Refactor ShaderProgram class for improved readability and structure; add missing imports. Minor HTML formatting adjustments in index.html.
This commit is contained in:
@@ -1,6 +1,10 @@
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package com.persesgames.shader
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import org.khronos.webgl.*
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import org.khronos.webgl.Float32Array
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import org.khronos.webgl.WebGLBuffer
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import org.khronos.webgl.WebGLProgram
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import org.khronos.webgl.WebGLRenderingContext
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import org.khronos.webgl.WebGLShader
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/**
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* User: rnentjes
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@@ -9,8 +13,8 @@ import org.khronos.webgl.*
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*/
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class VertextAttributeInfo(val locationName: String, val numElements: Int) {
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var location = 0
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var offset = 0
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var location = 0
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var offset = 0
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}
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class ShaderProgram<T>(
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@@ -19,98 +23,122 @@ class ShaderProgram<T>(
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vertexShaderSource: String,
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fragmentShaderSource: String,
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val vainfo: Array<VertextAttributeInfo>,
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val setter: (program: ShaderProgram<T>, data: T) -> Unit) {
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val setter: (program: ShaderProgram<T>, data: T) -> Unit
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) {
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var shaderProgram: WebGLProgram
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var vertex: WebGLShader
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var fragment: WebGLShader
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var shaderProgram: WebGLProgram
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var vertex: WebGLShader
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var fragment: WebGLShader
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var verticesBlockSize = 0
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var drawLength = 0
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var verticesBlockSize = 0
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var drawLength = 0
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init {
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vertex = compileShader(vertexShaderSource, WebGLRenderingContext.VERTEX_SHADER)
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fragment = compileShader(fragmentShaderSource, WebGLRenderingContext.FRAGMENT_SHADER)
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init {
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vertex = compileShader(vertexShaderSource, WebGLRenderingContext.VERTEX_SHADER)
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fragment = compileShader(fragmentShaderSource, WebGLRenderingContext.FRAGMENT_SHADER)
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shaderProgram = webgl.createProgram() ?: throw IllegalStateException("Unable to request shader program from webgl context!")
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webgl.attachShader(shaderProgram, vertex)
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webgl.attachShader(shaderProgram, fragment)
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webgl.linkProgram(shaderProgram)
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shaderProgram = webgl.createProgram()
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?: throw IllegalStateException("Unable to request shader program from webgl context!")
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webgl.attachShader(shaderProgram, vertex)
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webgl.attachShader(shaderProgram, fragment)
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webgl.linkProgram(shaderProgram)
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if (webgl.getProgramParameter(shaderProgram, WebGLRenderingContext.LINK_STATUS) == false) {
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println(webgl.getProgramInfoLog(shaderProgram))
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throw IllegalStateException("Unable to compile shader program!")
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}
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webgl.useProgram(shaderProgram)
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this.verticesBlockSize = 0;
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// set attribute locations...
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for (info in vainfo.iterator()) {
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info.location = webgl.getAttribLocation(shaderProgram, info.locationName)
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info.offset = verticesBlockSize;
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verticesBlockSize += info.numElements;
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println("attrib: ${info.locationName}, info.location: ${info.location}, info.offset: ${info.offset}");
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}
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when(drawType) {
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WebGLRenderingContext.TRIANGLES -> {
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drawLength = verticesBlockSize * 3
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}
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else -> {
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drawLength = verticesBlockSize
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}
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}
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println("verticesBlockSize $verticesBlockSize");
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println("ShaderProgram constructor done");
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if (webgl.getProgramParameter(shaderProgram, WebGLRenderingContext.LINK_STATUS) == false) {
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println(webgl.getProgramInfoLog(shaderProgram))
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throw IllegalStateException("Unable to compile shader program!")
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}
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private fun compileShader(source: String, type: Int): WebGLShader {
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val result: WebGLShader
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webgl.useProgram(shaderProgram)
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result = webgl.createShader(type) ?: throw IllegalStateException("Unable to request shader from webgl context!")
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webgl.shaderSource(result, source)
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webgl.compileShader(result)
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this.verticesBlockSize = 0;
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if (webgl.getShaderParameter(result, WebGLRenderingContext.COMPILE_STATUS) == false) {
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throw IllegalStateException("Unable to compile shader!\n${source}\n\n${webgl.getShaderInfoLog(result)}")
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}
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// set attribute locations...
