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- import Check from "../Core/Check.js";
- import defaultValue from "../Core/defaultValue.js";
- import defined from "../Core/defined.js";
- import destroyObject from "../Core/destroyObject.js";
- import DeveloperError from "../Core/DeveloperError.js";
- import RuntimeError from "../Core/RuntimeError.js";
- import AutomaticUniforms from "./AutomaticUniforms.js";
- import ContextLimits from "./ContextLimits.js";
- import createUniform from "./createUniform.js";
- import createUniformArray from "./createUniformArray.js";
- var nextShaderProgramId = 0;
- function ShaderProgram(options) {
- var vertexShaderText = options.vertexShaderText;
- var fragmentShaderText = options.fragmentShaderText;
- if (typeof spector !== "undefined") {
-
-
-
- vertexShaderText = vertexShaderText.replace(/^#line/gm, "//#line");
- fragmentShaderText = fragmentShaderText.replace(/^#line/gm, "//#line");
- }
- var modifiedFS = handleUniformPrecisionMismatches(
- vertexShaderText,
- fragmentShaderText
- );
- this._gl = options.gl;
- this._logShaderCompilation = options.logShaderCompilation;
- this._debugShaders = options.debugShaders;
- this._attributeLocations = options.attributeLocations;
- this._program = undefined;
- this._numberOfVertexAttributes = undefined;
- this._vertexAttributes = undefined;
- this._uniformsByName = undefined;
- this._uniforms = undefined;
- this._automaticUniforms = undefined;
- this._manualUniforms = undefined;
- this._duplicateUniformNames = modifiedFS.duplicateUniformNames;
- this._cachedShader = undefined;
-
- this.maximumTextureUnitIndex = undefined;
- this._vertexShaderSource = options.vertexShaderSource;
- this._vertexShaderText = options.vertexShaderText;
- this._fragmentShaderSource = options.fragmentShaderSource;
- this._fragmentShaderText = modifiedFS.fragmentShaderText;
-
- this.id = nextShaderProgramId++;
- }
- ShaderProgram.fromCache = function (options) {
- options = defaultValue(options, defaultValue.EMPTY_OBJECT);
-
- Check.defined("options.context", options.context);
-
- return options.context.shaderCache.getShaderProgram(options);
- };
- ShaderProgram.replaceCache = function (options) {
- options = defaultValue(options, defaultValue.EMPTY_OBJECT);
-
- Check.defined("options.context", options.context);
-
- return options.context.shaderCache.replaceShaderProgram(options);
- };
- Object.defineProperties(ShaderProgram.prototype, {
-
- vertexShaderSource: {
- get: function () {
- return this._vertexShaderSource;
- },
- },
-
- fragmentShaderSource: {
- get: function () {
- return this._fragmentShaderSource;
- },
- },
- vertexAttributes: {
- get: function () {
- initialize(this);
- return this._vertexAttributes;
- },
- },
- numberOfVertexAttributes: {
- get: function () {
- initialize(this);
- return this._numberOfVertexAttributes;
- },
- },
- allUniforms: {
- get: function () {
- initialize(this);
- return this._uniformsByName;
- },
- },
- });
- function extractUniforms(shaderText) {
- var uniformNames = [];
- var uniformLines = shaderText.match(/uniform.*?(?![^{]*})(?=[=\[;])/g);
- if (defined(uniformLines)) {
- var len = uniformLines.length;
- for (var i = 0; i < len; i++) {
- var line = uniformLines[i].trim();
- var name = line.slice(line.lastIndexOf(" ") + 1);
- uniformNames.push(name);
- }
- }
- return uniformNames;
- }
- function handleUniformPrecisionMismatches(
- vertexShaderText,
- fragmentShaderText
- ) {
-
-
-
- var duplicateUniformNames = {};
- if (!ContextLimits.highpFloatSupported || !ContextLimits.highpIntSupported) {
- var i, j;
- var uniformName;
- var duplicateName;
- var vertexShaderUniforms = extractUniforms(vertexShaderText);
