Source: shaders/GpuProgram.js

/*
 * Copyright 2003-2006, 2009, 2017, United States Government, as represented by the Administrator of the
 * National Aeronautics and Space Administration. All rights reserved.
 *
 * The NASAWorldWind/WebWorldWind platform is licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
/**
 * @exports GpuProgram
 */
define([
        '../error/ArgumentError',
        '../util/Color',
        '../shaders/GpuShader',
        '../util/Logger'
    ],
    function (ArgumentError,
              Color,
              GpuShader,
              Logger) {
        "use strict";

        /**
         * Constructs a GPU program with specified source code for vertex and fragment shaders.
         * This constructor is intended to be called only by subclasses.
         * <p>
         * This constructor creates WebGL shaders for the specified shader sources and attaches them to a new GLSL
         * program. The method compiles the shaders and then links the program if compilation is successful. Use the
         * [DrawContext.bindProgram]{@link DrawContext#bindProgram} function to make the program current during rendering.
         *
         * @alias GpuProgram
         * @constructor
         * @classdesc
         * Represents an OpenGL shading language (GLSL) shader program and provides methods for identifying and
         * accessing shader variables. Shader programs are created by instances of this class and made current when the
         * DrawContext.bindProgram function is invoked.
         * <p>
         * This is an abstract class and not intended to be created directly.
         *
         * @param {WebGLRenderingContext} gl The current WebGL context.
         * @param {String} vertexShaderSource The source code for the vertex shader.
         * @param {String} fragmentShaderSource The source code for the fragment shader.
         * @param {String[]} attributeBindings An array of attribute variable names whose bindings are to be explicitly
         * specified. Each name is bound to its corresponding index in the array. May be null, in which case the
         * linker determines all the bindings.
         * @throws {ArgumentError} If either source is null or undefined, the shaders cannot be compiled, or linking of
         * the compiled shaders into a program fails.
         */
        var GpuProgram = function (gl, vertexShaderSource, fragmentShaderSource, attributeBindings) {
            if (!vertexShaderSource || !fragmentShaderSource) {
                throw new ArgumentError(Logger.logMessage(Logger.LEVEL_SEVERE, "GpuProgram", "constructor",
                    "The specified shader source is null or undefined."));
            }

            var program, vShader, fShader;

            try {
                vShader = new GpuShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
                fShader = new GpuShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
            } catch (e) {
                if (vShader)
                    vShader.dispose(gl);
                if (fShader)
                    fShader.dispose(gl);

                throw e;
            }

            program = gl.createProgram();
            if (!program) {
                throw new ArgumentError(Logger.logMessage(Logger.LEVEL_SEVERE, "GpuProgram", "constructor",
                    "Unable to create shader program."));
            }

            gl.attachShader(program, vShader.shaderId);
            gl.attachShader(program, fShader.shaderId);

            if (attributeBindings) {
                for (var i = 0, len = attributeBindings.length; i < len; i++) {
                    gl.bindAttribLocation(program, i, attributeBindings[i]);
                }
            }

            if (!this.link(gl, program)) {
                // Get the info log before deleting the program.
                var infoLog = gl.getProgramInfoLog(program);

                gl.detachShader(program, vShader.shaderId);
                gl.detachShader(program, fShader.shaderId);
                gl.deleteProgram(program);
                vShader.dispose(gl);
                fShader.dispose(gl);

                throw new ArgumentError(Logger.logMessage(Logger.LEVEL_SEVERE, "GpuProgram", "constructor",
                    "Unable to link shader program: " + infoLog));
            }

            /**
             * Indicates the WebGL program object associated with this GPU program.
             * @type {WebGLProgram}
             * @readonly
             */
            this.programId = program;

            // Internal. Intentionally not documented. These will be filled in as attribute locations are requested.
            this.attributeLocations = {};
            this.uniformLocations = {};

            // Internal. Intentionally not documented.
            this.vertexShader = vShader;

            // Internal. Intentionally not documented.
            this.fragmentShader = fShader;

            // Internal. Intentionally not documented.
            this.size = vertexShaderSource.length + fragmentShaderSource.length;

            // Internal. Intentionally not documented.
            this.scratchArray = new Float32Array(16);
        };

        /**
         * Releases this GPU program's WebGL program and associated shaders. Upon return this GPU program's WebGL
         * program ID is 0 as is that of the associated shaders.
         *
         * @param {WebGLRenderingContext} gl The current WebGL context.
         */
        GpuProgram.prototype.dispose = function (gl) {
            if (this.programId) {
                if (this.vertexShader) {
                    gl.detachShader(this.programId, this.vertexShader.shaderId);
                }
                if (this.fragmentShader) {
                    gl.detachShader(this.programId, this.fragmentShader.shaderId);
                }

                gl.deleteProgram(this.programId);
                delete this.programId;
            }

            if (this.vertexShader) {
                this.vertexShader.dispose(gl);
                delete this.vertexShader;
            }

            if (this.fragmentShader) {
                this.fragmentShader.dispose(gl);
                delete this.fragmentShader;
            }

            this.attributeLocations = {};
            this.uniformLocations = {};
        };

