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|
define.class(function(require, exports){
var OneJSParser = require('$system/parse/onejsparser')
var GLSLGen = require('./glslgen')
var gltypes = require('./gltypes')
var dump = require('$system/parse/astdumper')
var astdef = require('$system/parse/onejsdef')
this.noise = require('$system/shaderlib/noiselib')
this.pal = require('$system/shaderlib/palettelib')
this.shape = require('$system/shaderlib/shapelib')
this.math = require('$system/shaderlib/mathlib')
this.demo = require('$system/shaderlib/demolib')
this.material = require('$system/shaderlib/materiallib')
this.colorlib = require('$system/shaderlib/colorlib')
this.RAD = '1'
this.DEG = '0.017453292519943295'
this.PI = '3.141592653589793'
this.PI2 = '6.283185307179586'
this.E = '2.718281828459045'
this.LN2 = '0.6931471805599453'
this.LN10 = '2.302585092994046'
this.LOG2E = '1.4426950408889634'
this.LOG10E = '0.4342944819032518'
this.SQRT_1_2 = '0.70710678118654757'
this.SQRT2 = '1.4142135623730951'
this.visible = true
this.pickalpha = 0.01
var onejsparser = new OneJSParser()
onejsparser.parser_cache = {}
var glslgen = new GLSLGen()
this._atConstructor = function(){
this.view = this.outer
}
this.set_precision = 'precision highp float;\n'
this.set_extensions = '#extension GL_OES_standard_derivatives : enable\n'
this.compileHeader = function(){
var ret = '';
if(this.set_extensions) ret += this.set_extensions
if(this.set_precision) ret += this.set_precision
return ret + '\n'
}
this.compileAttributes = function(vtxattr, pixattr){
var ret = ''
var attr = {}
if(vtxattr) for(var key in vtxattr){
var gltype = gltypes.getType(vtxattr[key])
ret += 'attribute ' + gltype + ' _' + key + ';\n'
attr[key] = gltype
}
if(pixattr) for(var key in pixattr) if(!(key in vtxattr)){
var gltype = gltypes.getType(pixattr[key])
ret += 'attribute ' + gltype + ' _' + key + ';\n'
attr[key] = gltype
}
for(var key in attr){
var gltype = attr[key]
if(!pixattr || !(key in pixattr)){
ret += gltype + ' ' + key + ';\n'
}
else{
ret += 'varying ' + gltype + ' ' + key + ';\n'
}
}
return ret
}
this.compileAttribRename = function(vtxattr, pixattr){
var ret = ''
if(vtxattr) for(var key in vtxattr){
ret += '\t' + key + ' = _' + key + ';\n'
}
if(pixattr) for(var key in pixattr) if(!(key in vtxattr)){
ret += '\t' + key + ' = _' + key + ';\n'
}
return ret
}
this.compileVaryings = function(varyings, name){
var ret = ''
for(var key in varyings){
var gltype = gltypes.getType(varyings[key])
ret += 'varying ' + gltype + ' ' + key + ';\n'
}
if(ret) ret = '//------------------- '+name+' -------------------\n'+ret+'\n'
return ret
}
this.compileUniforms = function(uniforms){
var ret = ''
for(var key in uniforms){
var gltype = gltypes.getType(uniforms[key])
ret += 'uniform ' + gltype + ' _' + key + ';\n'
ret += gltype + ' ' + key + ';\n'
}
if(ret) ret = '//------------------- Uniforms -------------------\n'+ret+'\n'