- var fragmentShaderUniforms = extractUniforms(fragmentShaderText);
- var vertexUniformsCount = vertexShaderUniforms.length;
- var fragmentUniformsCount = fragmentShaderUniforms.length;
- for (i = 0; i < vertexUniformsCount; i++) {
- for (j = 0; j < fragmentUniformsCount; j++) {
- if (vertexShaderUniforms[i] === fragmentShaderUniforms[j]) {
- uniformName = vertexShaderUniforms[i];
- duplicateName = "czm_mediump_" + uniformName;
-
- var re = new RegExp(uniformName + "\\b", "g");
- fragmentShaderText = fragmentShaderText.replace(re, duplicateName);
- duplicateUniformNames[duplicateName] = uniformName;
- }
- }
- }
- }
- return {
- fragmentShaderText: fragmentShaderText,
- duplicateUniformNames: duplicateUniformNames,
- };
- }
- var consolePrefix = "[Cesium WebGL] ";
- function createAndLinkProgram(gl, shader) {
- var vsSource = shader._vertexShaderText;
- var fsSource = shader._fragmentShaderText;
- var vertexShader = gl.createShader(gl.VERTEX_SHADER);
- gl.shaderSource(vertexShader, vsSource);
- gl.compileShader(vertexShader);
- var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
- gl.shaderSource(fragmentShader, fsSource);
- gl.compileShader(fragmentShader);
- var program = gl.createProgram();
- gl.attachShader(program, vertexShader);
- gl.attachShader(program, fragmentShader);
- gl.deleteShader(vertexShader);
- gl.deleteShader(fragmentShader);
- var attributeLocations = shader._attributeLocations;
- if (defined(attributeLocations)) {
- for (var attribute in attributeLocations) {
- if (attributeLocations.hasOwnProperty(attribute)) {
- gl.bindAttribLocation(
- program,
- attributeLocations[attribute],
- attribute
- );
- }
- }
- }
- gl.linkProgram(program);
- var log;
- if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
- var debugShaders = shader._debugShaders;
-
- if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
- log = gl.getShaderInfoLog(fragmentShader);
- console.error(consolePrefix + "Fragment shader compile log: " + log);
- if (defined(debugShaders)) {
- var fragmentSourceTranslation = debugShaders.getTranslatedShaderSource(
- fragmentShader
- );
- if (fragmentSourceTranslation !== "") {
- console.error(
- consolePrefix +
- "Translated fragment shader source:\n" +
- fragmentSourceTranslation
- );
- } else {
- console.error(consolePrefix + "Fragment shader translation failed.");
- }
- }
- gl.deleteProgram(program);
- throw new RuntimeError(
- "Fragment shader failed to compile. Compile log: " + log
- );
- }
- if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
- log = gl.getShaderInfoLog(vertexShader);
- console.error(consolePrefix + "Vertex shader compile log: " + log);
- if (defined(debugShaders)) {
- var vertexSourceTranslation = debugShaders.getTranslatedShaderSource(
- vertexShader
- );
- if (vertexSourceTranslation !== "") {
- console.error(
- consolePrefix +
- "Translated vertex shader source:\n" +
- vertexSourceTranslation
- );
- } else {
- console.error(consolePrefix + "Vertex shader translation failed.");
- }
- }
- gl.deleteProgram(program);
- throw new RuntimeError(
- "Vertex shader failed to compile. Compile log: " + log
- );
- }
- log = gl.getProgramInfoLog(program);
- console.error(consolePrefix + "Shader program link log: " + log);
- if (defined(debugShaders)) {
- console.error(
- consolePrefix +
- "Translated vertex shader source:\n" +
- debugShaders.getTranslatedShaderSource(vertexShader)
- );
- console.error(
- consolePrefix +
- "Translated fragment shader source:\n" +
- debugShaders.getTranslatedShaderSource(fragmentShader)
- );
- }
- gl.deleteProgram(program);
- throw new RuntimeError("Program failed to link. Link log: " + log);
- }
- var logShaderCompilation = shader._logShaderCompilation;
