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shader.js
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var check = require('./check')
var DEFAULT_FRAG_SHADER = 'void main(){gl_FragColor=vec4(0,0,0,0);}'
var DEFAULT_VERT_SHADER = 'void main(){gl_Position=vec4(0,0,0,0);}'
var GL_FRAGMENT_SHADER = 35632
var GL_VERTEX_SHADER = 35633
function ActiveInfo (name, location, info) {
this.name = name
this.location = location
this.info = info
}
module.exports = function wrapShaderState (
gl,
attributeState,
uniformState,
compileShaderDraw) {
// ===================================================
// glsl compilation and linking
// ===================================================
var shaders = {}
var fragShaders = [DEFAULT_FRAG_SHADER]
var vertShaders = [DEFAULT_VERT_SHADER]
function getShader (type, source) {
var cache = shaders[type]
var shader = cache[source]
if (!shader) {
shader = gl.createShader(type)
gl.shaderSource(shader, source)
gl.compileShader(shader)
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
var errLog = gl.getShaderInfoLog(shader)
check.raise('Error compiling shader:\n' + errLog)
}
cache[source] = shader
}
return shader
}
function refreshShaders () {
shaders[GL_FRAGMENT_SHADER] = {}
shaders[GL_VERTEX_SHADER] = {}
}
function clearShaders () {
Object.keys(shaders).forEach(function (type) {
Object.keys(shaders[type]).forEach(function (shader) {
gl.deleteShader(shaders[type][shader])
})
})
shaders[GL_FRAGMENT_SHADER] = {}
shaders[GL_VERTEX_SHADER] = {}
}
// ===================================================
// program linking
// ===================================================
var programCache = {}
var programList = []
function REGLProgram (fragSrc, vertSrc) {
this.fragSrc = fragSrc
this.vertSrc = vertSrc
this.program = null
this.uniforms = []
this.attributes = []
this.draw = function () {}
this.batchCache = {}
}
Object.assign(REGLProgram.prototype, {
link: function () {
var i, info
// -------------------------------
// compile & link
// -------------------------------
var fragShader = getShader(gl.FRAGMENT_SHADER, this.fragSrc)
var vertShader = getShader(gl.VERTEX_SHADER, this.vertSrc)
var program = this.program = gl.createProgram()
gl.attachShader(program, fragShader)
gl.attachShader(program, vertShader)
gl.linkProgram(program)
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
var errLog = gl.getProgramInfoLog(program)
check.raise('Error linking program:\n' + errLog)
}
// -------------------------------
// grab uniforms
// -------------------------------
var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS)
var uniforms = this.uniforms = []
for (i = 0; i < numUniforms; ++i) {
info = gl.getActiveUniform(program, i)
if (info) {
if (info.size > 1) {
for (var j = 0; j < info.size; ++j) {
var name = info.name.replace('[0]', '[' + j + ']')
uniforms.push(new ActiveInfo(
name,
gl.getUniformLocation(program, name),
info))
uniformState.def(name)
}
} else {
uniforms.push(new ActiveInfo(
info.name,
gl.getUniformLocation(program, info.name),
info))
uniformState.def(info.name)
}
}
}
// -------------------------------
// grab attributes
// -------------------------------
var numAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES)
var attributes = this.attributes = []
for (i = 0; i < numAttributes; ++i) {
info = gl.getActiveAttrib(program, i)
if (info) {
attributes.push(new ActiveInfo(
info.name,
gl.getAttribLocation(program, info.name),
info))
attributeState.def(info.name)
}
}
// -------------------------------
// clear cached rendering methods
// -------------------------------
this.draw = compileShaderDraw(this)
this.batchCache = {}
},
destroy: function () {
gl.deleteProgram(this.program)
}
})
function getProgram (vertSource, fragSource) {
var cache = programCache[fragSource]
if (!cache) {
cache = programCache[fragSource] = {}
}
var program = cache[vertSource]
if (!program) {
program = new REGLProgram(fragSource, vertSource)
program.link()
cache[vertSource] = program
programList.push(program)
}
return program
}
function clearPrograms () {
programList.forEach(function (program) {
program.destroy()
})
programList.length = 0
programCache = {}
}
function refreshPrograms () {
programList.forEach(function (program) {
program.link()
})
}
// ===================================================
// program state
// ===================================================
var programState = [null]
// ===================================================
// context management
// ===================================================
function clear () {
clearShaders()
clearPrograms()
}
function refresh () {
refreshShaders()
refreshPrograms()
}
// We call clear once to initialize all data structures
clear()
return {
create: getProgram,
clear: clear,
refresh: refresh,
programs: programState,
fragShaders: fragShaders,
vertShaders: vertShaders
}
}