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📄 UniformsGroup.js

📊 Analysis Summary

Metric Count
🔧 Functions 14
🧱 Classes 1
📦 Imports 2
📊 Variables & Constants 37

📚 Table of Contents

🛠️ File Location:

📂 src/renderers/common/UniformsGroup.js

📦 Imports

Name Source
UniformBuffer ./UniformBuffer.js
GPU_CHUNK_BYTES ./Constants.js

Variables & Constants

Name Type Kind Value Exported
buffer TypedArray let/var this._buffer
byteLength number let/var this.byteLength
bytesPerElement number let/var this.bytesPerElement
offset number let/var 0
uniform Uniform let/var this.uniforms[ i ]
boundary any let/var uniform.boundary
itemSize number let/var uniform.itemSize * bytesPerElement
chunkOffset number let/var offset % GPU_CHUNK_BYTES
chunkPadding number let/var chunkOffset % boundary
chunkStart number let/var chunkOffset + chunkPadding
updated boolean let/var false
updated boolean let/var false
a number[] let/var this.values
offset any let/var uniform.offset
updated boolean let/var false
a number[] let/var this.values
offset any let/var uniform.offset
updated boolean let/var false
a number[] let/var this.values
offset any let/var uniform.offset
updated boolean let/var false
a number[] let/var this.values
offset any let/var uniform.offset
updated boolean let/var false
a number[] let/var this.values
offset any let/var uniform.offset
b Float32Array<ArrayBufferLike> let/var this.buffer
updated boolean let/var false
a number[] let/var this.values
e any let/var uniform.getValue().elements
offset any let/var uniform.offset
b Float32Array<ArrayBufferLike> let/var this.buffer
updated boolean let/var false
a number[] let/var this.values
e any let/var uniform.getValue().elements
offset any let/var uniform.offset
b Float32Array<ArrayBufferLike> let/var this.buffer

Functions

UniformsGroup.addUniform(uniform: Uniform): UniformsGroup

JSDoc:

/**
     * Adds a uniform to this group.
     *
     * @param {Uniform} uniform - The uniform to add.
     * @return {UniformsGroup} A reference to this group.
     */

Parameters:

  • uniform Uniform

Returns: UniformsGroup

Calls:

  • this.uniforms.push
Code
addUniform( uniform ) {

        this.uniforms.push( uniform );

        return this;

    }

UniformsGroup.removeUniform(uniform: Uniform): UniformsGroup

JSDoc:

/**
     * Removes a uniform from this group.
     *
     * @param {Uniform} uniform - The uniform to remove.
     * @return {UniformsGroup} A reference to this group.
     */

Parameters:

  • uniform Uniform

Returns: UniformsGroup

Calls:

  • this.uniforms.indexOf
  • this.uniforms.splice
Code
removeUniform( uniform ) {

        const index = this.uniforms.indexOf( uniform );

        if ( index !== - 1 ) {

            this.uniforms.splice( index, 1 );

        }

        return this;

    }

UniformsGroup.update(): boolean

JSDoc:

/**
     * Updates this group by updating each uniform object of
     * the internal uniform list. The uniform objects check if their
     * values has actually changed so this method only returns
     * `true` if there is a real value change.
     *
     * @return {boolean} Whether the uniforms have been updated and
     * must be uploaded to the GPU.
     */

Returns: boolean

Calls:

  • this.updateByType
Code
update() {

        let updated = false;

        for ( const uniform of this.uniforms ) {

            if ( this.updateByType( uniform ) === true ) {

                updated = true;

            }

        }

        return updated;

    }

UniformsGroup.updateByType(uniform: Uniform): boolean

JSDoc:

/**
     * Updates a given uniform by calling an update method matching
     * the uniforms type.
     *
     * @param {Uniform} uniform - The uniform to update.
     * @return {boolean} Whether the uniform has been updated or not.
     */

Parameters:

  • uniform Uniform

Returns: boolean

Calls:

