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programs.js
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programs.js
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/*
* 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.
*/
import * as utils from './utils.js';
import * as helper from './helper.js';
/**
* 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 = helper.error;
const warn = helper.warn;
function getElementById(id) {
return (typeof document !== 'undefined' && document.getElementById)
? document.getElementById(id)
: null;
}
const TEXTURE0 = 0x84c0;
const DYNAMIC_DRAW = 0x88e8;
const ARRAY_BUFFER = 0x8892;
const ELEMENT_ARRAY_BUFFER = 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 = 0x1406;
const FLOAT_VEC2 = 0x8B50;
const FLOAT_VEC3 = 0x8B51;
const FLOAT_VEC4 = 0x8B52;
const INT = 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 = 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 = 0x0DE1;
const TEXTURE_CUBE_MAP = 0x8513;
const TEXTURE_3D = 0x806F;
const TEXTURE_2D_ARRAY = 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 utils.isWebGL2(gl) ? function(textureOrPair) {
let texture;
let 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) {
const bindPoint = getBindPointForSamplerType(gl, type);
const units = new Int32Array(size);
for (let 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]);
let texture;
let 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) {
const defaultSize = typeInfo.size;
const count = typeInfo.count;
return function(b) {
gl.bindBuffer(ARRAY_BUFFER, b.buffer);
const numComponents = b.size || b.numComponents || defaultSize;
const size = numComponents / count;
const type = b.type || FLOAT;
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] = { 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
const gl = undefined; /* eslint-disable-line */ /* lgtm [js/unused-local-variable] */
const errorRE = /ERROR:\s*\d+:(\d+)/gi;
function addLineNumbersWithError(src, log = '', lineOffset = 0) {
// Note: Error message formats are not defined by any spec so this may or may not work.
const matches = [...log.matchAll(errorRE)];
const lineNoToErrorMap = new Map(matches.map((m, ndx) => {
const lineNo = parseInt(m[1]);
const next = matches[ndx + 1];
const end = next ? next.index : log.length;
const msg = log.substring(m.index, end);
return [lineNo - 1, msg];
}));
return src.split('\n').map((line, lineNo) => {
const err = lineNoToErrorMap.get(lineNo);
return `${lineNo + 1 + lineOffset}: ${line}${err ? `\n\n^^^ ${err}` : ''}`;
}).join('\n');
}
/**
* Error Callback
* @callback ErrorCallback
* @param {string} msg error message.
* @param {number} [lineOffset] amount to add to line number
* @memberOf module:twgl
*/
const spaceRE = /^[ \t]*\n/;
/**
* Loads a shader.
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {string} shaderSource The shader source.
* @param {number} shaderType The type of shader.
* @param {module:twgl.ErrorCallback} opt_errorCallback callback for errors.
* @return {WebGLShader} The created shader.
* @private
*/
function loadShader(gl, shaderSource, shaderType, opt_errorCallback) {
const errFn = opt_errorCallback || error;
// Create the shader object
const shader = gl.createShader(shaderType);
// Remove the first end of line because WebGL 2.0 requires
// #version 300 es
// as the first line. No whitespace allowed before that line
// so
//
// <script>
// #version 300 es
// </script>
//
// Has one line before it which is invalid according to GLSL ES 3.00
//
let lineOffset = 0;
if (spaceRE.test(shaderSource)) {
lineOffset = 1;
shaderSource = shaderSource.replace(spaceRE, '');
}
// Load the shader source
gl.shaderSource(shader, shaderSource);
// Compile the shader
gl.compileShader(shader);
// Check the compile status
const compiled = gl.getShaderParameter(shader, COMPILE_STATUS);
if (!compiled) {
// Something went wrong during compilation; get the error
const lastError = gl.getShaderInfoLog(shader);
errFn(`${addLineNumbersWithError(shaderSource, lastError, lineOffset)}\nError compiling ${utils.glEnumToString(gl, shaderType)}: ${lastError}`);
gl.deleteShader(shader);
return null;
}
return shader;
}
/**
* @typedef {Object} ProgramOptions
* @property {function(string)} [errorCallback] callback for errors
* @property {Object.<string,number>} [attribLocations] a attribute name to location map
* @property {(module:twgl.BufferInfo|Object.<string,module:twgl.AttribInfo>|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,
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 (helper.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(`${
realShaders.map(shader => {
const src = addLineNumbersWithError(gl.getShaderSource(shader), '', 0);
const type = gl.getShaderParameter(shader, gl.SHADER_TYPE);
return `${utils.glEnumToString(gl, type)}\n${src}}`;
}).join('\n')
}\nError 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.<string, function>} 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, location) {
const isArray = uniformInfo.name.endsWith("[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.endsWith("[0]")) {
name = name.substr(0, name.length - 3);
}
const location = gl.getUniformLocation(program, uniformInfo.name);
// the uniform will have no location if it's in a uniform block
if (location) {
uniformSetters[name] = createUniformSetter(program, uniformInfo, location);
}
}
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<string, module:twgl.TransformFeedbackInfo>}
* @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<string, module:twgl.TransformFeedbackInfo>)} transformFeedbackInfo A ProgramInfo or TransformFeedbackInfo.
* @param {(module:twgl.BufferInfo|Object<string, module:twgl.AttribInfo>)} [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.