return ret
}
this.compileUniformRename = function(uniforms){
var ret = ''
for(var key in uniforms){
ret += '\t' + key + ' = _' + key + ';\n'
}
return ret
}
this.compileFunctions = function(call, mask){
var ret = ''
var init
if(!mask) mask = {}, init = true
if(call.name in mask) return ''
mask[call.name] = 1
for(var key in call.deps){
var dep = call.deps[key]
ret += this.compileFunctions(dep, mask)
}
if(call.code) ret += '\n'+call.code +'\n'
if(init) ret = '//------------------- Functions -------------------' + ret + '\n'
return ret
}
this.compileTextures = function(textures){
var ret = ''
for(var key in textures){
ret += 'uniform sampler2D ' + key + ';\n'
}
if(ret) ret = '//------------------- Textures -------------------\n'+ret+'\n'
return ret
}
this.compileStructs = function(structs){
var ret = ''
for(var key in structs){
var struct = structs[key]
ret += 'struct ' + key + '{\n'
var defs = struct.def
for(var slotname in defs){
var slot = defs[slotname]
if(typeof slot === 'function'){
ret += '\t' + gltypes.getType(slot) + ' ' + slotname + ';\n'
}
}
ret += '};\n'
}
if(ret) ret = '\n//------------------- Structs -------------------\n'+ret+'\n'
return ret
}
this.mapUniforms = function(gl, shader, uniforms, uniset, unilocs){
for(var key in uniforms) if(!uniset[key]){
var type = gltypes.getType(uniforms[key])
uniset[key] = gltypes.uniforms[type]
var loc = unilocs[key] = {
type: type,
loc:gl.getUniformLocation(shader, '_' + key)
}
if(key.indexOf('_DOT_') !== -1) loc.split = key.split(/_DOT_/)
}
}
this.mapTextures = function(gl, shader, textures, texlocs){
for(var key in textures){
var tex = textures[key]
var loc = texlocs[key] = {
loc: gl.getUniformLocation(shader, key),
samplerdef: tex.samplerdef,
samplerid: tex.samplerid,
name: tex.name
}
if(tex.name.indexOf('_DOT_') !== -1) loc.split = tex.name.split(/_DOT_/)
}
}
this.mapAttributes = function(gl, shader, attributes, attrlocs, context){
for(var key in attributes){
var loc = attrlocs[key] = {
loc:gl.getAttribLocation(shader, '_' + key)
}
if(key.indexOf('_DOT_') !== -1){
var split = key.split(/_DOT_/)
var name = loc.name = split[0]
var geom = context[name]
var last = geom.struct
var offset = 0
for(var i = 1; i < split.length; i++){
var info = last.keyInfo(split[i])
offset += info.offset
last = info.type
}
if(!last) throw new Error('Cannot find attribute ' + key)
loc.slots = last.slots
loc.offset = offset
}
}
}
this.annotateLines = function(text){
var lines = text.split(/\n/)
var ret = ''
for(var i = 0; i < lines.length; i++){
ret += (i+1)+': '+lines[i] + '\n'
}
return ret
}
this.toVec4 = function(str, ast, str2, ast2){
if(ast.infer === vec4){
if(ast2 && ast2.infer === float32){
return '('+str+')*vec4(1.,1.,1.,'+str2+')'
}
return str
}
if(ast.infer === vec3){
if(ast2 && ast2.infer === float32){
return 'vec4('+str+','+str2+')'
}
return 'vec4(' + str + ',1.)'
}
if(ast.infer === vec2) return 'vec4(' + str + ',0.,1.)'