  • this.updateNumber
  • this.updateVector2
  • this.updateVector3
  • this.updateVector4
  • this.updateColor
  • this.updateMatrix3
  • this.updateMatrix4
  • console.error
Code
updateByType( uniform ) {

        if ( uniform.isNumberUniform ) return this.updateNumber( uniform );
        if ( uniform.isVector2Uniform ) return this.updateVector2( uniform );
        if ( uniform.isVector3Uniform ) return this.updateVector3( uniform );
        if ( uniform.isVector4Uniform ) return this.updateVector4( uniform );
        if ( uniform.isColorUniform ) return this.updateColor( uniform );
        if ( uniform.isMatrix3Uniform ) return this.updateMatrix3( uniform );
        if ( uniform.isMatrix4Uniform ) return this.updateMatrix4( uniform );

        console.error( 'THREE.WebGPUUniformsGroup: Unsupported uniform type.', uniform );

    }

UniformsGroup.updateNumber(uniform: NumberUniform): boolean

JSDoc:

/**
     * Updates a given Number uniform.
     *
     * @param {NumberUniform} uniform - The Number uniform.
     * @return {boolean} Whether the uniform has been updated or not.
     */

Parameters:

  • uniform NumberUniform

Returns: boolean

Calls:

  • uniform.getValue
  • uniform.getType
  • this._getBufferForType
Code
updateNumber( uniform ) {

        let updated = false;

        const a = this.values;
        const v = uniform.getValue();
        const offset = uniform.offset;
        const type = uniform.getType();

        if ( a[ offset ] !== v ) {

            const b = this._getBufferForType( type );

            b[ offset ] = a[ offset ] = v;
            updated = true;

        }

        return updated;

    }

UniformsGroup.updateVector2(uniform: Vector2Uniform): boolean

JSDoc:

/**
     * Updates a given Vector2 uniform.
     *
     * @param {Vector2Uniform} uniform - The Vector2 uniform.
     * @return {boolean} Whether the uniform has been updated or not.
     */

Parameters:

  • uniform Vector2Uniform

Returns: boolean

Calls:

  • uniform.getValue
  • uniform.getType
  • this._getBufferForType
Code
updateVector2( uniform ) {

        let updated = false;

        const a = this.values;
        const v = uniform.getValue();
        const offset = uniform.offset;
        const type = uniform.getType();

        if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y ) {

            const b = this._getBufferForType( type );

            b[ offset + 0 ] = a[ offset + 0 ] = v.x;
            b[ offset + 1 ] = a[ offset + 1 ] = v.y;

            updated = true;

        }

        return updated;

    }

UniformsGroup.updateVector3(uniform: Vector3Uniform): boolean

JSDoc:

/**
     * Updates a given Vector3 uniform.
     *
     * @param {Vector3Uniform} uniform - The Vector3 uniform.
     * @return {boolean} Whether the uniform has been updated or not.
     */

Parameters:

  • uniform Vector3Uniform

Returns: boolean

Calls:

  • uniform.getValue
  • uniform.getType
  • this._getBufferForType
Code
updateVector3( uniform ) {

        let updated = false;

        const a = this.values;
        const v = uniform.getValue();
        const offset = uniform.offset;
        const type = uniform.getType();

        if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z ) {

            const b = this._getBufferForType( type );

            b[ offset + 0 ] = a[ offset + 0 ] = v.x;
            b[ offset + 1 ] = a[ offset + 1 ] = v.y;
            b[ offset + 2 ] = a[ offset + 2 ] = v.z;

            updated = true;

        }

        return updated;

    }

UniformsGroup.updateVector4(uniform: Vector4Uniform): boolean

JSDoc:

/**
     * Updates a given Vector4 uniform.
     *
     * @param {Vector4Uniform} uniform - The Vector4 uniform.
     * @return {boolean} Whether the uniform has been updated or not.
     */

Parameters:

  • uniform Vector4Uniform

Returns: boolean

Calls:

