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src/compileProgram.ts

import checkGLError, {ignoreGLErrors} from 'parsegraph-checkglerror';
import {compileShader} from 'parsegraph-shader';
import GLProvider from './GLProvider';

export default function compileProgram(
    window:GLProvider,
    shaderName:string,
    vertexShader:string,
    fragShader:string,
) {
  const gl = window.gl();
  const shaders = window.shaders();
  if (gl.isContextLost()) {
    return;
  }
  if (shaders[shaderName]) {
    return shaders[shaderName];
  }

  const program = gl.createProgram();
  checkGLError(
      gl,
      'compileProgram.createProgram(shaderName=\'',
      shaderName,
      ')',
  );

  const compiledVertexShader = compileShader(
      gl,
      vertexShader,
      gl.VERTEX_SHADER,
      shaderName,
  );
  checkGLError(
      gl,
      'compileProgram.compile vertex shader(shaderName=\'',
      shaderName,
      ')',
  );

  gl.attachShader(program, compiledVertexShader);
  checkGLError(
      gl,
      'compileProgram.attach vertex shader(shaderName=\'',
      shaderName,
      ')',
  );

  const compiledFragmentShader = compileShader(
      gl,
      fragShader,
      gl.FRAGMENT_SHADER,
      shaderName,
  );
  checkGLError(
      gl,
      'compileProgram.compile fragment shader(shaderName=\'',
      shaderName,
      ')',
  );
  gl.attachShader(program, compiledFragmentShader);
  checkGLError(
      gl,
      'compileProgram.attach fragment shader(shaderName=\'',
      shaderName,
      ')',
  );

  gl.linkProgram(program);
  if (!ignoreGLErrors()) {
    const st = gl.getProgramParameter(program, gl.LINK_STATUS);
    if (!st) {
      throw new Error(
          '\'' +
          shaderName +
          '\' shader program failed to link:\n' +
          gl.getProgramInfoLog(program),
      );
    }
    const err = gl.getError();
    if (err != gl.NO_ERROR && err != gl.CONTEXT_LOST_WEBGL) {
      throw new Error(
          '\'' + shaderName + '\' shader program failed to link: ' + err,
      );
    }
  }

  shaders[shaderName] = program;
  // console.log("Created shader for " + shaderName + ": " + program);
  return program;
}