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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('./texturedali')

        util = require('util');

        // DaliApi is a static object to access the dali api
        DaliApi = require('./dali_api')

        // DaliDreemgl is the interface between dreemgl and dali.
        DaliShader = require('./dali_shader')
        DaliActor = require('./dali_actor')

        /**
         * @method compileShader
         * Compiles the shader, or use the cached version.
         * Construct a mesh actor if necessary and attach to the view
         * The 'this' pointer is an object like border or hardrect
         * @param {Object} gldevice Instance of DeviceDali
         * @return {Object} shader Object containing compiled shader information.
         *                  In webgl this is an object returned by gl.createProgram
         *                  In dali, this is a hash containing a dali_shader object
         */
        this.compileShader = function(gldevice){
                //console.log('*#*#*#*# compileShader', this.view ? this.view.id : '<SCREEN>');
                var vtx_state = this.vtx_state
                var pix_state = this.pix_state
                var vtx_code = vtx_state.code

                //console.log('vtx_code', vtx_code);
                //console.log('pix_code', pix_state.code_color);
                //console.log('====== vtx_state call', vtx_state.call);

                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

                // Get the DaliShader object from a cache, or build one
                shader = gldevice.shadercache[cache_id]
                //if(shader) return this.dalishader

                if (!shader) {
                        // shader is a hash of compiled information and dali objects
                        shader = {
                                object_type: '(compiled_shader_data)'

                                ,debug: {}
                                ,pick: {}
                                
                                ,uniset: {}
                                ,unilocks: {}
                                ,refattr: {}
                                
                                ,texlocs: {}
                        };

                        // Build a DaliShader object and attach to shader
                        var shadercode = vtx_state.code;
                        var fragcode = pix_state.code_color;
                        shader.dalishader = new DaliShader(shadercode, fragcode);

                //DEV
                // Compile the dali objects
                //shader.compileShader(this, dalishader);

                //Not used by Dali
//                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)

        // Build information on uniforms, textures, and attributes
                        this.getLocations(gl, shader, vtx_state, pix_state)

                        //console.log('*** COMPILED ***');
                        //console.log('unilocks', shader.unilocks);
                        //console.log('uniset', shader.uniset);
                        //console.log('refattr', shader.refattr);
                        //console.log('texlocs', shader.texlocs);
                        
                        //TODO. Remove?
                        this.compile_use = true

                        if(this.compile_use) this.compileUse(shader)
                        gldevice.shadercache[cache_id] = shader

                //Not supported by Dali (Yet)
//                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))
//                                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
//
//                        this.getLocations(gl, shader.pick, vtx_state, pix_state)
//
//                        if(this.compile_use) this.compileUse(shader.pick)
//                }

                }  // if (!this.dalishader) {


                // Build missing dali objects (if they don't exist)
                //console.log('shader', shader.object_type, shader);

                //console.trace('CALLING createDaliObjects');
                DaliApi.createDaliObjects(shader, this); //  shader);

                //console.log('shader has', Object.keys(shader));

                //DaliApi.createDaliActor(this, shader);


                //console.log('---- ---- ---- ADDING TEXTURE INFO');
                //shader.addAttributeGeometry(this, shader.attrlocs);

                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


        // Override from shader.js (DALI)
        this.mapUniforms = function(gl, shader, uniforms, uniset, unilocs){
                // dali uses registerAnimatableProperty to set a uniform
                for(var key in uniforms) if(!uniset[key]){
                        var type = gltypes.getType(uniforms[key])
                        //uniset[key] = gltypes.uniforms[type]
                        uniset[key] = gltypes.uniforms[type]
                        var loc = unilocs[key] = {
                                type: type,
                                loc: key  // Store the name, not the location
                        }
                        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, // Store the name, not the location
                                samplerdef: tex.samplerdef,
                                samplerid: tex.samplerid,
                                name: tex.name
                        }
                        if(tex.name.indexOf('_DOT_') !== -1) loc.split = tex.name.split(/_DOT_/)
                }                
        }