  • uniform.getValue
  • uniform.getType
  • this._getBufferForType
Code
updateVector4( uniform ) {

        let updated = false;

        const a = this.values;
        const v = uniform.getValue();
        const offset = uniform.offset;
        const type = uniform.getType();

        if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z || a[ offset + 4 ] !== v.w ) {

            const b = this._getBufferForType( type );

            b[ offset + 0 ] = a[ offset + 0 ] = v.x;
            b[ offset + 1 ] = a[ offset + 1 ] = v.y;
            b[ offset + 2 ] = a[ offset + 2 ] = v.z;
            b[ offset + 3 ] = a[ offset + 3 ] = v.w;

            updated = true;

        }

        return updated;

    }

UniformsGroup.updateColor(uniform: ColorUniform): boolean

JSDoc:

/**
     * Updates a given Color uniform.
     *
     * @param {ColorUniform} uniform - The Color uniform.
     * @return {boolean} Whether the uniform has been updated or not.
     */

Parameters:

  • uniform ColorUniform

Returns: boolean

Calls:

  • uniform.getValue
Code
updateColor( uniform ) {

        let updated = false;

        const a = this.values;
        const c = uniform.getValue();
        const offset = uniform.offset;

        if ( a[ offset + 0 ] !== c.r || a[ offset + 1 ] !== c.g || a[ offset + 2 ] !== c.b ) {

            const b = this.buffer;

            b[ offset + 0 ] = a[ offset + 0 ] = c.r;
            b[ offset + 1 ] = a[ offset + 1 ] = c.g;
            b[ offset + 2 ] = a[ offset + 2 ] = c.b;

            updated = true;

        }

        return updated;

    }

UniformsGroup.updateMatrix3(uniform: Matrix3Uniform): boolean

JSDoc:

/**
     * Updates a given Matrix3 uniform.
     *
     * @param {Matrix3Uniform} uniform - The Matrix3 uniform.
     * @return {boolean} Whether the uniform has been updated or not.
     */

Parameters:

  • uniform Matrix3Uniform

Returns: boolean

Calls:

  • uniform.getValue
Code
updateMatrix3( uniform ) {

        let updated = false;

        const a = this.values;
        const e = uniform.getValue().elements;
        const offset = uniform.offset;

        if ( a[ offset + 0 ] !== e[ 0 ] || a[ offset + 1 ] !== e[ 1 ] || a[ offset + 2 ] !== e[ 2 ] ||
            a[ offset + 4 ] !== e[ 3 ] || a[ offset + 5 ] !== e[ 4 ] || a[ offset + 6 ] !== e[ 5 ] ||
            a[ offset + 8 ] !== e[ 6 ] || a[ offset + 9 ] !== e[ 7 ] || a[ offset + 10 ] !== e[ 8 ] ) {

            const b = this.buffer;

            b[ offset + 0 ] = a[ offset + 0 ] = e[ 0 ];
            b[ offset + 1 ] = a[ offset + 1 ] = e[ 1 ];
            b[ offset + 2 ] = a[ offset + 2 ] = e[ 2 ];
            b[ offset + 4 ] = a[ offset + 4 ] = e[ 3 ];
            b[ offset + 5 ] = a[ offset + 5 ] = e[ 4 ];
            b[ offset + 6 ] = a[ offset + 6 ] = e[ 5 ];
            b[ offset + 8 ] = a[ offset + 8 ] = e[ 6 ];
            b[ offset + 9 ] = a[ offset + 9 ] = e[ 7 ];
            b[ offset + 10 ] = a[ offset + 10 ] = e[ 8 ];

            updated = true;

        }

        return updated;

    }

UniformsGroup.updateMatrix4(uniform: Matrix4Uniform): boolean

JSDoc:

/**
     * Updates a given Matrix4 uniform.
     *
     * @param {Matrix4Uniform} uniform - The Matrix4 uniform.
     * @return {boolean} Whether the uniform has been updated or not.
     */

Parameters:

  • uniform Matrix4Uniform

Returns: boolean

Calls:

