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Program.js
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Program.js
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// TODO: upload empty texture if null ? maybe not
// TODO: upload identity matrix if null ?
// TODO: sampler Cube
let ID = 0;
// cache of typed arrays used to flatten uniform arrays
const arrayCacheF32 = {};
export class Program {
constructor(gl, {
vertex,
fragment,
uniforms = {},
transparent = false,
cullFace = gl.BACK,
frontFace = gl.CCW,
depthTest = true,
depthWrite = true,
depthFunc = gl.LESS,
} = {}) {
this.gl = gl;
this.uniforms = uniforms;
this.id = ID++;
if (!vertex) console.warn('vertex shader not supplied');
if (!fragment) console.warn('fragment shader not supplied');
// Store program state
this.transparent = transparent;
this.cullFace = cullFace;
this.frontFace = frontFace;
this.depthTest = depthTest;
this.depthWrite = depthWrite;
this.depthFunc = depthFunc;
this.blendFunc = {};
this.blendEquation = {};
// set default blendFunc if transparent flagged
if (this.transparent && !this.blendFunc.src) {
if (this.gl.renderer.premultipliedAlpha) this.setBlendFunc(this.gl.ONE, this.gl.ONE_MINUS_SRC_ALPHA);
else this.setBlendFunc(this.gl.SRC_ALPHA, this.gl.ONE_MINUS_SRC_ALPHA);
}
// compile vertex shader and log errors
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertex);
gl.compileShader(vertexShader);
if (gl.getShaderInfoLog(vertexShader) !== '') {
console.warn(`${gl.getShaderInfoLog(vertexShader)}\nVertex Shader\n${addLineNumbers(vertex)}`);
}
// compile fragment shader and log errors
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragment);
gl.compileShader(fragmentShader);
if (gl.getShaderInfoLog(fragmentShader) !== '') {
console.warn(`${gl.getShaderInfoLog(fragmentShader)}\nFragment Shader\n${addLineNumbers(fragment)}`);
}
// compile program and log errors
this.program = gl.createProgram();
gl.attachShader(this.program, vertexShader);
gl.attachShader(this.program, fragmentShader);
gl.linkProgram(this.program);
if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) {
return console.warn(gl.getProgramInfoLog(this.program));
}
// Remove shader once linked
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
// Get active uniform locations
this.uniformLocations = new Map();
let numUniforms = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS);
for (let uIndex = 0; uIndex < numUniforms; uIndex++) {
let uniform = gl.getActiveUniform(this.program, uIndex);
this.uniformLocations.set(uniform, gl.getUniformLocation(this.program, uniform.name));
// split uniforms' names to separate array and struct declarations
const split = uniform.name.match(/(\w+)/g);
uniform.uniformName = split[0];
if (split.length === 3) {
uniform.isStructArray = true;
uniform.structIndex = Number(split[1]);
uniform.structProperty = split[2];
} else if (split.length === 2 && isNaN(Number(split[1]))) {
uniform.isStruct = true;
uniform.structProperty = split[1];
}
}
// Get active attribute locations
this.attributeLocations = new Map();
let numAttribs = gl.getProgramParameter(this.program, gl.ACTIVE_ATTRIBUTES);
for (let aIndex = 0; aIndex < numAttribs; aIndex++) {
let attribute = gl.getActiveAttrib(this.program, aIndex);
this.attributeLocations.set(attribute.name, gl.getAttribLocation(this.program, attribute.name));
}
this.checkTextureUnits();
}
// Check to see if any of the allocated texture units are overlapping
checkTextureUnits() {
const assignedTextureUnits = [];
[...this.uniformLocations.keys()].every((activeUniform) => {
let uniform = this.uniforms[activeUniform.uniformName];
if (activeUniform.isStruct) {
uniform = uniform[activeUniform.structProperty];
}
if (activeUniform.isStructArray) {
uniform = uniform[activeUniform.structIndex][activeUniform.structProperty];
}
if (!(uniform && uniform.value)) return true;
// Texture array
if (uniform.value.length && uniform.value[0].texture) {
for (let i = 0; i < uniform.value.length - 1; i++) {
if (!checkDuplicate(uniform.value[i])) return false;
}
}
if (uniform.value.texture) {
if (!checkDuplicate(uniform.value)) return false;
}
return true;
});
function checkDuplicate(value) {
if (assignedTextureUnits.indexOf(value.textureUnit) > -1) {
// If reused, set flag to true to assign sequential units when drawn
this.assignTextureUnits = true;
return false;
}
assignedTextureUnits.push(value.textureUnit);
return true;
}
}
setBlendFunc(src, dst, srcAlpha, dstAlpha) {
this.blendFunc.src = src;
this.blendFunc.dst = dst;
this.blendFunc.srcAlpha = srcAlpha;
this.blendFunc.dstAlpha = dstAlpha;
if (src) this.transparent = true;
}
setBlendEquation(modeRGB, modeAlpha) {
this.blendEquation.modeRGB = modeRGB;
this.blendEquation.modeAlpha = modeAlpha;
}
applyState() {
if (this.depthTest) this.gl.renderer.enable(this.gl.DEPTH_TEST);
else this.gl.renderer.disable(this.gl.DEPTH_TEST);