        // Template for generated code
        //   {object} gl stubbed out gl object
        //   {object} shader compiled shader object, containing dalishader
        //                   and daligeometry. (see compileShader in this file)
        //   {object} root display object (ex. border, hardrect), containing
        //                        dalimaterial, dalirenderer, daliactor.
        this.useShaderTemplate = function(gl, shader, root){

                // Create dali objects when first used
                if (root && !root.daliactor) {
                        DaliApi.createDaliActor(root, shader);
                }

                //console.log('useShader', root.view ? root.view.id : 'screen', 'shader', shader.object_type, 'root', root.object_type)

                // use the shader
                gl.useProgram(shader)
                var dali = DaliApi.dali
        var daliactor = root ? root.daliactor : undefined;
                var dalimaterial = root ? root.dalimaterial : undefined;
        var daligeometry = root.daligeometry;

                //console.log('daliactor', daliactor.id, 'shader', shader.dalishader.id, 'geometry', daligeometry.id);

                // set uniforms
                //shader.addUniforms(shader.dreem_shader);
                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 (texture.image) {
                var ti = TEXTURE_INFO

                                //TODO Get current values for sampler
                                var sampler = new dali.Sampler();
                                sampler.setFilterMode(dali.FILTER_MODE_LINEAR, dali.FILTER_MODE_LINEAR);
                                sampler.setWrapMode(dali.WRAP_MODE_CLAMP_TO_EDGE, dali.WRAP_MODE_CLAMP_TO_EDGE);
                                
                                if (DaliApi.emitcode) {
                                        console.log('DALICODE: var sampler' + dalimaterial.id + ' = new dali.Sampler();');
                                        console.log('DALICODE: sampler' + dalimaterial.id + '.setFilterMode(dali.FILTER_MODE_LINEAR, dali.FILTER_MODE_LINEAR);');
                                        console.log('DALICODE: sampler' + dalimaterial.id + '.setWrapMode(dali.WRAP_MODE_CLAMP_TO_EDGE, dali.WRAP_MODE_CLAMP_TO_EDGE);');
                                }                


                                //FIX
                                if (dalimaterial) {
                                          var index = dalimaterial.addTexture(texture, ti.loc, sampler);
                                        gltex.texture_index = index;
                                        //console.log('**** **** **** dali.addTexture', ti.loc, texture.image.getWidth(), texture.image.getHeight(), 'return index', index);
                                }
}
                        if(!gltex) return 0
                }
                else{
                        gl.activeTexture(TEXTUREGL_ID) // gl.TEXTURE0 + TEXTURE_ID
                        gl.bindTexture(gl.TEXTURE_2D, gltex)

                        if (texture.image) {
                                var sampler = new dali.Sampler();
                                sampler.setFilterMode(dali.FILTER_MODE_LINEAR, dali.FILTER_MODE_LINEAR);
                                sampler.setWrapMode(dali.WRAP_MODE_CLAMP_TO_EDGE, dali.WRAP_MODE_CLAMP_TO_EDGE);
                                if (DaliApi.emitcode) {
                                        console.log('DALICODE: var sampler' + dalimaterial.id + ' = new dali.Sampler();');
                                        console.log('DALICODE: sampler' + dalimaterial.id + '.setFilterMode(dali.FILTER_MODE_LINEAR, dali.FILTER_MODE_LINEAR);');
                                        console.log('DALICODE: sampler' + dalimaterial.id + '.setWrapMode(dali.WRAP_MODE_CLAMP_TO_EDGE, dali.WRAP_MODE_CLAMP_TO_EDGE);');
                                }

                                var ti = TEXTURE_INFO
                                var index = dalimaterial.addTexture(texture, ti.loc, sampler);
                        }

                        if(texture.updateid !== gltex.updateid){
                                texture.updateGLTexture(gl, gltex)
                                if (gltex.texture_index) {
                    var dalimaterial = root.dalimaterial;
                                        dalimaterial.removeTexture(gltex.texture_index);
                                        gltex.texture_index = undefined;
                                        if (texture.image) {
                                                var ti = TEXTURE_INFO