  • uniform.getValue
  • arraysEqual
  • b.set
  • setArray
Code
updateMatrix4( uniform ) {

        let updated = false;

        const a = this.values;
        const e = uniform.getValue().elements;
        const offset = uniform.offset;

        if ( arraysEqual( a, e, offset ) === false ) {

            const b = this.buffer;
            b.set( e, offset );
            setArray( a, e, offset );
            updated = true;

        }

        return updated;

    }

UniformsGroup._getBufferForType(type: string): TypedArray

JSDoc:

/**
     * Returns a typed array that matches the given data type.
     *
     * @param {string} type - The data type.
     * @return {TypedArray} The typed array.
     */

Parameters:

  • type string

Returns: TypedArray

Code
_getBufferForType( type ) {

        if ( type === 'int' || type === 'ivec2' || type === 'ivec3' || type === 'ivec4' ) return new Int32Array( this.buffer.buffer );
        if ( type === 'uint' || type === 'uvec2' || type === 'uvec3' || type === 'uvec4' ) return new Uint32Array( this.buffer.buffer );
        return this.buffer;

    }

setArray(a: TypedArray, b: TypedArray, offset: number): void

JSDoc:

/**
 * Sets the values of the second array to the first array.
 *
 * @private
 * @param {TypedArray} a - The first array.
 * @param {TypedArray} b - The second array.
 * @param {number} offset - An index offset for the first array.
 */

Parameters:

  • a TypedArray
  • b TypedArray
  • offset number

Returns: void

Code
function setArray( a, b, offset ) {

    for ( let i = 0, l = b.length; i < l; i ++ ) {

        a[ offset + i ] = b[ i ];

    }

}

arraysEqual(a: TypedArray, b: TypedArray, offset: number): boolean

JSDoc:

/**
 * Returns `true` if the given arrays are equal.
 *
 * @private
 * @param {TypedArray} a - The first array.
 * @param {TypedArray} b - The second array.
 * @param {number} offset - An index offset for the first array.
 * @return {boolean} Whether the given arrays are equal or not.
 */

Parameters:

  • a TypedArray
  • b TypedArray
  • offset number

Returns: boolean

Code
function arraysEqual( a, b, offset ) {

    for ( let i = 0, l = b.length; i < l; i ++ ) {

        if ( a[ offset + i ] !== b[ i ] ) return false;

    }

    return true;

}

Classes

UniformsGroup

Class Code
class UniformsGroup extends UniformBuffer {

    /**
     * Constructs a new uniforms group.
     *
     * @param {string} name - The group's name.
     */
    constructor( name ) {

        super( name );

        /**
         * This flag can be used for type testing.
         *
         * @type {boolean}
         * @readonly
         * @default true
         */
        this.isUniformsGroup = true;

        /**
         * An array with the raw uniform values.
         *
         * @private
         * @type {?Array<number>}
         * @default null
         */
        this._values = null;

        /**
         * An array of uniform objects.
         *
         * The order of uniforms in this array must match the order of uniforms in the shader.
         *
         * @type {Array<Uniform>}
         */
        this.uniforms = [];

    }

    /**
     * Adds a uniform to this group.
     *
     * @param {Uniform} uniform - The uniform to add.
     * @return {UniformsGroup} A reference to this group.
     */
    addUniform( uniform ) {

        this.uniforms.push( uniform );

        return this;

    }

    /**
     * Removes a uniform from this group.
     *
     * @param {Uniform} uniform - The uniform to remove.
     * @return {UniformsGroup} A reference to this group.
     */
    removeUniform( uniform ) {

        const index = this.uniforms.indexOf( uniform );

        if ( index !== - 1 ) {

            this.uniforms.splice( index, 1 );

        }

        return this;

    }

    /**
     * An array with the raw uniform values.
     *
     * @type {Array<number>}
     */
    get values() {

        if ( this._values === null ) {

            this._values = Array.from( this.buffer );

        }

        return this._values;

