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/* DreemGL is a collaboration between Teeming Society & Samsung Electronics, sponsored by Samsung and others.
   Copyright 2015-2016 Teeming Society. Licensed under the Apache License, Version 2.0 (the "License"); You may not use this file except in compliance with the License.
   You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing,
   software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
   See the License for the specific language governing permissions and limitations under the License.*/


define.class('$system/base/shader', function(require, exports){

        var gltypes = require('$system/base/gltypes')

        exports.Texture =
        this.Texture =  require('./texturewebgl')

        this.compileShader = function(gldevice){
                var vtx_state = this.vtx_state
                var pix_state = this.pix_state
                var vtx_code = vtx_state.code

                var pix_color = pix_state.code_color
                var pix_pick = pix_state.code_pick
                var pix_debug = pix_state.code_debug

                var gl = gldevice.gl
                var cache_id = vtx_code + pix_color + this.has_pick

                var shader = gldevice.shadercache[cache_id]

                if(shader) return shader

                var vtx_shader = gl.createShader(gl.VERTEX_SHADER)
                gl.shaderSource(vtx_shader, vtx_code)
                gl.compileShader(vtx_shader)
                if (!gl.getShaderParameter(vtx_shader, gl.COMPILE_STATUS)){
                        var err = gl.getShaderInfoLog(vtx_shader)
                        console.error(err.toString(), this.annotateLines(vtx_code))
                        return
                        //throw new Error(err)
                }

                // compile the shader
                var pix_color_shader = gl.createShader(gl.FRAGMENT_SHADER)
                gl.shaderSource(pix_color_shader, pix_color)
                gl.compileShader(pix_color_shader)
                if (!gl.getShaderParameter(pix_color_shader, gl.COMPILE_STATUS)){
                        var err = gl.getShaderInfoLog(pix_color_shader)

                        console.error(err.toString(), this.annotateLines(pix_color))
                        return
                        //throw new Error(err)
                }

                shader = gldevice.shadercache[cache_id] = gl.createProgram()
                gl.attachShader(shader, vtx_shader)
                gl.attachShader(shader, pix_color_shader)
                gl.linkProgram(shader)
                if (!gl.getProgramParameter(shader, gl.LINK_STATUS)){
                        var err = gl.getProgramInfoLog(shader)

                        console.error(err.toString(), this.annotateLines(pix_color))
                        return
                        //throw new Error(err)
                }

                this.getLocations(gl, shader, vtx_state, pix_state)

                if(this.compile_use) this.compileUse(shader)

                if(pix_debug){
                        // compile the pick shader
                        var pix_debug_shader = gl.createShader(gl.FRAGMENT_SHADER)
                        gl.shaderSource(pix_debug_shader, pix_debug)
                        gl.compileShader(pix_debug_shader)
                        if (!gl.getShaderParameter(pix_debug_shader, gl.COMPILE_STATUS)){
                                var err = gl.getShaderInfoLog(pix_debug_shader)
                                console.log(err.toString(), this.annotateLines(pix_debug))
                                throw new Error(err)
                        }

                        shader.debug = gl.createProgram()
                        gl.attachShader(shader.debug, vtx_shader)
                        gl.attachShader(shader.debug, pix_debug_shader)
                        gl.linkProgram(shader.debug)
                        // add our pick uniform
                        this.getLocations(gl, shader.debug, vtx_state, pix_state)
                        if(this.compile_use) this.compileUse(shader.debug)
                }

                if(this.has_pick){
                        // compile the pick shader
                        var pix_pick_shader = gl.createShader(gl.FRAGMENT_SHADER)
                        gl.shaderSource(pix_pick_shader, pix_pick)
                        gl.compileShader(pix_pick_shader)
                        if (!gl.getShaderParameter(pix_pick_shader, gl.COMPILE_STATUS)){
                                var err = gl.getShaderInfoLog(pix_pick_shader)

                                console.log(err.toString(), this.annotateLines(pix_pick))
                                throw new Error(err)
                        }

                        shader.pick = gl.createProgram()
                        gl.attachShader(shader.pick, vtx_shader)
                        gl.attachShader(shader.pick, pix_pick_shader)
                        gl.linkProgram(shader.pick)
                        // add our pick uniform
                        pix_state.uniforms['pickguid'] = vec3
                        pix_state.uniforms['pickalpha'] = float

                        this.getLocations(gl, shader.pick, vtx_state, pix_state)

                        if(this.compile_use) this.compileUse(shader.pick)
                }

                return shader
        }

        this.useShader = function(gl, shader){
                if(!shader) return
                if(shader.use) return shader.use(gl, shader, this)
                // use the shader
                gl.useProgram(shader)

