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define.class('$system/base/shader', function(require, exports){
var gltypes = require('$system/base/gltypes')
exports.Texture =
this.Texture = require('./textureheadless')
util = require('util');
HeadlessApi = require('./headless_api')
HeadlessShader = require('./headless_shader')
HeadlessActor = require('./headless_actor')
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
shader = gldevice.shadercache[cache_id]
if (!shader) {
shader = {
object_type: '(compiled_shader_data)'
,debug: {}
,pick: {}
,uniset: {}
,unilocks: {}
,refattr: {}
,texlocs: {}
};
var shadercode = vtx_state.code;
var fragcode = pix_state.code_color;
shader.headlessshader = new HeadlessShader(shadercode, fragcode);
this.getLocations(gl, shader, vtx_state, pix_state)
this.compile_use = true
if(this.compile_use) this.compileUse(shader)
gldevice.shadercache[cache_id] = shader
}
HeadlessApi.createHeadlessObjects(shader, this);
return shader
}
this.useShader = function(gl, shader){
if(shader.use) return shader.use(gl, shader, this)
console.log('***************************************************************************************************OLD CODE RUNNING');
}
this.compile_use = true
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: 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: key,
samplerdef: tex.samplerdef,
samplerid: tex.samplerid,
name: tex.name
}
if(tex.name.indexOf('_DOT_') !== -1) loc.split = tex.name.split(/_DOT_/)
}
}
this.useShaderTemplate = function(gl, shader, root){
if (root && !root.headlessactor) {
HeadlessApi.createHeadlessActor(root, shader);
}
gl.useProgram(shader)
var headless = HeadlessApi.headless
var headlessactor = root ? root.headlessactor : undefined;
var headlessmaterial = root ? root.headlessmaterial : undefined;
var headlessgeometry = root.headlessgeometry;
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 (texture.image) {
var ti = TEXTURE_INFO
var sampler = {};
if (headlessmaterial) {
var index = headlessmaterial.addTexture(texture, ti.loc, sampler);
gltex.texture_index = index;
}
}
if(!gltex) return 0
}
else{
gl.activeTexture(TEXTUREGL_ID)
gl.bindTexture(gl.TEXTURE_2D, gltex)
if(texture.updateid !== gltex.updateid){
texture.updateGLTexture(gl, gltex)
if (gltex.texture_index) {
var headlessmaterial = root.headlessmaterial;
headlessmaterial.removeTexture(gltex.texture_index);
gltex.texture_index = undefined;
if (texture.image) {
var ti = TEXTURE_INFO
var sampler = {};
var index = headlessmaterial.addTexture(texture.image, ti.loc, sampler);
gltex.texture_index = index;
}
}
}
}
gl.uniform1i(TEXTURE_LOC, TEXTURE_ID)
TEXTURE_END
var len = 0
var lastbuf
ATTRLOC_START
var buf = ATTRLOC_BUF
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, gl.STATIC_DRAW)
buf.clean = true
}
}
var loc = ATTRLOC_LOC
gl.enableVertexAttribArray(loc)
ATTRLOC_ATTRIBPTR
ATTRLOC_END
var headlessmaterial = root.headlessmaterial;
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
)
headlessmaterial.setBlendMode('BLENDING_ON');
headlessmaterial.setBlendEquation (root.color_blend_eq.op, root.color_blend_eq.op);
headlessmaterial.setBlendFunc(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)
headlessmaterial.setBlendMode('BLENDING_ON');
headlessmaterial.setBlendEquation (root.color_blend_eq.op, root.color_blend_eq.op);
headlessmaterial.setBlendFunc(root.color_blend_eq.src, root.color_blend_eq.dst, root.color_blend_eq.src, root.color_blend_eq.dst);
}
else{
gl.disable(gl.BLEND)
headlessmaterial.setBlendMode('BLENDING_OFF');
}
if(root.depth_test_eq.func){
console.log('***Depth test enabled. NOT IMPLEMENTED');
gl.enable(gl.DEPTH_TEST)
gl.depthFunc(root.depth_test_eq.func)
}
else{
gl.disable(gl.DEPTH_TEST)
}
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 uniset = shader.uniset
var unilocs = shader.unilocs
var refattr = shader.refattr
var out = 'var loc, uni\n'
out += 'var actor = root.headlessactor\n'
out += 'if (shader && actor) {\n'
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 += '\t\tvar val = actor.setUniformValue(\'' + key + '\',uni)\n'
}
out += '}\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/g, texinfo.samplerid)
.replace(/TEXTURE_ID/g, texid)
.replace(/TEXTURE_LOC/g, 'shader.texlocs.' + key+ '.loc')
.replace(/TEXTURE_INFO/g, 'shader.texlocs.' + key)
.replace(/TEXTUREGL_ID/g, gltypes.gl.TEXTURE0 + 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
if (Object.keys(attrlocs).length > 0) {
out += 'root.headlessgeometry.addAttributeGeometry(root, shader.attrlocs)\n'
}
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 =
'if(buf.slots>4)debugger;gl.vertexAttribPointer(loc, buf.slots, gl.FLOAT, false, buf.stride, 0)'
}
ATTRLOC_ATTRIBPTR = ''
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)();
}
this.drawtype = HeadlessApi.Geometry.TRIANGLES
this.drawArrays = function(devicegl, sub, start, end){
if(!this.hasOwnProperty('shader') || this.shader === undefined) this.compile(devicegl)
var gl = devicegl.gl
var shader = sub? this.shader[sub]: this.shader;
var len = this.useShader(gl, shader);
if(len) gl.drawArrays(this.drawtype, start || 0, end === undefined?len: end)
}
})
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