    }

    /**
     * A Float32 array buffer with the uniform values.
     *
     * @type {Float32Array}
     */
    get buffer() {

        let buffer = this._buffer;

        if ( buffer === null ) {

            const byteLength = this.byteLength;

            buffer = new Float32Array( new ArrayBuffer( byteLength ) );

            this._buffer = buffer;

        }

        return buffer;

    }

    /**
     * The byte length of the buffer with correct buffer alignment.
     *
     * @type {number}
     */
    get byteLength() {

        const bytesPerElement = this.bytesPerElement;

        let offset = 0; // global buffer offset in bytes

        for ( let i = 0, l = this.uniforms.length; i < l; i ++ ) {

            const uniform = this.uniforms[ i ];

            const boundary = uniform.boundary;
            const itemSize = uniform.itemSize * bytesPerElement; // size of the uniform in bytes

            const chunkOffset = offset % GPU_CHUNK_BYTES; // offset in the current chunk
            const chunkPadding = chunkOffset % boundary; // required padding to match boundary
            const chunkStart = chunkOffset + chunkPadding; // start position in the current chunk for the data

            offset += chunkPadding;

            // Check for chunk overflow
            if ( chunkStart !== 0 && ( GPU_CHUNK_BYTES - chunkStart ) < itemSize ) {

                // Add padding to the end of the chunk
                offset += ( GPU_CHUNK_BYTES - chunkStart );

            }

            uniform.offset = offset / bytesPerElement;

            offset += itemSize;

        }

        return Math.ceil( offset / GPU_CHUNK_BYTES ) * GPU_CHUNK_BYTES;

    }

    /**
     * Updates this group by updating each uniform object of
     * the internal uniform list. The uniform objects check if their
     * values has actually changed so this method only returns
     * `true` if there is a real value change.
     *
     * @return {boolean} Whether the uniforms have been updated and
     * must be uploaded to the GPU.
     */
    update() {

        let updated = false;

        for ( const uniform of this.uniforms ) {

            if ( this.updateByType( uniform ) === true ) {

                updated = true;

            }

        }

        return updated;

    }

    /**
     * Updates a given uniform by calling an update method matching
     * the uniforms type.
     *
     * @param {Uniform} uniform - The uniform to update.
     * @return {boolean} Whether the uniform has been updated or not.
     */
    updateByType( uniform ) {

        if ( uniform.isNumberUniform ) return this.updateNumber( uniform );
        if ( uniform.isVector2Uniform ) return this.updateVector2( uniform );
        if ( uniform.isVector3Uniform ) return this.updateVector3( uniform );
        if ( uniform.isVector4Uniform ) return this.updateVector4( uniform );
        if ( uniform.isColorUniform ) return this.updateColor( uniform );
        if ( uniform.isMatrix3Uniform ) return this.updateMatrix3( uniform );
        if ( uniform.isMatrix4Uniform ) return this.updateMatrix4( uniform );

        console.error( 'THREE.WebGPUUniformsGroup: Unsupported uniform type.', uniform );

    }

    /**
     * Updates a given Number uniform.
     *
     * @param {NumberUniform} uniform - The Number uniform.
     * @return {boolean} Whether the uniform has been updated or not.
     */
    updateNumber( uniform ) {

        let updated = false;

        const a = this.values;
        const v = uniform.getValue();
        const offset = uniform.offset;
        const type = uniform.getType();

        if ( a[ offset ] !== v ) {

            const b = this._getBufferForType( type );

            b[ offset ] = a[ offset ] = v;
            updated = true;

        }

        return updated;

    }

    /**
     * Updates a given Vector2 uniform.
     *
     * @param {Vector2Uniform} uniform - The Vector2 uniform.
     * @return {boolean} Whether the uniform has been updated or not.
     */
    updateVector2( uniform ) {

        let updated = false;

        const a = this.values;
        const v = uniform.getValue();
        const offset = uniform.offset;
        const type = uniform.getType();

        if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y ) {

            const b = this._getBufferForType( type );

            b[ offset + 0 ] = a[ offset + 0 ] = v.x;
            b[ offset + 1 ] = a[ offset + 1 ] = v.y;

            updated = true;

