planet-wars/frontend/www/webgl/shader.ts

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import { Dictionary } from './util';
function error(msg: string) {
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console.error(msg);
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}
const defaultShaderType = [
"VERTEX_SHADER",
"FRAGMENT_SHADER"
];
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/// Create Shader from Source string
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function loadShader(
gl: WebGLRenderingContext,
shaderSource: string,
shaderType: number,
opt_errorCallback: any,
): WebGLShader {
var errFn = opt_errorCallback || error;
// Create the shader object
var shader = gl.createShader(shaderType);
// Load the shader source
gl.shaderSource(shader, shaderSource);
// Compile the shader
gl.compileShader(shader);
// Check the compile status
var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!compiled) {
// Something went wrong during compilation; get the error
var lastError = gl.getShaderInfoLog(shader);
errFn("*** Error compiling shader '" + shader + "':" + lastError);
gl.deleteShader(shader);
return null;
}
return shader;
}
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/// Actually Create Program with Shader's
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function createProgram(
gl: WebGLRenderingContext,
shaders: WebGLShader[],
opt_attribs: string[],
opt_locations: number[],
opt_errorCallback: any,
): WebGLProgram {
var errFn = opt_errorCallback || error;
var program = gl.createProgram();
shaders.forEach(function (shader) {
gl.attachShader(program, shader);
});
if (opt_attribs) {
opt_attribs.forEach(function (attrib, ndx) {
gl.bindAttribLocation(
program,
opt_locations ? opt_locations[ndx] : ndx,
attrib);
});
}
gl.linkProgram(program);
// Check the link status
var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!linked) {
// something went wrong with the link
var lastError = gl.getProgramInfoLog(program);
errFn("Error in program linking:" + lastError);
gl.deleteProgram(program);
return null;
}
return program;
}
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export class ShaderFactory {
frag_source: string;
vert_source: string;
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static async create_factory(frag_url: string, vert_url: string): Promise<ShaderFactory> {
const sources = await Promise.all([
fetch(frag_url).then((r) => r.text()),
fetch(vert_url).then((r) => r.text()),
]);
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return new ShaderFactory(sources[0], sources[1]);
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}
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constructor(frag_source: string, vert_source: string ) {
this.frag_source = frag_source;
this.vert_source = vert_source;
}
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create_shader(
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gl: WebGLRenderingContext,
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context?: Dictionary<string>,
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opt_attribs?: string[],
opt_locations?: number[],
opt_errorCallback?: any,
): Shader {
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let vert = this.vert_source.slice();
let frag = this.frag_source.slice();
for (let key in context) {
vert = vert.replace(new RegExp("\\$" + key, 'g'), context[key]);
frag = frag.replace(new RegExp("\\$" + key, 'g'), context[key]);
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}
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const shaders = [
loadShader(gl, vert, gl.VERTEX_SHADER, opt_errorCallback),
loadShader(gl, frag, gl.FRAGMENT_SHADER, opt_errorCallback),
];
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return new Shader(createProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback));
}
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}
export class Shader {
shader: WebGLProgram;
uniformCache: Dictionary<WebGLUniformLocation>;
attribCache: Dictionary<number>;
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static async createProgramFromUrls(
gl: WebGLRenderingContext,
vert_url: string,
frag_url: string,
context?: Dictionary<string>,
opt_attribs?: string[],
opt_locations?: number[],
opt_errorCallback?: any,
): Promise<Shader> {
const sources = (await Promise.all([
fetch(vert_url).then((r) => r.text()),
fetch(frag_url).then((r) => r.text()),
])).map(x => {
for (let key in context) {
x = x.replace(new RegExp("\\$" + key, 'g'), context[key]);
}
return x;
});
const shaders = [
loadShader(gl, sources[0], 35633, opt_errorCallback),
loadShader(gl, sources[1], 35632, opt_errorCallback),
];
return new Shader(createProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback));
}
constructor(shader: WebGLProgram) {
this.shader = shader;
this.uniformCache = {};
this.attribCache = {};
}
bind(gl: WebGLRenderingContext) {
gl.useProgram(this.shader);
}
// Different locations have different types :/
getUniformLocation(gl: WebGLRenderingContext, name: string): WebGLUniformLocation {
if (this.uniformCache[name] === undefined) {
this.uniformCache[name] = gl.getUniformLocation(this.shader, name);
}
return this.uniformCache[name];
}
getAttribLocation(gl: WebGLRenderingContext, name: string): number {
if (this.attribCache[name] === undefined) {
this.attribCache[name] = gl.getAttribLocation(this.shader, name);
}
return this.attribCache[name];
}
uniform<T extends Uniform>(
gl: WebGLRenderingContext,
name: string,
uniform: T,
) {
this.bind(gl);
const location = this.getUniformLocation(gl, name);
if (location < 0) {
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console.error("No location found with name " + name);
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}
uniform.setUniform(gl, location);
}
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clear(gl: WebGLRenderingContext) {
gl.deleteProgram(this.shader);
}
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}
export interface Uniform {
setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation): void;
}
export class Uniform2fv implements Uniform {
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data: number[] | Float32Array;
constructor(data: number[] | Float32Array) {
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this.data = data;
}
setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) {
gl.uniform2fv(location, this.data);
}
}
export class Uniform3fv implements Uniform {
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data: number[] | Float32Array;
constructor(data: number[] | Float32Array) {
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this.data = data;
}
setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) {
gl.uniform3fv(location, this.data);
}
}
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export class Uniform3f implements Uniform {
x: number;
y: number;
z: number;
constructor(x: number, y: number, z: number) {
this.x = x;
this.y = y;
this.z = z;
}
setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) {
gl.uniform3f(location, this.x ,this.y, this.z);
}
}
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export class Uniform1iv implements Uniform {
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data: number[] | Int32List;
constructor(data: number[] | Int32List) {
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this.data = data;
}
setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) {
gl.uniform1iv(location, this.data);
}
}
export class Uniform1i implements Uniform {
texture: number;
constructor(texture: number) {
this.texture = texture;
}
setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) {
gl.uniform1i(location, this.texture);
}
}
export class Uniform1f implements Uniform {
texture: number;
constructor(texture: number) {
this.texture = texture;
}
setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) {
gl.uniform1f(location, this.texture);
}
}
export class Uniform2f implements Uniform {
x: number;
y: number;
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constructor(xy: number[]) {
this.x = xy[0];
this.y = xy[1];
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}
setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) {
gl.uniform2f(location, this.x, this.y);
}
}
export class Uniform4f implements Uniform {
v0: number;
v1: number;
v2: number;
v3: number;
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constructor(xyzw: number[]) {
this.v0 = xyzw[0];
this.v1 = xyzw[1];
this.v2 = xyzw[2];
this.v3 = xyzw[3];
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}
setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) {
gl.uniform4f(location, this.v0, this.v1, this.v2, this.v3);
}
}
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export class UniformMatrix3fv implements Uniform {
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data: number[] | Float32Array;
constructor(data: number[] | Float32Array) {
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this.data = data;
}
setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) {
gl.uniformMatrix3fv(location, false, this.data);
}
}
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export class UniformBool implements Uniform {
data: boolean;
constructor(data: boolean) {
this.data = data;
}
setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) {
gl.uniform1i(location, this.data ? 1 : 0);
}
}