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| 1 | +/** |
| 2 | + * @author Richard Davey <rich@photonstorm.com> |
| 3 | + * @copyright 2020 Photon Storm Ltd. |
| 4 | + * @license {@link https://opensource.org/licenses/MIT|MIT License} |
| 5 | + */ |
| 6 | + |
| 7 | +var Class = require('../../utils/Class'); |
| 8 | +var WebGLAttribute = require('./WebGLAttribute'); |
| 9 | + |
| 10 | +var programCount = 0; |
| 11 | + |
| 12 | +var WebGLProgram = new Class({ |
| 13 | + |
| 14 | + initialize: |
| 15 | + |
| 16 | + function WebGLProgram (renderer, vertexShader, fragmentShader) |
| 17 | + { |
| 18 | + this.id = programCount++; |
| 19 | + |
| 20 | + this.renderer = renderer; |
| 21 | + |
| 22 | + this.usedTimes = 1; |
| 23 | + |
| 24 | + this.vertexShaderSrc = vertexShader; |
| 25 | + this.fragmentShaderSrc = fragmentShader; |
| 26 | + |
| 27 | + this.program = this.createProgram(); |
| 28 | + |
| 29 | + this.attributes = this.getAttributes(); |
| 30 | + |
| 31 | + // uniforms |
| 32 | + }, |
| 33 | + |
| 34 | + createProgram: function () |
| 35 | + { |
| 36 | + var gl = this.renderer.gl; |
| 37 | + |
| 38 | + var vertexShader = this.createShader(this.vertexShaderSrc, gl.VERTEX_SHADER); |
| 39 | + var fragmentShader = this.createShader(this.fragmentShaderSrc, gl.FRAGMENT_SHADER); |
| 40 | + |
| 41 | + var program = gl.createProgram(); |
| 42 | + |
| 43 | + gl.attachShader(program, vertexShader); |
| 44 | + gl.attachShader(program, fragmentShader); |
| 45 | + |
| 46 | + gl.linkProgram(program); |
| 47 | + |
| 48 | + var linked = gl.getProgramParameter(program, gl.LINK_STATUS); |
| 49 | + |
| 50 | + if (!linked) |
| 51 | + { |
| 52 | + console.warn('linkProgram failed: ', gl.getProgramInfoLog(program)); |
| 53 | + } |
| 54 | + |
| 55 | + return program; |
| 56 | + }, |
| 57 | + |
| 58 | + createShader: function (source, type) |
| 59 | + { |
| 60 | + var gl = this.renderer.gl; |
| 61 | + |
| 62 | + var shader = gl.createShader(type); |
| 63 | + |
| 64 | + gl.shaderSource(shader, source); |
| 65 | + |
| 66 | + gl.compileShader(shader); |
| 67 | + |
| 68 | + var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS); |
| 69 | + |
| 70 | + if (!compiled) |
| 71 | + { |
| 72 | + console.warn('compileShader failed: ', gl.getShaderInfoLog(shader), this.addLineNumbers(source)); |
| 73 | + } |
| 74 | + |
| 75 | + return shader; |
| 76 | + }, |
| 77 | + |
| 78 | + addLineNumbers: function (string) |
| 79 | + { |
| 80 | + var lines = string.split('\n'); |
| 81 | + |
| 82 | + for (var i = 0; i < lines.length; i++) |
| 83 | + { |
| 84 | + lines[i] = (i + 1) + ': ' + lines[i]; |
| 85 | + } |
| 86 | + |
| 87 | + return lines.join('\n'); |
| 88 | + }, |
| 89 | + |
| 90 | + getAttributes: function () |
| 91 | + { |
| 92 | + var gl = this.renderer.gl; |
| 93 | + var program = this.program; |
| 94 | + |
| 95 | + var attributes = {}; |
| 96 | + |
| 97 | + var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); |
| 98 | + |
| 99 | + for (var i = 0; i < totalAttributes; i++) |
| 100 | + { |
| 101 | + var attribData = gl.getActiveAttrib(program, i); |
| 102 | + |
| 103 | + var name = attribData.name; |
| 104 | + |
| 105 | + var attribute = new WebGLAttribute(gl, program, attribData); |
| 106 | + |
| 107 | + attributes[name] = attribute; |
| 108 | + } |
| 109 | + |
| 110 | + return attributes; |
| 111 | + } |
| 112 | + |
| 113 | +}); |
| 114 | + |
| 115 | +module.exports = WebGLProgram; |
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