if (this.cullFace) this.gl.renderer.enable(this.gl.CULL_FACE);
else this.gl.renderer.disable(this.gl.CULL_FACE);
if (this.blendFunc.src) this.gl.renderer.enable(this.gl.BLEND);
else this.gl.renderer.disable(this.gl.BLEND);
if (this.cullFace) this.gl.renderer.setCullFace(this.cullFace);
this.gl.renderer.setFrontFace(this.frontFace);
this.gl.renderer.setDepthMask(this.depthWrite);
this.gl.renderer.setDepthFunc(this.depthFunc);
if (this.blendFunc.src) this.gl.renderer.setBlendFunc(this.blendFunc.src, this.blendFunc.dst, this.blendFunc.srcAlpha, this.blendFunc.dstAlpha);
if (this.blendEquation.modeRGB) this.gl.renderer.setBlendEquation(this.blendEquation.modeRGB, this.blendEquation.modeAlpha);
}
use({
programActive = false,
flipFaces = false,
} = {}) {
// Used if this.assignTextureUnits is true, when texture units overlap
let textureUnit = -1;
// Avoid gl call if program already in use
if (!programActive) {
this.gl.useProgram(this.program);
this.gl.renderer.currentProgram = this.id;
}
// Set only the active uniforms found in the shader
this.uniformLocations.forEach((location, activeUniform) => {
let name = activeUniform.uniformName;
// get supplied uniform
let uniform = this.uniforms[name];
// For structs, get the specific property instead of the entire object
if (activeUniform.isStruct) {
uniform = uniform[activeUniform.structProperty];
name += `.${activeUniform.structProperty}`;
}
if (activeUniform.isStructArray) {
uniform = uniform[activeUniform.structIndex][activeUniform.structProperty];
name += `[${activeUniform.structIndex}].${activeUniform.structProperty}`;
}
if (!uniform) {
return warn(`Active uniform ${name} has not been supplied`);
}
if (uniform && uniform.value === undefined) {
return warn(`${name} uniform is missing a value parameter`);
}
if (uniform.value.texture) {
// if texture units overlapped, will fallback to sequential unit assignment
textureUnit = this.assignTextureUnits ? textureUnit + 1 : uniform.value.textureUnit;
// Check if texture needs to be updated
uniform.value.update(textureUnit);
// texture will set its own texture unit
return setUniform(this.gl, activeUniform.type, location, textureUnit);
}
// For texture arrays, set uniform as an array of texture units instead of just one
if (uniform.value.length && uniform.value[0].texture) {
const textureUnits = [];
uniform.value.forEach(value => {
textureUnit = this.assignTextureUnits ? textureUnit + 1 : value.textureUnit;
value.update(textureUnit);
textureUnits.push(textureUnit);
});
return setUniform(this.gl, activeUniform.type, location, textureUnits);
}
setUniform(this.gl, activeUniform.type, location, uniform.value);
});
this.applyState();
if (flipFaces) this.gl.renderer.setFrontFace(this.frontFace === this.gl.CCW ? this.gl.CW : this.gl.CCW);
}
remove() {
this.gl.deleteProgram(this.program);
this.gl.deleteShader(vertexShader);
this.gl.deleteShader(fragmentShader);
}
}
function setUniform(gl, type, location, value) {
switch (type) {
case 5126 : return value.length ? gl.uniform1fv(location, value) : gl.uniform1f(location, value); // FLOAT
case 35664 : return gl.uniform2fv(location, value[0].length ? flatten(value) : value); // FLOAT_VEC2
case 35665 : return gl.uniform3fv(location, value[0].length ? flatten(value) : value); // FLOAT_VEC3
case 35666 : return gl.uniform4fv(location, value[0].length ? flatten(value) : value); // FLOAT_VEC4
case 35670 : // BOOL
case 5124 : // INT
case 35678 : // SAMPLER_2D
case 35680 : return value.length ? gl.uniform1iv(location, value) : gl.uniform1i(location, value); // SAMPLER_CUBE
case 35671 : // BOOL_VEC2
case 35667 : return gl.uniform2iv(location, value); // INT_VEC2
case 35672 : // BOOL_VEC3
case 35668 : return gl.uniform3iv(location, value); // INT_VEC3
case 35673 : // BOOL_VEC4
case 35669 : return gl.uniform4iv(location, value); // INT_VEC4
case 35674 : return gl.uniformMatrix2fv(location, false, value[0].length ? flatten(value) : value); // FLOAT_MAT2
case 35675 : return gl.uniformMatrix3fv(location, false, value[0].length ? flatten(value) : value); // FLOAT_MAT3
case 35676 : return gl.uniformMatrix4fv(location, false, value[0].length ? flatten(value) : value); // FLOAT_MAT4
}
}
function addLineNumbers(string) {
let lines = string.split('\n');
for (let i = 0; i < lines.length; i ++) {
lines[i] = (i + 1) + ': ' + lines[i];
}
return lines.join('\n');
}
function flatten(array) {
const arrayLen = array.length;
const valueLen = array[0].length;
const length = arrayLen * valueLen;
let value = arrayCacheF32[length];
if (!value) arrayCacheF32[length] = value = new Float32Array(length);
for (let i = 0; i < arrayLen; i++) value.set(array[i], i * valueLen);
return value;
}
let warnCount = 0;
function warn(message) {
if (warnCount > 100) return;
console.warn(message);
warnCount++;
if (warnCount > 100) console.warn('More than 100 program warnings - stopping logs.');
}