if(ast.infer === float32) return '(' + str + ').xxxx'
return str
}
this.decodeBlendFactor = function(node, key){
var gl = gltypes.gl
if(node.type == 'Id') return gl.ONE
if(node.type == 'Binary'){
var factor = node.left
if(node.right.name != key) throw new Error('Blend equation needs to have either pixel or frame on the right side of the *')
if(factor.type == 'Binary'){
if(factor.op != '-' || factor.left.type != 'Value' || factor.left.value != 1) throw new Error('Invalid blending (only 1- supported)')
var name = factor.right.name
if(name === 'src_alpha') return gl.ONE_MINUS_SRC_ALPHA
if(name === 'src_color') return gl.ONE_MINUS_SRC_COLOR
if(name === 'dst_color') return gl.ONE_MINUS_DST_COLOR
if(name === 'dst_alpha') return gl.ONE_MINUS_DST_ALPHA
if(name === 'constant_color') return GL.ONE_MINUS_CONSTANT_COLOR
if(name === 'constant_alpha') return GL.ONE_MINUS_CONSTANT_ALPHA
throw new Error('implement one minus mode')
}
if(factor.type != 'Id') throw new Error('Invalid blending (factor not an Id)')
var name = factor.name
if(name === 'src_alpha') return gl.SRC_ALPHA
if(name === 'src_color') return gl.SRC_COLOR
if(name === 'dst_color') return gl.DST_COLOR
if(name === 'dst_alpha') return gl.DST_ALPHA
if(name === 'constant_color') return GL.CONSTANT_COLOR
if(name === 'constant_alpha') return GL.CONSTANT_ALPHA
}
throw new Error('Invalid blending factor (node type invalid)')
}
this.decodeBlendEquation = function(eq, value){
var gl = gltypes.gl
var out = {original:value}
if(!eq) return out
if(eq.type == 'Binary' && (eq.op == '+' || eq.op == '-')){
var left = eq.left
var right = eq.right
if(eq.op == '+') out.op = gl.FUNC_ADD
else if(eq.op == '-') out.op = gl.FUNC_SUBTRACT
if(left.type == 'Id' && left.name == 'src_color' ||
left.type == 'Binary' && left.right.name == 'src_color'){
left = eq.right, right = eq.left
if(eq.op == '-') out.op = gl.FUNC_REVERSE_SUBTRACT
}
out.dst = this.decodeBlendFactor(left, 'dst_color')
out.src = this.decodeBlendFactor(right, 'src_color')
}
else if(eq.type == 'Binary' && eq.op == '*'){
out.op = gl.FUNC_ADD
if(eq.right.name == 'dst_color'){
out.src = gl.ZERO
out.dst = this.decodeBlendFactor(eq, 'dst_color')
}
else if(eq.right.name == 'src_color'){
out.dst = gl.ZERO
out.src = this.decodeBlendFactor(eq, 'src_color')
}
else throw new Error('Blend equation needs to have either pixel or frame on the right side of the *')
}
else if(eq.type == 'Id'){
out.op = gl.FUNC_ADD
if(eq.name == 'dst_color'){
out.src = gl.ZERO
out.dst = gl.ONE
}
else if(eq.name == 'src_color'){
out.src = gl.ONE
out.dst = gl.ZERO
}
else {
throw new Error('Blend equation invalid (not frame or pixel)')
}
}
else throw new Error('Blend equation invalid (main type) ' + eq.type + ' ' + eq.op)
return out
}
this.decodeDepthEquation = function(eq, value){
var out = {original:value, func:0}
if(!eq) return out
if(eq.type === 'Id' && eq.name === 'disabled'){
out.func = 1
return out
}
if(eq.type == 'Logic'){
if(eq.left.name == 'src_depth' && eq.right.name == 'dst_depth'){
out.func = gltypes.compare[eq.op]
return out
}
else if(eq.left.name == 'src_depth' && eq.right.name == 'dst_depth'){
out.func = gltypes.complement[eq.op]
return out
}
}
throw new Error('depth eqation not in "src_depth < dst_depth" format')
}
this.decodeStencilEquation = function(gl, eq, value){
if(!eq) return {}
else
if(eq.type == 'Value'){
}
}
var blend_eq_cache = {}
Object.defineProperty(this, 'color_blend', {
get:function(){ return this.color_blend_eq && this.color_blend_eq.original },
set:function(value){
this.color_blend_eq = blend_eq_cache[value] || (blend_eq_cache[value] = this.decodeBlendEquation(onejsparser.parse(value).steps[0], value))
