'use strict'

exports.uniforms    = runtimeUniforms
exports.attributes  = runtimeAttributes

var GL_TO_GLSL_TYPES = {
  'FLOAT':       'float',
  'FLOAT_VEC2':  'vec2',
  'FLOAT_VEC3':  'vec3',
  'FLOAT_VEC4':  'vec4',
  'INT':         'int',
  'INT_VEC2':    'ivec2',
  'INT_VEC3':    'ivec3',
  'INT_VEC4':    'ivec4',
  'BOOL':        'bool',
  'BOOL_VEC2':   'bvec2',
  'BOOL_VEC3':   'bvec3',
  'BOOL_VEC4':   'bvec4',
  'FLOAT_MAT2':  'mat2',
  'FLOAT_MAT3':  'mat3',
  'FLOAT_MAT4':  'mat4',
  'SAMPLER_2D':  'sampler2D',
  'SAMPLER_CUBE':'samplerCube'
}

var GL_TABLE = null

function getType(gl, type) {
  if(!GL_TABLE) {
    var typeNames = Object.keys(GL_TO_GLSL_TYPES)
    GL_TABLE = {}
    for(var i=0; i<typeNames.length; ++i) {
      var tn = typeNames[i]
      GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn]
    }
  }
  return GL_TABLE[type]
}

function runtimeUniforms(gl, program) {
  var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS)
  var result = []
  for(var i=0; i<numUniforms; ++i) {
    var info = gl.getActiveUniform(program, i)
    if(info) {
      result.push({
        name: info.name,
        type: getType(gl, info.type)
      })
    }
  }
  return result
}

function runtimeAttributes(gl, program) {
  var numAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES)
  var result = []
  for(var i=0; i<numAttributes; ++i) {
    var info = gl.getActiveAttrib(program, i)
    if(info) {
      result.push({
        name: info.name,
        type: getType(gl, info.type)
      })
    }
  }
  return result
}
'use strict'

exports.uniforms    = runtimeUniforms
exports.attributes  = runtimeAttributes

var GL_TO_GLSL_TYPES = {
  'FLOAT':       'float',
  'FLOAT_VEC2':  'vec2',
  'FLOAT_VEC3':  'vec3',
  'FLOAT_VEC4':  'vec4',
  'INT':         'int',
  'INT_VEC2':    'ivec2',
  'INT_VEC3':    'ivec3',
  'INT_VEC4':    'ivec4',
  'BOOL':        'bool',
  'BOOL_VEC2':   'bvec2',
  'BOOL_VEC3':   'bvec3',
  'BOOL_VEC4':   'bvec4',
  'FLOAT_MAT2':  'mat2',
  'FLOAT_MAT3':  'mat3',
  'FLOAT_MAT4':  'mat4',
  'SAMPLER_2D':  'sampler2D',
  'SAMPLER_CUBE':'samplerCube'
}

var GL_TABLE = null

function getType(gl, type) {
  if(!GL_TABLE) {
    var typeNames = Object.keys(GL_TO_GLSL_TYPES)
    GL_TABLE = {}
    for(var i=0; i<typeNames.length; ++i) {
      var tn = typeNames[i]
      GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn]
    }
  }
  return GL_TABLE[type]
}

function runtimeUniforms(gl, program) {
  var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS)
  var result = []
  for(var i=0; i<numUniforms; ++i) {
    var info = gl.getActiveUniform(program, i)
    if(info) {
      var type = getType(gl, info.type)
      if(info.size > 1) {
        for(var j=0; j<info.size; ++j) {
          result.push({
            name: info.name.replace('[0]', '[' + j + ']'),
            type: type
          })
        }
      } else {
        result.push({
          name: info.name,
          type: type
        })
      }
    }
  }
  return result
}

function runtimeAttributes(gl, program) {
  var numAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES)
  var result = []
  for(var i=0; i<numAttributes; ++i) {
    var info = gl.getActiveAttrib(program, i)
    if(info) {
      result.push({
        name: info.name,
        type: getType(gl, info.type)
      })
    }
  }
  return result
}

fix bug with array uniforms