        }

        return updated;

    }

    /**
     * Updates a given Vector3 uniform.
     *
     * @param {Vector3Uniform} uniform - The Vector3 uniform.
     * @return {boolean} Whether the uniform has been updated or not.
     */
    updateVector3( uniform ) {

        let updated = false;

        const a = this.values;
        const v = uniform.getValue();
        const offset = uniform.offset;
        const type = uniform.getType();

        if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z ) {

            const b = this._getBufferForType( type );

            b[ offset + 0 ] = a[ offset + 0 ] = v.x;
            b[ offset + 1 ] = a[ offset + 1 ] = v.y;
            b[ offset + 2 ] = a[ offset + 2 ] = v.z;

            updated = true;

        }

        return updated;

    }

    /**
     * Updates a given Vector4 uniform.
     *
     * @param {Vector4Uniform} uniform - The Vector4 uniform.
     * @return {boolean} Whether the uniform has been updated or not.
     */
    updateVector4( uniform ) {

        let updated = false;

        const a = this.values;
        const v = uniform.getValue();
        const offset = uniform.offset;
        const type = uniform.getType();

        if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z || a[ offset + 4 ] !== v.w ) {

            const b = this._getBufferForType( type );

            b[ offset + 0 ] = a[ offset + 0 ] = v.x;
            b[ offset + 1 ] = a[ offset + 1 ] = v.y;
            b[ offset + 2 ] = a[ offset + 2 ] = v.z;
            b[ offset + 3 ] = a[ offset + 3 ] = v.w;

            updated = true;

        }

        return updated;

    }

    /**
     * Updates a given Color uniform.
     *
     * @param {ColorUniform} uniform - The Color uniform.
     * @return {boolean} Whether the uniform has been updated or not.
     */
    updateColor( uniform ) {

        let updated = false;

        const a = this.values;
        const c = uniform.getValue();
        const offset = uniform.offset;

        if ( a[ offset + 0 ] !== c.r || a[ offset + 1 ] !== c.g || a[ offset + 2 ] !== c.b ) {

            const b = this.buffer;

            b[ offset + 0 ] = a[ offset + 0 ] = c.r;
            b[ offset + 1 ] = a[ offset + 1 ] = c.g;
            b[ offset + 2 ] = a[ offset + 2 ] = c.b;

            updated = true;

        }

        return updated;

    }

    /**
     * Updates a given Matrix3 uniform.
     *
     * @param {Matrix3Uniform} uniform - The Matrix3 uniform.
     * @return {boolean} Whether the uniform has been updated or not.
     */
    updateMatrix3( uniform ) {

        let updated = false;

        const a = this.values;
        const e = uniform.getValue().elements;
        const offset = uniform.offset;

        if ( a[ offset + 0 ] !== e[ 0 ] || a[ offset + 1 ] !== e[ 1 ] || a[ offset + 2 ] !== e[ 2 ] ||
            a[ offset + 4 ] !== e[ 3 ] || a[ offset + 5 ] !== e[ 4 ] || a[ offset + 6 ] !== e[ 5 ] ||
            a[ offset + 8 ] !== e[ 6 ] || a[ offset + 9 ] !== e[ 7 ] || a[ offset + 10 ] !== e[ 8 ] ) {

            const b = this.buffer;

            b[ offset + 0 ] = a[ offset + 0 ] = e[ 0 ];
            b[ offset + 1 ] = a[ offset + 1 ] = e[ 1 ];
            b[ offset + 2 ] = a[ offset + 2 ] = e[ 2 ];
            b[ offset + 4 ] = a[ offset + 4 ] = e[ 3 ];
            b[ offset + 5 ] = a[ offset + 5 ] = e[ 4 ];
            b[ offset + 6 ] = a[ offset + 6 ] = e[ 5 ];
            b[ offset + 8 ] = a[ offset + 8 ] = e[ 6 ];
            b[ offset + 9 ] = a[ offset + 9 ] = e[ 7 ];
            b[ offset + 10 ] = a[ offset + 10 ] = e[ 8 ];

            updated = true;

