluidSpeed ), + // Framebuffer texture from the first pass + texture: textureInfo.attachments[ 0 ], + }; + + twgl.bindFramebufferInfo( gl, null ); // Draw to screen + gl.viewport( 0, 0, gl.canvas.width, gl.canvas.height ); + gl.clearColor( 0, 0, 0, 0 ); + gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT ); // eslint-disable-line no-bitwise + gl.useProgram( programInfoEffectPass.program ); + twgl.setBuffersAndAttributes( + gl, + programInfoEffectPass, + screenBufferInfo + ); + twgl.setUniforms( programInfoEffectPass, uniforms ); + twgl.drawBufferInfo( gl, screenBufferInfo ); + } + + return { + renderPreview( dataset ) { + const canvas = document.createElement( 'canvas' ); + canvas.width = canvas.height = '512'; + + const gl = twgl.getWebGLContext( canvas ); + + const program = init( gl ); + + const state = { + dataset, + mouse: [ 0, 0 ], + time: 0, + }; + + renderBlock( gl, state, program ); + + return gl.canvas.toDataURL(); + }, + run( canvas ) { + const shouldAnimate = ! window.matchMedia( + '(prefers-reduced-motion: reduce)' + ).matches; + + const gl = twgl.getWebGLContext( canvas, { + failIfMajorPerformanceCaveat: true, + } ); + if ( ! gl ) { + // eslint-disable-next-line no-console + console.warn( + 'WebGL must be enabled to view some content on this page.' + ); + return; + } + + const program = init( gl ); + + const state = { + dataset: canvas.dataset, + mouse: [ 0, 0 ], + time: window.performance.now(), + rafId: 0, + }; + + /** + * Update mouse globals. + * + * @param {MouseEvent} e Mouse event + */ + function updateMouse( e ) { + if ( shouldAnimate ) { + state.mouse[ 0 ] = e.clientX; + state.mouse[ 1 ] = gl.canvas.height - e.clientY; // From bottom + } + } + document.body.addEventListener( 'mousemove', updateMouse ); + + /** + * Run the animation loop. + * + * @param {DOMHighResTimeStamp} t Point in time when function begins to be called in milliseconds + */ + function animate( t ) { + state.rafId = window.requestAnimationFrame( animate ); + if ( shouldAnimate ) { + state.time = t; + } + twgl.resizeCanvasToDisplaySize( gl.canvas ); + renderBlock( gl, state, program ); + } + state.rafId = window.requestAnimationFrame( animate ); + + /** + * Clean up the effects for when a block is unmounted + */ + return function cleanup() { + document.body.removeEventListener( 'mousemove', updateMouse ); + window.cancelAnimationFrame( state.rafId ); + }; + }, + }; +} ); diff --git a/bundler/bundles/waves.json b/bundler/bundles/waves.json new file mode 100644 index 00000000..bf0fc0c6 --- /dev/null +++ b/bundler/bundles/waves.json @@ -0,0 +1,7 @@ +{ + "blocks": [ "waves" ], + "version": "1.0.0", + "name": "Waves Block", + "description": "Blocks can now be sinuous and soothing with the Waves Block.", + "resource": "a8c-waves" +} diff --git a/bundler/resources/a8c-waves/assets/banner-1544-500.png b/bundler/resources/a8c-waves/assets/banner-1544-500.png new file mode 100644 index 00000000..6e41a0c6 Binary files /dev/null and b/bundler/resources/a8c-waves/assets/banner-1544-500.png differ diff --git a/bundler/resources/a8c-waves/assets/banner-772x250.png b/bundler/resources/a8c-waves/assets/banner-772x250.png new file mode 100644 index 00000000..289c55d8 Binary files /dev/null and b/bundler/resources/a8c-waves/assets/banner-772x250.png differ diff --git a/bundler/resources/a8c-waves/assets/icon-128x128.png b/bundler/resources/a8c-waves/assets/icon-128x128.png new file mode 100644 index 00000000..d082b079 Binary files /dev/null and b/bundler/resources/a8c-waves/assets/icon-128x128.png differ diff --git a/bundler/resources/a8c-waves/assets/icon-256x256.png b/bundler/resources/a8c-waves/assets/icon-256x256.png new file mode 100644 index 00000000..f9232fb4 Binary files /dev/null and b/bundler/resources/a8c-waves/assets/icon-256x256.png differ diff --git a/bundler/resources/a8c-waves/assets/icon.svg b/bundler/resources/a8c-waves/assets/icon.svg new file mode 100644 index 00000000..d8ef79f9 --- /dev/null +++ b/bundler/resources/a8c-waves/assets/icon.svg @@ -0,0 +1,13 @@ + + + + + + + + + + + + + diff --git a/bundler/resources/a8c-waves/assets/screenshot-1.png b/bundler/resources/a8c-waves/assets/screenshot-1.png new file