                // set uniforms
                var uniset = shader.uniset
                var unilocs = shader.unilocs
                for(var key in uniset){
                        var loc = unilocs[key]
                        var split = loc.split
                        if(split){
                                for(var i = 0, prop = this; i < split.length; i ++) prop = prop[split[i]]
                                if(loc.last !== prop){
                                        loc.last = prop
                                        uniset[key](gl, loc.loc, prop)
                                }
                        }
                        else{
                                var prop = this['_' + key]
                                //if(this.dbg) console.log(key, prop)
                                if(loc.last !== prop){
                                        loc.last = prop
                                        uniset[key](gl, loc.loc, prop)
                                }
                        }
                }
                // textures
                var texlocs = shader.texlocs
                var texid = 0
                for(var key in texlocs){
                        var texinfo = texlocs[key]
                        var split = texinfo.split
                        if(split){
                                for(var texture = this, i = 0; i < split.length; i ++) texture = texture[split[i]]
                        }
                        else{
                                var texture = this['_' + texinfo.name] || this[texinfo.name]
                        }
                        // lets fetch the sampler
                        var gltex = texture[texinfo.samplerid]
                        // lets do the texture slots correct
                        if(!gltex){
                                gltex = texture.createGLTexture(gl, texid, texinfo)
                                if(!gltex){
                                        gltex = this.default_texture.createGLTexture(gl, texid, texinfo)
                                }
                        }
                        else{
                                gl.activeTexture(gl.TEXTURE0 + texid)
                                gl.bindTexture(gl.TEXTURE_2D, gltex)
                                if(texture.updateid !== gltex.updateid){
                                        texture.updateGLTexture(gl, gltex)
                                }
                        }
                        gl.uniform1i(texinfo.loc, texid)
                        texid++
                }

                // set attributes
                var attrlocs = shader.attrlocs
                var len = 0 // pull the length out of the buffers
                var lastbuf
                for(var key in attrlocs){
                        var attrloc = attrlocs[key]

                        if(attrloc.name){
                                var buf = this['_' + attrloc.name]
                        }
                        else{
                                var buf = this['_' + key]
                        }

                        if(lastbuf !== buf){
                                lastbuf = buf
                                if(!buf.glvb) buf.glvb = gl.createBuffer()
                                if(buf.length > len) len = buf.length
                                gl.bindBuffer(gl.ARRAY_BUFFER, buf.glvb)
                                if(!buf.clean){
                                        gl.bufferData(gl.ARRAY_BUFFER, buf.array.buffer, gl.STREAM_DRAW )
                                        buf.clean = true
                                }
                        }
                        var loc = attrloc.loc
                        gl.enableVertexAttribArray(loc)

                        if(attrloc.name){ // ok so. lets set the vertexAttribPointer
                                gl.vertexAttribPointer(loc, attrloc.slots, gl.FLOAT, false, buf.stride, attrloc.offset)
                        }
                        else{
                                gl.vertexAttribPointer(loc, buf.slots, gl.FLOAT, false, buf.stride, 0)
                        }
                }

                // set up blend mode
                if(this.alpha_blend_eq.op){
                        var constant = this.constant
                        if(constant) gl.blendColor(constant[0], constant[1], constant[2], constant.length>3?constant[3]:1)
                        gl.enable(gl.BLEND)
                        gl.blendEquationSeparate(this.color_blend_eq.op, this.alpha_blend_eq.op)
                        gl.blendFuncSeparate(
                                this.color_blend_eq.src,
                                this.color_blend_eq.dst,
                                this.alpha_blend_eq.src,
                                this.alpha_blend_eq.dst
                        )
                }
                else if(this.color_blend_eq.op){
                        var constant = this.constant
                        if(constant) gl.blendColor(constant[0], constant[1], constant[2], constant.length>3?constant[3]:1)
                        gl.enable(gl.BLEND)
                        gl.blendEquation(this.color_blend_eq.op)
                        gl.blendFunc(this.color_blend_eq.src, this.color_blend_eq.dst)
                }
                else{
                        gl.disable(gl.BLEND)
                }
                // set up depth test
                if(this.depth_test_eq.func > 1){
                        gl.enable(gl.DEPTH_TEST)
                        gl.depthFunc(this.depth_test_eq.func)
                }
                else{
                        gl.disable(gl.DEPTH_TEST)
                }

                return len
        }

        this.compile_use = true

        this.useShaderTemplate = function(gl, shader, root){
                // use the shader
                gl.useProgram(shader)