                                                //TODO Get current values for sampler
                                                var sampler = new dali.Sampler();
                                                sampler.setFilterMode(dali.FILTER_MODE_LINEAR, dali.FILTER_MODE_LINEAR);
                                                sampler.setWrapMode(dali.WRAP_MODE_CLAMP_TO_EDGE, dali.WRAP_MODE_CLAMP_TO_EDGE);

                                                if (DaliApi.emitcode) {
                                                        console.log('DALICODE: var sampler = new dali.Sampler();');
                                                        console.log('DALICODE: sampler.setFilterMode(dali.FILTER_MODE_LINEAR, dali.FILTER_MODE_LINEAR);');
                                                        console.log('DALICODE: sampler.setWrapMode(dali.WRAP_MODE_CLAMP_TO_EDGE, dali.WRAP_MODE_CLAMP_TO_EDGE);');
                                                }                

                                                var index = dalimaterial.addTexture(texture.image, ti.loc, sampler);
                                                gltex.texture_index = index;
                                        }
                                }
                        }
                }
                gl.uniform1i(TEXTURE_LOC, TEXTURE_ID)
                if(TEXTURE_ID > 0)debugger
                TEXTURE_END

                // attributes
                //shader.compileShader(this);
                //console.log('---- ---- ---- addAttributeGeometry');
                //shader.daligeometry.addAttributeGeometry(shader, shader.attrlocs);



                var len = 0 // pull the length out of the buffers
                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 blender = root.dalimaterial.hasBlender() ? root.dalimaterial : root.dalirenderer;

                // set up blend mode
                if(root.alpha_blend_eq.op){
                        //console.log('==== alpha_blend_eq.op');
                        var constant = root.constant
                        if(constant) {
                                //console.log('CONSTANT', constant[0], constant[1], constant[2], constant[3], 'Not implemented');
                                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
                        )

                        // DALI
                        //console.log('*** full blend');
                        blender.setBlendMode(dali.BLENDING_ON);
                        blender.setBlendEquation (root.color_blend_eq.op, root.color_blend_eq.op);
                        blender.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){
                        //console.log('BLEND', root.color_blend_eq);
                        var constant = root.constant
                        if (constant) {
                                //console.log('CONSTANT 2', constant[0], constant[1], constant[2], constant[3], 'Not implemented');
                                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)


                        blender.setBlendMode(dali.BLENDING_ON);
                        blender.setBlendEquation (root.color_blend_eq.op, root.color_blend_eq.op);

                        //TODO Check this. What are the last two args?
                        blender.setBlendFunc(root.color_blend_eq.src, root.color_blend_eq.dst, root.color_blend_eq.src, root.color_blend_eq.dst);
                        //dalimaterial.setBlendFunc(dali.BLEND_FACTOR_SRC_COLOR, dali.BLEND_FACTOR_DST_COLOR, root.color_blend_eq.src, root.color_blend_eq.dst);
                        //dalimaterial.setBlendFunc(root.color_blend_eq.src, root.color_blend_eq.dst, dali.BLEND_FACTOR_ONE, dali.BLEND_FACTOR_ZERO);
                        //dalimaterial.setBlendFunc(root.color_blend_eq.src, root.color_blend_eq.dst, dali.BLEND_FACTOR_SRC_ALPHA, dali.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA);

                        //dalimaterial.setBlendFunc(root.color_blend_eq.src, root.color_blend_eq.dst, dali.BLEND_FACTOR_CONSTANT_ALPHA, dali.BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA);

                        
                }
                else{
                        //console.log('==== blend disabled');
                        gl.disable(gl.BLEND)
                        //DALI
                        blender.setBlendMode(dali.BLENDING_OFF);
                }
                
                // set up depth test
                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
        }

        // {object} shader DaliShader object, amended with location information
        //                 (see getLocations call above)
        // The 'this' pointer is a view
        this.compileUse = function(shader){
                // Make sure the object has dali
                //DaliApi.createDaliObjects(this.shader);