mode 100644 index 00000000..fcaef083 Binary files /dev/null and b/bundler/resources/a8c-waves/assets/screenshot-1.png differ diff --git a/bundler/resources/a8c-waves/assets/screenshot-2.png b/bundler/resources/a8c-waves/assets/screenshot-2.png new file mode 100644 index 00000000..b3504438 Binary files /dev/null and b/bundler/resources/a8c-waves/assets/screenshot-2.png differ diff --git a/bundler/resources/a8c-waves/assets/screenshot-3.png b/bundler/resources/a8c-waves/assets/screenshot-3.png new file mode 100644 index 00000000..94c0b97a Binary files /dev/null and b/bundler/resources/a8c-waves/assets/screenshot-3.png differ diff --git a/bundler/resources/a8c-waves/assets/screenshot-4.png b/bundler/resources/a8c-waves/assets/screenshot-4.png new file mode 100644 index 00000000..3e23567f Binary files /dev/null and b/bundler/resources/a8c-waves/assets/screenshot-4.png differ diff --git a/bundler/resources/a8c-waves/assets/screenshot-5.gif b/bundler/resources/a8c-waves/assets/screenshot-5.gif new file mode 100644 index 00000000..af6220cf Binary files /dev/null and b/bundler/resources/a8c-waves/assets/screenshot-5.gif differ diff --git a/bundler/resources/a8c-waves/block.json b/bundler/resources/a8c-waves/block.json new file mode 100644 index 00000000..1de9f0e4 --- /dev/null +++ b/bundler/resources/a8c-waves/block.json @@ -0,0 +1,6 @@ +{ + "name": "a8c/waves", + "title": "Waves", + "description": "Blocks can now be sinuous and soothing with the Waves Block.", + "category": "widgets" +} diff --git a/bundler/resources/a8c-waves/readme.txt b/bundler/resources/a8c-waves/readme.txt new file mode 100644 index 00000000..62173708 --- /dev/null +++ b/bundler/resources/a8c-waves/readme.txt @@ -0,0 +1,34 @@ +=== Waves Block === +Contributors: automattic, ajlende, pablohoneyhoney +Stable tag: 1.0.0 +Tested up to: 5.4.1 +Requires at least: 5.4 +License: GPLv2 or later +License URI: https://www.gnu.org/licenses/gpl-2.0.html + +Gradients in motion. + +== Description == + +Blocks can now be sinuous and soothing with the Waves Block. + +## Requirements + +As this is part of a series of block experiments, the latest version of the Gutenberg Plugin is required. + +## Source and Support + +You can follow development, file an issue, suggest features, and view the source at the Github repo: https://github.com/Automattic/block-experiments + +== Screenshots == + +1. Waves Block by Automattic. +2. Gradients in motion. +3. Use the colors from your theme. +4. Adjust the complexity of the waves. +5. Enjoy the soothing animation. + +== Changelog == + += 1.0.0 - 22nd May 2020 = +* Initial release diff --git a/editor.scss b/editor.scss index fe779723..d8ead8e1 100644 --- a/editor.scss +++ b/editor.scss @@ -5,3 +5,4 @@ @import './blocks/layout-grid/editor.scss'; @import './blocks/motion-background/editor.scss'; @import './blocks/starscape/editor.scss'; +@import './blocks/waves/editor.scss'; diff --git a/src/index.js b/src/index.js index dcb3092c..7e24e9d4 100644 --- a/src/index.js +++ b/src/index.js @@ -29,6 +29,7 @@ import * as layoutGridBlock from '../blocks/layout-grid/src'; import * as motionBackgroundBlock from '../blocks/motion-background/src'; import * as richImageTools from '../blocks/rich-image/src'; import * as starscapeBlock from '../blocks/starscape/src'; +import * as wavesBlock from '../blocks/waves/src'; // Instantiate the blocks, adding them to our block category bauhausCentenaryBlock.registerBlock(); @@ -38,3 +39,4 @@ layoutGridBlock.registerBlock(); motionBackgroundBlock.registerBlock(); richImageTools.registerBlock(); starscapeBlock.registerBlock(); +wavesBlock.registerBlock(); diff --git a/style.scss b/style.scss index 72aaa9b5..665c0fda 100644 --- a/style.scss +++ b/style.scss @@ -1,7 +1,8 @@ /* Import front end styles for blocks */ +@import './blocks/bauhaus-centenary/style.scss'; @import './blocks/event/style.scss'; @import './blocks/image-compare/style.scss'; @import './blocks/layout-grid/style.scss'; -@import './blocks/bauhaus-centenary/style.scss'; -@import './blocks/starscape/style.scss'; @import './blocks/motion-background/style.scss'; +@import './blocks/starscape/style.scss'; +@import './blocks/waves/style.scss';