}
})
Object.defineProperty(this, 'alpha_blend', {
get:function(){ return this.alpha_blend_eq && this.alpha_blend_eq.original },
set:function(value){
this.alpha_blend_eq = blend_eq_cache[value] || (blend_eq_cache[value] = this.decodeBlendEquation(onejsparser.parse(value).steps[0], value))
}
})
var depth_eq_cache = {}
Object.defineProperty(this, 'depth_test', {
get:function(){ return this.depth_test_eq && this.depth_test_eq.original },
set:function(value){
this.depth_test_eq = depth_eq_cache[value] || (depth_eq_cache[value] = this.decodeDepthEquation(onejsparser.parse(value).steps[0], value))
}
})
this.alpha_blend = ''
this.depth_test = ''
this.depth_mask = true
this.color_blend = '(1 - src_alpha) * dst_color + src_alpha * src_color'
this.alpha = ''
this.color = vec4(0,1,0,1)
this.position = function(){
return vec4(0,0,0,0)
}
this.has_pick = true
this.update_dirty = true
this.reupdate = function(){
if(!this.update_dirty){
this.update_dirty = true
if(this.view && !this.view.update_dirty){
this.view.update_dirty = true
this.view.redraw()
}
}
}
var ignore_compare = {
outer:1,
view:1,
shadername:1,
order:1,
shader:1,
update_dirty:1,
dirty_props:1,
pix_state:1,
vtx_state:1,
_view_listeners:1,
pickguid:1
}
this.isShaderEqual = function(prevshader, view, prev){
var array = prevshader.view_functions
if(array) for(var i = 0; i < array.length; i++){
var key = array[i]
var vfn = view[key], pfn = prev[key]
if(!vfn || !pfn || vfn.toString() !== pfn.toString()){
return false
}
}
for(var key in this){
if(key in ignore_compare) continue
if(this.__lookupSetter__(key)) continue
var value = this[key]
var other = prevshader[key]
if(!(value && value.struct && !value.struct.equals ||
value && value.struct && other && other.struct && value.struct.equals && value.struct.equals(value, other) ||
typeof value === 'function' && typeof other === 'function' && value.toString() === other.toString() || value === other)){
return false
}
}
return true
}
this.monitorCompiledProperty = function(name){
if(this.__lookupSetter__(name)) return
var get = '_' + name
this[get] = this[name]
Object.defineProperty(this, name, {
enumerable:false,
configurable:false,
get:function(){
return this[get]
},
set:function(value){
if(this[get] === value) return
this.dirty = true
if(!this.hasOwnProperty('dirty_props')) this.dirty_props = []
this.dirty_props.push(name)
if(this.hasOwnProperty('shader')) this.shader = undefined
this[get] = value
}
})
}
this.getLocations = function(gl, shader, vtx_state, pix_state){
var uniset = shader.uniset = {}
var unilocs = shader.unilocs = {}
var refattr = shader.refattr = {}
for(var key in vtx_state.reference_is_attr) refattr[key] = 1
for(var key in pix_state.reference_is_attr) refattr[key] = 1
this.mapUniforms(gl, shader, vtx_state.uniforms, uniset, unilocs)
this.mapUniforms(gl, shader, pix_state.uniforms, uniset, unilocs)
var texlocs = shader.texlocs = {}
this.mapTextures(gl, shader, vtx_state.textures, texlocs)
this.mapTextures(gl, shader, pix_state.textures, texlocs)
var attrlocs = shader.attrlocs = {}
this.mapAttributes(gl, shader, vtx_state.attributes, attrlocs, this)
this.mapAttributes(gl, shader, pix_state.attributes, attrlocs, this)
}
this.compile = function(gldevice){
if(gldevice && this.dirty === false){
var proto = this
while(!proto.hasOwnProperty('dirty')){
proto = Object.getPrototypeOf(proto)
}
if(!proto.hasOwnProperty('shader')){
this.shader = proto.shader = this.compileShader(gldevice)
}
else{
this.shader = proto.shader
}
return
}
var vtx_ast = onejsparser.parse(this.position).steps[0]