        }

        return updated;

    }

    /**
     * Updates a given Matrix4 uniform.
     *
     * @param {Matrix4Uniform} uniform - The Matrix4 uniform.
     * @return {boolean} Whether the uniform has been updated or not.
     */
    updateMatrix4( uniform ) {

        let updated = false;

        const a = this.values;
        const e = uniform.getValue().elements;
        const offset = uniform.offset;

        if ( arraysEqual( a, e, offset ) === false ) {

            const b = this.buffer;
            b.set( e, offset );
            setArray( a, e, offset );
            updated = true;

        }

        return updated;

    }

    /**
     * Returns a typed array that matches the given data type.
     *
     * @param {string} type - The data type.
     * @return {TypedArray} The typed array.
     */
    _getBufferForType( type ) {

        if ( type === 'int' || type === 'ivec2' || type === 'ivec3' || type === 'ivec4' ) return new Int32Array( this.buffer.buffer );
        if ( type === 'uint' || type === 'uvec2' || type === 'uvec3' || type === 'uvec4' ) return new Uint32Array( this.buffer.buffer );
        return this.buffer;

    }

}

Methods

addUniform(uniform: Uniform): UniformsGroup
Code
addUniform( uniform ) {

        this.uniforms.push( uniform );

        return this;

    }
removeUniform(uniform: Uniform): UniformsGroup
Code
removeUniform( uniform ) {

        const index = this.uniforms.indexOf( uniform );

        if ( index !== - 1 ) {

            this.uniforms.splice( index, 1 );

        }

        return this;

    }
update(): boolean
Code
update() {

        let updated = false;

        for ( const uniform of this.uniforms ) {

            if ( this.updateByType( uniform ) === true ) {

                updated = true;

            }

        }

        return updated;

    }
updateByType(uniform: Uniform): boolean
Code
updateByType( uniform ) {

        if ( uniform.isNumberUniform ) return this.updateNumber( uniform );
        if ( uniform.isVector2Uniform ) return this.updateVector2( uniform );
        if ( uniform.isVector3Uniform ) return this.updateVector3( uniform );
        if ( uniform.isVector4Uniform ) return this.updateVector4( uniform );
        if ( uniform.isColorUniform ) return this.updateColor( uniform );
        if ( uniform.isMatrix3Uniform ) return this.updateMatrix3( uniform );
        if ( uniform.isMatrix4Uniform ) return this.updateMatrix4( uniform );

        console.error( 'THREE.WebGPUUniformsGroup: Unsupported uniform type.', uniform );

    }
updateNumber(uniform: NumberUniform): boolean
Code
updateNumber( uniform ) {

        let updated = false;

        const a = this.values;
        const v = uniform.getValue();
        const offset = uniform.offset;
        const type = uniform.getType();

        if ( a[ offset ] !== v ) {

            const b = this._getBufferForType( type );

            b[ offset ] = a[ offset ] = v;
            updated = true;

        }

        return updated;

    }
updateVector2(uniform: Vector2Uniform): boolean
Code
updateVector2( uniform ) {

        let updated = false;

        const a = this.values;
        const v = uniform.getValue();
        const offset = uniform.offset;
        const type = uniform.getType();

        if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y ) {

            const b = this._getBufferForType( type );

            b[ offset + 0 ] = a[ offset + 0 ] = v.x;
            b[ offset + 1 ] = a[ offset + 1 ] = v.y;

            updated = true;

        }

        return updated;

    }
updateVector3(uniform: Vector3Uniform): boolean
Code
updateVector3( uniform ) {

        let updated = false;

        const a = this.values;
        const v = uniform.getValue();
        const offset = uniform.offset;
        const type = uniform.getType();

        if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z ) {

            const b = this._getBufferForType( type );

            b[ offset + 0 ] = a[ offset + 0 ] = v.x;
            b[ offset + 1 ] = a[ offset + 1 ] = v.y;
            b[ offset + 2 ] = a[ offset + 2 ] = v.z;

            updated = true;