                //console.log('*****compileUse', shader.object_type, this.object_type);
                // 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 uniset = shader.uniset
                var unilocs = shader.unilocs
                var refattr = shader.refattr

                var out = 'var loc, uni\n'
                out += 'var actor = root.daliactor\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]
                        //if(gen.args == 1){

                        var call = gen.call
                        //if(call !== 'uniformMatrix4fv' && call !== 'uniformMatrix3fv' && call !== 'uniformMatrix2fv'){
                        //        out += '\t\tif(loc.value !== uni) loc.value = uni, '
                        //}

                        // Update uniform. Use registerAnimatableProperty only if 
                        // the value is not set yet. (DALI)
                        //TODO Optimize
            //out += 'console.log(\'------ROOT\', root.view.id, root.daliactor.object_type)\n'
            out += '\t\tvar val = actor.setUniformValue(\'' + key + '\',uni)\n'

// Use addUniformValue instead of this code
/*
            out += '\t\tvar val = shader.getArrayValue(uni)\n'
            out += '\t\tvar v = shader.meshActor._' + key + '\n'
            out += '\tconsole.log(\'key\',\'' + key + '\',\'value\', val)\n'
                        out += '\t\tif (v) {v = val} \n'
            out += '\t\telse {shader.meshActor.registerAnimatableProperty(\'_' + key + '\', val)}\n'
*/


/*
                        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'
*/
                }
                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
                                }
//console.log('key', key);
//console.log('TEXTURE_VALUE', TEXTURE_VALUE);
//console.log('TEXTURE_SAMPLER', texinfo.samplerid);
//console.log('TEXTURE_ID', texid);
//console.log('TEXTURE_LOC', 'shader.texlocs.' + key+ '.loc');
//console.log('TEXTURE_INFO', 'shader.texlocs.' + key);
//console.log('TEXTUREGL_ID', gltypes.gl.TEXTURE0 + texid);

                                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)
                        }
//console.log('=-=-=-=-=- texlocs', out);
                        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
                        if (Object.keys(attrlocs).length > 0) {
                                //console.log('*************************** attrlocs ***********************');
                                //console.log(attrlocs);
                                //console.log('************************************************************');
                                out += 'root.daligeometry.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+')'

                                //ATTRLOC_ATTRIBPTR = 'console.log(\'buf type 1\', \'' + key + '\',' + attrloc.slots + ', buf.stride, buf.length,' + attrloc.offset + ');daligeometry.addVertices(\'' + key + '\', buf.array, ' + attrloc.slots + ', 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 = 'console.log(\'buf type 2\', \'' + key + '\',buf.slots, buf.stride, buf.length);daligeometry.addVertices(\'' + key + '\', buf.array, buf.slots, buf.stride, 0)'
                                }

                                //HACK. Setting this for text causes problems with image display
                                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)]
                })

                //if (shader.texlocs && shader.texlocs.length > 0)
                //console.log('FUNCTION', this.view.id, tpl);

                //console.log('FUNCTION', tpl);
                //shader.use = new Function('return ' + tpl)().bind(this);
                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 = this.TRIANGLES
        
        // lets draw ourselves.
        // A view (the this pointer) makes one call to drawArrays for each shader.
        // A typical number is two (one for border and one for hardimage
        this.drawArrays = function(devicegl, sub, start, end){
                //if (this.texture) {
                //        console.trace('drawArrays');
                //}
                //console.trace('*****drawArrays', (this.view? this.view.id : '<screen>'));
                // console.log('PROG', this.vtx_state.code);
                //if(this.mydbg) debugger
                if(!this.hasOwnProperty('shader') || this.shader === undefined) this.compile(devicegl)
                var gl = devicegl.gl
        var shader = sub? this.shader[sub]: this.shader;
                // Attach the dali_obj to the shader.shader object (DALI)
                var len = this.useShader(gl, shader);
                if(len) gl.drawArrays(this.drawtype, start || 0, end === undefined?len: end)
        }

})