if(vtx_ast.type == 'Function') vtx_ast = onejsparser.parse('position()').steps[0]
var vtx_state = glslgen.newState(this)
var vtx_code = glslgen.expand(vtx_ast, undefined, vtx_state)
var pix_state = glslgen.newState(this, vtx_state.varyings)
if(this.color === undefined){
return
}
if(typeof this.color === 'object'){
if(this.color.length == 3) var pix_ast = {infer:vec3}
else var pix_ast = {infer:vec4}
var pix_code = '_color'
pix_state.uniforms.color = pix_ast.infer
}
else{
var pix_ast = onejsparser.parse(this.color).steps[0]
if(pix_ast.type == 'Function') pix_ast = onejsparser.parse('color()').steps[0]
var pix_code = glslgen.expand(pix_ast, undefined, pix_state)
}
if(typeof this.alpha === 'number'){
pix_state.uniforms.alpha = float32
var alpha_ast = {infer:float32}
var alpha_code = '_alpha'
}
else{
var alpha_ast = onejsparser.parse(this.alpha).steps[0]
var alpha_code = ''
if(alpha_ast && alpha_ast.type == 'Function') alpha_ast = onejsparser.parse('alpha()').steps[0]
if(alpha_ast){
alpha_code = glslgen.expand(alpha_ast, undefined, pix_state)
}
}
var vtx = ''
vtx += this.compileHeader()
vtx += this.compileStructs(vtx_state.structs)
vtx += this.compileAttributes(vtx_state.attributes, pix_state.attributes)
vtx += this.compileVaryings(vtx_state.varyings, 'Varyings')
vtx += this.compileUniforms(vtx_state.uniforms)
vtx += this.compileTextures(vtx_state.textures)
vtx += this.compileFunctions(vtx_state.call)
vtx += '//------------------- Vertex shader main -------------------\nvoid main(){\n'
vtx += this.compileUniformRename(vtx_state.uniforms)
vtx += this.compileAttribRename(vtx_state.attributes, pix_state.attributes)
vtx += '\tgl_Position = ' + this.toVec4(vtx_code, vtx_ast) + ';\n'
vtx += '}\n'
var pix_base = '', pix_color = '', pix_pick = '', pix_debug = ''
pix_base += this.compileHeader()
if(pix_state.debug.type){
this.debug_type = gltypes.getType(pix_state.debug.type)
pix_base += this.debug_type + ' dbg;\n'
}
if(pix_state.dump.set){
pix_base += 'vec4 dump;\n'
}
pix_base += 'float PickGuid = 0.;\n'
pix_base += this.compileStructs(pix_state.structs)
pix_base += this.compileVaryings(pix_state.attributes, 'Attribute varyings')
pix_base += this.compileVaryings(pix_state.varyings, 'Varyings')
pix_base += this.compileUniforms(pix_state.uniforms)
pix_base += this.compileTextures(pix_state.textures)
pix_base += this.compileFunctions(pix_state.call)
if(this.debug_type){
pix_debug += pix_base
pix_debug += '//------------------- Debug Pixel shader main -------------------\nvoid main(){\n'
pix_debug += this.compileUniformRename(pix_state.uniforms)
if(this.debug_type == 'int') pix_debug += '\tdbg = 20;\n'
if(this.debug_type == 'float') pix_debug += '\tdbg = 20.;\n'
if(this.debug_type == 'vec2') pix_debug += '\tdbg = vec2(.2,.2);\n'
if(this.debug_type == 'ivec2') pix_debug += '\tdbg = ivec2(20,20);\n'
if(this.debug_type == 'vec3') pix_debug += '\tdbg = vec3(.2,.2,.2);\n'
if(this.debug_type == 'ivec3') pix_debug += '\tdbg = ivec3(20,20);\n'
pix_debug += '\t' + this.toVec4(pix_code, pix_ast, alpha_code, alpha_ast) + ';\n'
if(this.debug_type == 'int') pix_debug += '\tgl_FragColor = vec4(mod(abs(float(dbg)),256.)/255.,abs(float(dbg/256))/256.,dbg >= 0? 1.: 0.,1.);\n'
if(this.debug_type == 'float') pix_debug += '\tgl_FragColor = vec4(mod(abs(dbg),1.),float(floor(abs(dbg))/256.),dbg >= 0.? 1.: 0.,1.);\n'
if(this.debug_type == 'vec2') pix_debug += '\tgl_FragColor = vec4(clamp(dbg.x,0.,1.),clamp(dbg.y,0.,1.),0,1.);\n'
if(this.debug_type == 'ivec2') pix_debug += '\tgl_FragColor = vec4(float(dbg.x)/255.,float(dbg.y)/255.,0,1.);\n'