        /**
         * Returns the GLSL attribute location of a specified attribute name.
         *
         * @param {WebGLRenderingContext} gl The current WebGL context.
         * @param {String} attributeName The name of the attribute whose location is determined.
         * @returns {Number} The WebGL attribute location of the specified attribute, or -1 if the attribute is not
         * found.
         * @throws {ArgumentError} If the specified attribute name is null, empty or undefined.
         */
        GpuProgram.prototype.attributeLocation = function (gl, attributeName) {
            if (!attributeName || attributeName.length == 0) {
                throw new ArgumentError(Logger.logMessage(Logger.LEVEL_SEVERE, "GpuProgram", "attributeLocation",
                    "The specified attribute name is null, undefined or empty."));
            }

            var location = this.attributeLocations[attributeName];
            if (!location) {
                location = gl.getAttribLocation(this.programId, attributeName);
                this.attributeLocations[attributeName] = location;
            }

            return location;
        };

        /**
         * Returns the GLSL uniform location of a specified uniform name.
         *
         * @param {WebGLRenderingContext} gl The current WebGL context.
         * @param {String} uniformName The name of the uniform variable whose location is determined.
         * @returns {WebGLUniformLocation} The WebGL uniform location of the specified uniform variable,
         * or -1 if the uniform is not found.
         * @throws {ArgumentError} If the specified uniform name is null, empty or undefined.
         */
        GpuProgram.prototype.uniformLocation = function (gl, uniformName) {
            if (!uniformName || uniformName.length == 0) {
                throw new ArgumentError(Logger.logMessage(Logger.LEVEL_SEVERE, "GpuProgram", "uniformLocation",
                    "The specified uniform name is null, undefined or empty."));
            }

            var location = this.uniformLocations[uniformName];
            if (!location) {
                location = gl.getUniformLocation(this.programId, uniformName);
                this.uniformLocations[uniformName] = location;
            }

            return location;
        };

        /**
         * Links a specified GLSL program. This method is not meant to be called by applications. It is called
         * internally as needed.
         *
         * @param {WebGLRenderingContext} gl The current WebGL context.
         * @param {WebGLProgram} program The WebGL program.
         * @returns {Boolean} true if linking was successful, otherwise false.
         * @protected
         */
        GpuProgram.prototype.link = function (gl, program) {
            gl.linkProgram(program);

            return gl.getProgramParameter(program, gl.LINK_STATUS);
        };

        /**
         * Loads a specified matrix as the value of a GLSL 4x4 matrix uniform variable with the specified location.
         * <p>
         * This functions converts the matrix into column-major order prior to loading its components into the GLSL
         * uniform variable, but does not modify the specified matrix.
         *
         * @param {WebGLRenderingContext} gl The current WebGL context.
         * @param {Matrix} matrix The matrix to load.
         * @param {WebGLUniformLocation} location The location of the uniform variable in the currently bound GLSL program.
         * @throws {ArgumentError} If the specified matrix is null or undefined.
         */
        GpuProgram.prototype.loadUniformMatrix = function (gl, matrix, location) {
            if (!matrix) {
                throw new ArgumentError(Logger.logMessage(Logger.LEVEL_SEVERE, "GpuProgram", "loadUniformMatrix",
                    "missingMatrix"));
            }

            var columnMajorArray = matrix.columnMajorComponents(this.scratchArray);
            gl.uniformMatrix4fv(location, false, columnMajorArray);
        };

        /**
         * Loads a specified color as the value of a GLSL vec4 uniform variable with the specified location.
         * <p>
         * This function multiplies the red, green and blue components by the alpha component prior to loading the color
         * in the GLSL uniform variable, but does not modify the specified color.
         *
         * @param {WebGLRenderingContext} gl The current WebGL context.
         * @param {Color} color The color to load.
         * @param {WebGLUniformLocation} location The location of the uniform variable in the currently bound GLSL program.
         * @throws {ArgumentError} If the specified color is null or undefined.
         */
        GpuProgram.prototype.loadUniformColor = function (gl, color, location) {
            if (!color) {
                throw new ArgumentError(Logger.logMessage(Logger.LEVEL_SEVERE, "GpuProgram", "loadUniformColor",
                    "missingColor"));
            }

            var premul = color.premultipliedComponents(this.scratchArray);
            gl.uniform4f(location, premul[0], premul[1], premul[2], premul[3]);
        };

        /**
         * Loads the specified RGBA color components as the value of a GLSL vec4 uniform variable with the specified
         * location.
         * <p>
         * This function multiplies the red, green and blue components by the alpha component prior to loading the color
         * in the GLSL uniform variable.
         *
         * @param {WebGLRenderingContext} gl The current WebGL context.
         * @param {Number} red The red component, a number between 0 and 1.
         * @param {Number} green The green component, a number between 0 and 1.
         * @param {Number} blue The blue component, a number between 0 and 1.
         * @param {Number} alpha The alpha component, a number between 0 and 1.
         * @param {WebGLUniformLocation} location The location of the uniform variable in the currently bound GLSL program.
         */
        GpuProgram.prototype.loadUniformColorComponents = function (gl, red, green, blue, alpha, location) {
            gl.uniform4f(location, red * alpha, green * alpha, blue * alpha, alpha);
        };

        return GpuProgram;
    });