- if (logShaderCompilation) {
- log = gl.getShaderInfoLog(vertexShader);
- if (defined(log) && log.length > 0) {
- console.log(consolePrefix + "Vertex shader compile log: " + log);
- }
- }
- if (logShaderCompilation) {
- log = gl.getShaderInfoLog(fragmentShader);
- if (defined(log) && log.length > 0) {
- console.log(consolePrefix + "Fragment shader compile log: " + log);
- }
- }
- if (logShaderCompilation) {
- log = gl.getProgramInfoLog(program);
- if (defined(log) && log.length > 0) {
- console.log(consolePrefix + "Shader program link log: " + log);
- }
- }
- return program;
- }
- function findVertexAttributes(gl, program, numberOfAttributes) {
- var attributes = {};
- for (var i = 0; i < numberOfAttributes; ++i) {
- var attr = gl.getActiveAttrib(program, i);
- var location = gl.getAttribLocation(program, attr.name);
- attributes[attr.name] = {
- name: attr.name,
- type: attr.type,
- index: location,
- };
- }
- return attributes;
- }
- function findUniforms(gl, program) {
- var uniformsByName = {};
- var uniforms = [];
- var samplerUniforms = [];
- var numberOfUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
- for (var i = 0; i < numberOfUniforms; ++i) {
- var activeUniform = gl.getActiveUniform(program, i);
- var suffix = "[0]";
- var uniformName =
- activeUniform.name.indexOf(
- suffix,
- activeUniform.name.length - suffix.length
- ) !== -1
- ? activeUniform.name.slice(0, activeUniform.name.length - 3)
- : activeUniform.name;
-
- if (uniformName.indexOf("gl_") !== 0) {
- if (activeUniform.name.indexOf("[") < 0) {
-
- var location = gl.getUniformLocation(program, uniformName);
-
-
-
- if (location !== null) {
- var uniform = createUniform(gl, activeUniform, uniformName, location);
- uniformsByName[uniformName] = uniform;
- uniforms.push(uniform);
- if (uniform._setSampler) {
- samplerUniforms.push(uniform);
- }
- }
- } else {
-
- var uniformArray;
- var locations;
- var value;
- var loc;
-
-
- var indexOfBracket = uniformName.indexOf("[");
- if (indexOfBracket >= 0) {
-
- uniformArray = uniformsByName[uniformName.slice(0, indexOfBracket)];
-
-
- if (!defined(uniformArray)) {
- continue;
- }
- locations = uniformArray._locations;
-
-
-
- if (locations.length <= 1) {
- value = uniformArray.value;
- loc = gl.getUniformLocation(program, uniformName);
-
- if (loc !== null) {
- locations.push(loc);
- value.push(gl.getUniform(program, loc));
- }
- }
- } else {
- locations = [];
- for (var j = 0; j < activeUniform.size; ++j) {
- loc = gl.getUniformLocation(program, uniformName + "[" + j + "]");
-
- if (loc !== null) {
- locations.push(loc);
- }
- }
- uniformArray = createUniformArray(
- gl,
- activeUniform,
- uniformName,
- locations
- );
- uniformsByName[uniformName] = uniformArray;
- uniforms.push(uniformArray);
- if (uniformArray._setSampler) {
- samplerUniforms.push(uniformArray);
- }
- }
- }
- }
- }
- return {
- uniformsByName: uniformsByName,
- uniforms: uniforms,
- samplerUniforms: samplerUniforms,
- };
- }
- function partitionUniforms(shader, uniforms) {
- var automaticUniforms = [];
- var manualUniforms = [];
- for (var uniform in uniforms) {
- if (uniforms.hasOwnProperty(uniform)) {
- var uniformObject = uniforms[uniform];
- var uniformName = uniform;
-
- var duplicateUniform = shader._duplicateUniformNames[uniformName];
- if (defined(duplicateUniform)) {
- uniformObject.name = duplicateUniform;
- uniformName = duplicateUniform;
- }
- var automaticUniform = AutomaticUniforms[uniformName];
- if (defined(automaticUniform)) {
- automaticUniforms.push({
- uniform: uniformObject,
- automaticUniform: automaticUniform,
- });
- } else {
- manualUniforms.push(uniformObject);
- }
- }
- }
- return {
- automaticUniforms: automaticUniforms,