                // set uniforms
                SET_UNIFORMS

                // textures
                TEXTURE_START
                var texture = TEXTURE_VALUE
                // lets fetch the sampler
                var gltex = texture.TEXTURE_SAMPLER
                // lets do the texture slots correct
                if(!gltex){
                        if(!texture.createGLTexture) texture = TEXTURE_VALUE = root.Texture.fromStub(texture)
                        gltex = texture.createGLTexture(gl, TEXTURE_ID, TEXTURE_INFO)
                        if(!gltex) return 0
                        gltex.updateid = texture.updateid
                }
                else{
                        gl.activeTexture(TEXTUREGL_ID) // gl.TEXTURE0 + TEXTURE_ID
                        gl.bindTexture(gl.TEXTURE_2D, gltex)
                        if(texture.updateid !== gltex.updateid){
                                texture.updateGLTexture(gl, gltex)
                        }
                }
                gl.uniform1i(TEXTURE_LOC, TEXTURE_ID)
                TEXTURE_END

                // attributes
                var len = 0 // pull the length out of the buffers
                var lastbuf
                ATTRLOC_START
                var buf = ATTRLOC_BUF
                if (!buf) return 0;
                if(lastbuf !== buf){
                        lastbuf = buf
                        if(buf.length > len) len = buf.length
                        if(len === 0) return 0
                        if(!buf.glvb){
                                buf.glvb = gl.createBuffer()
                                buf.clean = false
                        }
                        gl.bindBuffer(gl.ARRAY_BUFFER, buf.glvb)
                        if(!buf.clean){
                                var dt = Date.now()
                                gl.bufferData(gl.ARRAY_BUFFER, buf.array, gl.STATIC_DRAW)
                                buf.clean = true
                        }
                }
                var loc = ATTRLOC_LOC
                gl.enableVertexAttribArray(loc)
                ATTRLOC_ATTRIBPTR
                ATTRLOC_END

                // set up blend mode
                if(root.alpha_blend_eq.op){
                        var constant = root.constant
                        if(constant) gl.blendColor(constant[0], constant[1], constant[2], constant.length>3? constant[3]: 1)
                        gl.enable(gl.BLEND)
                        gl.blendEquationSeparate(root.color_blend_eq.op, root.alpha_blend_eq.op)
                        gl.blendFuncSeparate(
                                root.color_blend_eq.src,
                                root.color_blend_eq.dst,
                                root.alpha_blend_eq.src,
                                root.alpha_blend_eq.dst
                        )
                }
                else if(root.color_blend_eq.op){
                        var constant = root.constant
                        if(constant) gl.blendColor(constant[0], constant[1], constant[2], constant.length>3? constant[3]: 1)
                        gl.enable(gl.BLEND)
                        gl.blendEquation(root.color_blend_eq.op)
                        gl.blendFunc(root.color_blend_eq.src, root.color_blend_eq.dst)
                }
                else{
                        gl.disable(gl.BLEND)
                }

                // set up depth test
                if(root.depth_test_eq.func > 1){
                        //console.log(root.depth_test_eq)
                        gl.enable(gl.DEPTH_TEST)
                        gl.depthFunc(root.depth_test_eq.func)
                }
                else{
                        gl.disable(gl.DEPTH_TEST)
                }

                // set up depth mask
                if(root.depth_mask === false){
                        gl.depthMask(false)
                }
                else{
                        gl.depthMask(true)
                }


                return len
        }

        this.compileUse = function(shader){
                // alright lets compile our useShader from
                var tpl = this.useShaderTemplate.toString()
                tpl = tpl.replace(/^function/, "function useshader_" + (this.view?this.view.constructor.name:'anonymous') + '_shader_' + this.constructor.name)
                // ok lets replace shit.
                // set uniforms
                var out = 'var loc, uni\n'
                var uniset = shader.uniset
                var unilocs = shader.unilocs
                var refattr = shader.refattr

                for(var key in uniset){
                        var loc = unilocs[key]
                        var split = loc.split
                        var isattr = key in refattr
                        if(split){
                                var name = ''
                                for(var i = 0; i < split.length; i++){
                                        if(i) name += '.'
                                        var part = split[i]
                                        if(part === 'layout' || isattr && i === split.length - 1) name += '_'
                                        name += part
                                }
                                out += '\t\tuni = root.' + name + '\n'
                        }
                        else{
                                out += '\t\tuni = root.'
                                if(isattr) out += '_'
                                out += key + '\n'
                        }
                        out += '\t\tloc = shader.unilocs.' + key + '\n'
                        var gen = gltypes.uniform_gen[loc.type]

                        var call = gen.call

                        out += 'gl.' + gen.call + '(loc.loc'

