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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
}
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
}
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
}
this.getLocations(gl, shader, vtx_state, pix_state)
if(this.compile_use) this.compileUse(shader)
if(pix_debug){
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)
this.getLocations(gl, shader.debug, vtx_state, pix_state)
if(this.compile_use) this.compileUse(shader.debug)
}
if(this.has_pick){
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)
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)
gl.useProgram(shader)
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(loc.last !== prop){
loc.last = prop
uniset[key](gl, loc.loc, prop)
}
}
}
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]
}
var gltex = texture[texinfo.samplerid]
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++
}
var attrlocs = shader.attrlocs
var len = 0
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){
gl.vertexAttribPointer(loc, attrloc.slots, gl.FLOAT, false, buf.stride, attrloc.offset)
}
else{
gl.vertexAttribPointer(loc, buf.slots, gl.FLOAT, false, buf.stride, 0)
}
}
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)
}
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){
gl.useProgram(shader)
SET_UNIFORMS
TEXTURE_START
var texture = TEXTURE_VALUE
var gltex = texture.TEXTURE_SAMPLER
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.bindTexture(gl.TEXTURE_2D, gltex)
if(texture.updateid !== gltex.updateid){
texture.updateGLTexture(gl, gltex)
}
}
gl.uniform1i(TEXTURE_LOC, TEXTURE_ID)
TEXTURE_END
var len = 0
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
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)
}
if(root.depth_test_eq.func > 1){
gl.enable(gl.DEPTH_TEST)
gl.depthFunc(root.depth_test_eq.func)
}
else{
gl.disable(gl.DEPTH_TEST)
}
if(root.depth_mask === false){
gl.depthMask(false)
}
else{
gl.depthMask(true)
}
return len
}
this.compileUse = function(shader){
var tpl = this.useShaderTemplate.toString()
tpl = tpl.replace(/^function/, "function useshader_" + (this.view?this.view.constructor.name:'anonymous') + '_shader_' + this.constructor.name)
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
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)()
}
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
}})
this.drawArrays = function(devicewebgl, sub, start, end){
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
}
})
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