- manualUniforms: manualUniforms,
- };
- }
- function setSamplerUniforms(gl, program, samplerUniforms) {
- gl.useProgram(program);
- var textureUnitIndex = 0;
- var length = samplerUniforms.length;
- for (var i = 0; i < length; ++i) {
- textureUnitIndex = samplerUniforms[i]._setSampler(textureUnitIndex);
- }
- gl.useProgram(null);
- return textureUnitIndex;
- }
- function initialize(shader) {
- if (defined(shader._program)) {
- return;
- }
- reinitialize(shader);
- }
- function reinitialize(shader) {
- var oldProgram = shader._program;
- var gl = shader._gl;
- var program = createAndLinkProgram(gl, shader, shader._debugShaders);
- var numberOfVertexAttributes = gl.getProgramParameter(
- program,
- gl.ACTIVE_ATTRIBUTES
- );
- var uniforms = findUniforms(gl, program);
- var partitionedUniforms = partitionUniforms(shader, uniforms.uniformsByName);
- shader._program = program;
- shader._numberOfVertexAttributes = numberOfVertexAttributes;
- shader._vertexAttributes = findVertexAttributes(
- gl,
- program,
- numberOfVertexAttributes
- );
- shader._uniformsByName = uniforms.uniformsByName;
- shader._uniforms = uniforms.uniforms;
- shader._automaticUniforms = partitionedUniforms.automaticUniforms;
- shader._manualUniforms = partitionedUniforms.manualUniforms;
- shader.maximumTextureUnitIndex = setSamplerUniforms(
- gl,
- program,
- uniforms.samplerUniforms
- );
- if (oldProgram) {
- shader._gl.deleteProgram(oldProgram);
- }
-
-
- if (typeof spector !== "undefined") {
- shader._program.__SPECTOR_rebuildProgram = function (
- vertexSourceCode,
- fragmentSourceCode,
- onCompiled,
- onError
- ) {
- var originalVS = shader._vertexShaderText;
- var originalFS = shader._fragmentShaderText;
-
-
- var regex = / ! = /g;
- shader._vertexShaderText = vertexSourceCode.replace(regex, " != ");
- shader._fragmentShaderText = fragmentSourceCode.replace(regex, " != ");
- try {
- reinitialize(shader);
- onCompiled(shader._program);
- } catch (e) {
- shader._vertexShaderText = originalVS;
- shader._fragmentShaderText = originalFS;
-
- var errorMatcher = /(?:Compile|Link) error: ([^]*)/;
- var match = errorMatcher.exec(e.message);
- if (match) {
- onError(match[1]);
- } else {
- onError(e.message);
- }
- }
- };
- }
- }
- ShaderProgram.prototype._bind = function () {
- initialize(this);
- this._gl.useProgram(this._program);
- };
- ShaderProgram.prototype._setUniforms = function (
- uniformMap,
- uniformState,
- validate
- ) {
- var len;
- var i;
- if (defined(uniformMap)) {
- var manualUniforms = this._manualUniforms;
- len = manualUniforms.length;
- for (i = 0; i < len; ++i) {
- var mu = manualUniforms[i];
- mu.value = uniformMap[mu.name]();
- }
- }
- var automaticUniforms = this._automaticUniforms;
- len = automaticUniforms.length;
- for (i = 0; i < len; ++i) {
- var au = automaticUniforms[i];
- au.uniform.value = au.automaticUniform.getValue(uniformState);
- }
-
-
-
-
-
- var uniforms = this._uniforms;
- len = uniforms.length;
- for (i = 0; i < len; ++i) {
- uniforms[i].set();
- }
- if (validate) {
- var gl = this._gl;
- var program = this._program;
- gl.validateProgram(program);
-
- if (!gl.getProgramParameter(program, gl.VALIDATE_STATUS)) {
- throw new DeveloperError(
- "Program validation failed. Program info log: " +
- gl.getProgramInfoLog(program)
- );
- }
-
- }
- };
- ShaderProgram.prototype.isDestroyed = function () {
- return false;
- };
- ShaderProgram.prototype.destroy = function () {
- this._cachedShader.cache.releaseShaderProgram(this);
- return undefined;
- };
- ShaderProgram.prototype.finalDestroy = function () {
- this._gl.deleteProgram(this._program);
- return destroyObject(this);
- };
- export default ShaderProgram;
|