if(this.debug_type == 'vec3') pix_debug += '\tgl_FragColor = vec4(clamp(dbg.x,0.,1.),clamp(dbg.y,0.,1.),clamp(dbg.z,0.,1.),1.);\n'
if(this.debug_type == 'ivec3') pix_debug += '\tgl_FragColor = vec4(float(dbg.x)/255.,float(dbg.y)/255.,float(dbg.z)/255.,1.);\n'
pix_debug += '}\n'
}
pix_color += pix_base
pix_color += '//------------------- Color Pixel shader main -------------------\nvoid main(){\n'
pix_color += this.compileUniformRename(pix_state.uniforms)
if(pix_state.dump.set){
pix_color += '\tdump = vec4(.5,.5,.5,1.);\n'
}
pix_color += '\tgl_FragColor = ' + this.toVec4(pix_code, pix_ast, alpha_code, alpha_ast) + ';\n'
if(pix_state.dump.set){
pix_color += '\tgl_FragColor = dump;\n'
}
pix_color += '}\n'
pix_pick += pix_base
pix_pick += 'uniform vec3 _pickguid;\n'
pix_pick += 'uniform float _pickalpha;\n'
pix_pick += '//------------------- Pick Pixel shader main -------------------\nvoid main(){\n'
pix_pick += this.compileUniformRename(pix_state.uniforms)
pix_pick += '\tvec4 col = ' + this.toVec4(pix_code, pix_ast, alpha_code, alpha_ast) + ';\n'
pix_pick += '\tfloat _pickguid2 = (_pickguid.y * 255. + _pickguid.z * 255.*256.) - PickGuid;\n'
pix_pick += '\tgl_FragColor = vec4(_pickguid.x, mod(_pickguid2,256.)/255., floor(_pickguid2/256.)/255., col.a>_pickalpha?1.:0.);\n'
pix_pick += '}\n'
if(this.dump){
console.log(vtx)
console.log(pix_color)
console.log(pix_pick)
console.log(pix_debug)
}
vtx_state.code = vtx
pix_state.code_color = pix_color
pix_state.code_pick = pix_pick
pix_state.code_debug = pix_debug
this.pix_state = pix_state
this.vtx_state = vtx_state
for(var key in vtx_state.functions){
var name = vtx_state.functions[key].undecorated
if(name.indexOf('_DOT_') === -1) this.monitorCompiledProperty(name)
}
for(var key in pix_state.functions){
var name = pix_state.functions[key].undecorated
if(name.indexOf('_DOT_') === -1) this.monitorCompiledProperty(name)
}
this.dirty = false
if(!gldevice){
return
}
this.shader = this.compileShader(gldevice)
this.connectWires()
}
this.atExtend = function(){
var shader = this
if(define.$platform === 'nodejs') return
if(this.constructor.outer){
this.view = this.constructor.outer
this.compile()
for(var key in this.pix_state.uniforms){
var parts = key.split('_DOT_')
if(parts.length === 2 && parts[0] === 'view'){
if('_' + parts[1] in this.view){
this.view.addListener(parts[1], function(){
this.redraw()
})
}
}
}
for(var key in this.vtx_state.uniforms){
var parts = key.split('_DOT_')
if(parts.length === 2 && parts[0] === 'view'){
if('_' + parts[1] in this.view){
this.view.addListener(parts[1], function(){
this.redraw()
})
}
}
}
var name = shader.constructor.name
function recompile_shader(){
var oldcls = this[name]
this[name] = {dirty:true}
var newcls = this[name]
for(var key in this.shader_enable){
if(key !== name && this[key] === oldcls){
this[key] = newcls
}
}
}
recompile_shader.shader = name
this.view_functions = []
for(var key in this.vtx_state.functions){
var parts = key.split('_DOT_')
if(parts.length === 2 && parts[0] === 'view'){
var left = parts[1].split('_T_')[0]
if(!this.view.hasListenerProp(left, 'shader', name)){
this.view_functions.push(left)
this.view.addListener(left, recompile_shader)
}
}
}
for(var key in this.pix_state.functions){
var parts = key.split('_DOT_')
if(parts.length === 2 && parts[0] === 'view'){
var left = parts[1].split('_T_')[0]
if(!this.view.hasListenerProp(left, 'shader', name)){
this.view_functions.push(left)
this.view.addListener(left, recompile_shader)
}
}
}
}
else if(this !== exports.prototype) this.compile()
}
})
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