Add dynamic shader generation

This commit is contained in:
schmelczerandras 2020-07-26 13:35:44 +02:00
parent edd7d4836e
commit 4369cf1770
22 changed files with 300 additions and 124 deletions

View file

@ -0,0 +1,116 @@
import { createShader } from '../helper/create-shader';
import { loadUniform } from '../helper/load-uniform';
import { IProgram } from './i-program';
export abstract class Program implements IProgram {
protected program: WebGLProgram;
private shaders: Array<WebGLShader> = [];
private uniforms: Array<{
name: Array<string>;
location: WebGLUniformLocation;
type: GLenum;
}> = [];
constructor(
protected gl: WebGL2RenderingContext,
vertexShaderSource: string,
fragmentShaderSource: string,
substitutions: { [name: string]: string }
) {
this.createProgram(vertexShaderSource, fragmentShaderSource, substitutions);
this.queryUniforms();
}
public bindAndSetUniforms(values: { [name: string]: any }) {
this.bind();
this.setUniforms(values);
}
public bind() {
this.gl.useProgram(this.program);
}
public setUniforms(values: { [name: string]: any }) {
this.uniforms.forEach(({ name, location, type }) => {
const value = name.reduce(
(prev, prop) => (prev !== null && prop in prev ? prev[prop] : null),
values
);
if (value !== null) {
loadUniform(this.gl, value, type, location);
}
});
}
public delete() {
this.shaders.forEach((s) => this.gl.deleteShader(s));
this.gl.deleteProgram(this.program);
}
public abstract draw(): void;
private queryUniforms() {
const uniformCount = this.gl.getProgramParameter(
this.program,
WebGL2RenderingContext.ACTIVE_UNIFORMS
);
for (let i = 0; i < uniformCount; i++) {
const glUniform = this.gl.getActiveUniform(this.program, i);
this.uniforms.push({
name: glUniform.name.split(/\[|\]\.|\]|\./).filter((p) => p !== ''),
location: this.gl.getUniformLocation(this.program, glUniform.name),
type: glUniform.type,
});
}
this.uniforms.map((u1) => {
const isSingle =
this.uniforms.filter((u2) => u2.name.includes(u1.name[0])).length == 1;
if (u1.name.includes('0') && isSingle) {
u1.name = u1.name.slice(0, -1);
}
return u1;
});
}
private createProgram(
passthroughVertexShaderSource: string,
fragmentShaderSource: string,
substitutions: { [name: string]: string }
) {
this.program = this.gl.createProgram();
const vertexShader = createShader(
this.gl,
this.gl.VERTEX_SHADER,
passthroughVertexShaderSource,
substitutions
);
this.gl.attachShader(this.program, vertexShader);
this.shaders.push(vertexShader);
const fragmentShader = createShader(
this.gl,
this.gl.FRAGMENT_SHADER,
fragmentShaderSource,
substitutions
);
this.gl.attachShader(this.program, fragmentShader);
this.shaders.push(fragmentShader);
this.gl.linkProgram(this.program);
const success = this.gl.getProgramParameter(
this.program,
this.gl.LINK_STATUS
);
if (!success) {
throw new Error(this.gl.getProgramInfoLog(this.program));
}
}
}