                        if(gen.mat) out += ', false'

                        if(gen.args == 1) out += ',uni)\n'
                        if(gen.args == 2) out += ',uni[0], uni[1])\n'
                        if(gen.args == 3) out += ',uni[0], uni[1], uni[2])\n'
                        if(gen.args == 4) out += ',uni[0], uni[1], uni[2], uni[3])\n'
                        if(gen.args === this.loguni) out += 'if(typeof uni === "number")console.log(uni)\n'
                }
                tpl = tpl.replace(/SET\_UNIFORMS/, out)

                tpl = tpl.replace(/TEXTURE\_START([\S\s]*)TEXTURE\_END/, function(m){
                        var out =''
                        var body = m.slice(13,-11)
                        var texlocs = shader.texlocs
                        var texid = 0
                        for(var key in texlocs){
                                var texinfo = texlocs[key]
                                var split = texinfo.split

                                var TEXTURE_VALUE =''
                                if(split){
                                        TEXTURE_VALUE = 'root.' + split.join('.')
                                }
                                else{
                                        TEXTURE_VALUE = 'root.' + texinfo.name
                                }

                                out += body
                                        .replace(/TEXTURE_VALUE/g, TEXTURE_VALUE)
                                        .replace(/TEXTURE_SAMPLER/, texinfo.samplerid)
                                        .replace(/TEXTURE_ID/g, texid)
                                        .replace(/TEXTURE_LOC/, 'shader.texlocs.' + key+ '.loc')
                                        .replace(/TEXTURE_INFO/, 'shader.texlocs.' + key)
                                        .replace(/TEXTUREGL_ID/g, gltypes.gl.TEXTURE0 + texid)

                                texid++
                        }
                        return out
                })

                tpl = tpl.replace(/ATTRLOC\_START([\S\s]*)ATTRLOC\_END/, function(m){
                        var body = m.slice(13,-11)
                        var out = ''
                        var attrlocs = shader.attrlocs
                        var len = 0 // pull the length out of the buffers
                        var lastbuf
                        for(var key in attrlocs){
                                var attrloc = attrlocs[key]
                                var ATTRLOC_BUF
                                if(attrloc.name){
                                        ATTRLOC_BUF = 'root.' + attrloc.name
                                        var buf = this[attrloc.name]
                                }
                                else{
                                        ATTRLOC_BUF = 'root.' + key
                                }
                                var ATTRLOC_LOC = 'shader.attrlocs.' + key +'.loc'

                                if(attrloc.name){
                                        ATTRLOC_ATTRIBPTR =
                                                'gl.vertexAttribPointer(loc, '+attrloc.slots+', gl.FLOAT, false, buf.stride, '+attrloc.offset+')'
                                }
                                else{
                                        ATTRLOC_ATTRIBPTR =
                                                'gl.vertexAttribPointer(loc, buf.slots, gl.FLOAT, false, buf.stride, 0)'
                                }
                                out += body
                                        .replace(/ATTRLOC_BUF/, ATTRLOC_BUF)
                                        .replace(/ATTRLOC_LOC/, ATTRLOC_LOC)
                                        .replace(/ATTRLOC_ATTRIBPTR/, ATTRLOC_ATTRIBPTR)
                        }
                        return out
                })

                tpl = tpl.replace(/gl.[A-Z][A-Z0-9_]+/g, function(m){
                        return gltypes.gl[m.slice(3)]
                })
                shader.use = new Function('return ' + tpl)()
        }

        // all draw types
        exports.TRIANGLES = this.TRIANGLES = 0x4
        exports.LINES = this.LINES = 0x1
        exports.LINE_LOOP = this.LINE_LOOP = 0x2
        exports.LINE_STRIP = this.LINE_STRIP = 0x3
        exports.TRIANGLE_STRIP = this.TRIANGLE_STRIP = 0x5
        exports.TRIANGLE_FAN = this.TRIANGLE_FAN = 0x6

        this.drawtype_enum = this.TRIANGLES
        Object.defineProperty(this, 'drawtype', {set:function(v){
                if(typeof v === 'string') this.drawtype_enum = this[v]
                else this.drawtype_enum = v
        }})

        // lets draw ourselves
        this.drawArrays = function(devicewebgl, sub, start, end){
                //if(this.mydbg) debugger
                if(!this.hasOwnProperty('shader') || this.shader === undefined) this.compile(devicewebgl)
                if(!this.shader) return
                var gl = devicewebgl.gl
                var len = this.useShader(gl, sub? this.shader[sub]: this.shader)
                if(len) gl.drawArrays(this.drawtype_enum, start || 0, end === undefined?len: end)
                return len
        }

})