sdf-2d/src/graphics/graphics-library/program/program.ts
schmelczerandras 7bfad8711b Add textures
2020-10-04 10:48:26 +02:00

97 lines
2.8 KiB
TypeScript

import { mat2d, vec2 } from 'gl-matrix';
import { loadUniform } from '../helper/load-uniform';
import { ParallelCompiler } from '../parallel-compiler';
import { UniversalRenderingContext } from '../universal-rendering-context';
import { IProgram } from './i-program';
/** @internal */
export default abstract class Program implements IProgram {
protected program?: WebGLProgram;
private modelTransform = mat2d.identity(mat2d.create());
private readonly ndcToUv = mat2d.fromValues(0.5, 0, 0, 0.5, 0.5, 0.5);
private uniforms: Array<{
name: Array<string>;
location: WebGLUniformLocation;
type: GLenum;
}> = [];
constructor(protected readonly gl: UniversalRenderingContext) {}
public async initialize(
[vertexShaderSource, fragmentShaderSource]: [string, string],
compiler: ParallelCompiler,
substitutions: { [name: string]: string } = {}
): Promise<void> {
substitutions = { ...substitutions };
this.program = await compiler.createProgram(
vertexShaderSource,
fragmentShaderSource,
substitutions
);
this.queryUniforms();
}
public setDrawingRectangleUV(bottomLeft: vec2, size: vec2) {
mat2d.invert(this.modelTransform, this.ndcToUv);
mat2d.translate(this.modelTransform, this.modelTransform, bottomLeft);
mat2d.scale(this.modelTransform, this.modelTransform, size);
mat2d.multiply(this.modelTransform, this.modelTransform, this.ndcToUv);
}
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 destroy() {
this.gl.deleteProgram(this.program!);
}
public draw(values: { [name: string]: any }): void {
this.bind();
this.setUniforms({ modelTransform: this.modelTransform, ...values });
}
protected bind() {
this.gl.useProgram(this.program!);
}
private queryUniforms() {
const uniformCount = this.gl.getProgramParameter(
this.program!,
WebGLRenderingContext.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;
});
}
}