        }

        return updated;

    }
updateVector4(uniform: Vector4Uniform): boolean
Code
updateVector4( uniform ) {

        let updated = false;

        const a = this.values;
        const v = uniform.getValue();
        const offset = uniform.offset;
        const type = uniform.getType();

        if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z || a[ offset + 4 ] !== v.w ) {

            const b = this._getBufferForType( type );

            b[ offset + 0 ] = a[ offset + 0 ] = v.x;
            b[ offset + 1 ] = a[ offset + 1 ] = v.y;
            b[ offset + 2 ] = a[ offset + 2 ] = v.z;
            b[ offset + 3 ] = a[ offset + 3 ] = v.w;

            updated = true;

        }

        return updated;

    }
updateColor(uniform: ColorUniform): boolean
Code
updateColor( uniform ) {

        let updated = false;

        const a = this.values;
        const c = uniform.getValue();
        const offset = uniform.offset;

        if ( a[ offset + 0 ] !== c.r || a[ offset + 1 ] !== c.g || a[ offset + 2 ] !== c.b ) {

            const b = this.buffer;

            b[ offset + 0 ] = a[ offset + 0 ] = c.r;
            b[ offset + 1 ] = a[ offset + 1 ] = c.g;
            b[ offset + 2 ] = a[ offset + 2 ] = c.b;

            updated = true;

        }

        return updated;

    }
updateMatrix3(uniform: Matrix3Uniform): boolean
Code
updateMatrix3( uniform ) {

        let updated = false;

        const a = this.values;
        const e = uniform.getValue().elements;
        const offset = uniform.offset;

        if ( a[ offset + 0 ] !== e[ 0 ] || a[ offset + 1 ] !== e[ 1 ] || a[ offset + 2 ] !== e[ 2 ] ||
            a[ offset + 4 ] !== e[ 3 ] || a[ offset + 5 ] !== e[ 4 ] || a[ offset + 6 ] !== e[ 5 ] ||
            a[ offset + 8 ] !== e[ 6 ] || a[ offset + 9 ] !== e[ 7 ] || a[ offset + 10 ] !== e[ 8 ] ) {

            const b = this.buffer;

            b[ offset + 0 ] = a[ offset + 0 ] = e[ 0 ];
            b[ offset + 1 ] = a[ offset + 1 ] = e[ 1 ];
            b[ offset + 2 ] = a[ offset + 2 ] = e[ 2 ];
            b[ offset + 4 ] = a[ offset + 4 ] = e[ 3 ];
            b[ offset + 5 ] = a[ offset + 5 ] = e[ 4 ];
            b[ offset + 6 ] = a[ offset + 6 ] = e[ 5 ];
            b[ offset + 8 ] = a[ offset + 8 ] = e[ 6 ];
            b[ offset + 9 ] = a[ offset + 9 ] = e[ 7 ];
            b[ offset + 10 ] = a[ offset + 10 ] = e[ 8 ];

            updated = true;

        }

        return updated;

    }
updateMatrix4(uniform: Matrix4Uniform): boolean
Code
updateMatrix4( uniform ) {

        let updated = false;

        const a = this.values;
        const e = uniform.getValue().elements;
        const offset = uniform.offset;

        if ( arraysEqual( a, e, offset ) === false ) {

            const b = this.buffer;
            b.set( e, offset );
            setArray( a, e, offset );
            updated = true;

        }

        return updated;

    }
_getBufferForType(type: string): TypedArray
Code
_getBufferForType( type ) {

        if ( type === 'int' || type === 'ivec2' || type === 'ivec3' || type === 'ivec4' ) return new Int32Array( this.buffer.buffer );
        if ( type === 'uint' || type === 'uvec2' || type === 'uvec3' || type === 'uvec4' ) return new Uint32Array( this.buffer.buffer );
        return this.buffer;

    }