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for (info in vainfo.iterator()) {
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info.location = webgl.getAttribLocation(shaderProgram, info.locationName)
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info.offset = verticesBlockSize;
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return result;
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verticesBlockSize += info.numElements;
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println("attrib: ${info.locationName}, info.location: ${info.location}, info.offset: ${info.offset}");
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}
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fun begin(attribBuffer: WebGLBuffer, userdata: T) {
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webgl.useProgram(shaderProgram);
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webgl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, attribBuffer);
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when (drawType) {
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WebGLRenderingContext.TRIANGLES -> {
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drawLength = verticesBlockSize * 3
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}
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// set attribute locations...
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for (info in vainfo.iterator()) {
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webgl.enableVertexAttribArray(info.location);
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webgl.vertexAttribPointer(info.location, info.numElements, WebGLRenderingContext.FLOAT, false, verticesBlockSize * 4, info.offset * 4);
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}
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setter(this, userdata)
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else -> {
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drawLength = verticesBlockSize
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}
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}
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fun end() {
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for (info in vainfo.iterator()) {
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webgl.disableVertexAttribArray(info.location);
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}
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webgl.useProgram(null)
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println("verticesBlockSize $verticesBlockSize");
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println("ShaderProgram constructor done");
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}
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private fun compileShader(source: String, type: Int): WebGLShader {
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val result: WebGLShader = webgl.createShader(type)
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?: throw IllegalStateException("Unable to request shader from webgl context!")
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webgl.shaderSource(result, source)
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webgl.compileShader(result)
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if (webgl.getShaderParameter(result, WebGLRenderingContext.COMPILE_STATUS) == false) {
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throw IllegalStateException(
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"Unable to compile shader!\n${source}\n\n${
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webgl.getShaderInfoLog(
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result
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)
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}"
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)
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}
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fun getAttribLocation(location: String) = webgl.getAttribLocation(shaderProgram, location);
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return result;
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}
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fun getUniformLocation(location: String) = webgl.getUniformLocation(shaderProgram, location);
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fun begin(attribBuffer: WebGLBuffer, userdata: T) {
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webgl.useProgram(shaderProgram);
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webgl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, attribBuffer);
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fun setUniform1f(location: String, value: Float) { webgl.uniform1f(getUniformLocation(location), value); }
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fun setUniform2f(location: String, v1: Float, v2: Float) { webgl.uniform2f(getUniformLocation(location), v1, v2); }
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fun setUniform4f(location: String, v1: Float, v2: Float, v3: Float, v4: Float) { webgl.uniform4f(getUniformLocation(location), v1, v2, v3, v4); }
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fun setUniform1i(location: String, value: Int) { webgl.uniform1i(getUniformLocation(location), value); }
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fun setUniformMatrix4fv(location: String, value: Float32Array) { webgl.uniformMatrix4fv(getUniformLocation(location), false, value); }
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// set attribute locations...
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for (info in vainfo.iterator()) {
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webgl.enableVertexAttribArray(info.location);
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webgl.vertexAttribPointer(
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info.location,
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info.numElements,
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WebGLRenderingContext.FLOAT,
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false,
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verticesBlockSize * 4,
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info.offset * 4
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);
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}
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setter(this, userdata)
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}
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fun end() {
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for (info in vainfo.iterator()) {
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webgl.disableVertexAttribArray(info.location);
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}
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webgl.useProgram(null)
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}
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fun getAttribLocation(location: String) = webgl.getAttribLocation(shaderProgram, location);
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fun getUniformLocation(location: String) = webgl.getUniformLocation(shaderProgram, location);
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fun setUniform1f(location: String, value: Float) {
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webgl.uniform1f(getUniformLocation(location), value); }
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fun setUniform2f(location: String, v1: Float, v2: Float) {
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webgl.uniform2f(getUniformLocation(location), v1, v2); }
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fun setUniform4f(location: String, v1: Float, v2: Float, v3: Float, v4: Float) {
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webgl.uniform4f(getUniformLocation(location), v1, v2, v3, v4); }
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fun setUniform1i(location: String, value: Int) {
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webgl.uniform1i(getUniformLocation(location), value); }
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fun setUniformMatrix4fv(location: String, value: Float32Array) {
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webgl.uniformMatrix4fv(getUniformLocation(location), false, value); }
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}
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@@ -11,12 +11,13 @@
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padding: 0;
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overflow: hidden;
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}
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canvas {
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position:absolute;
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position: absolute;
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}
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</style>
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</head>
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<body>
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<script type="application/javascript" src="fractal.js"></script>
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<script type="application/javascript" src="fractal.js"></script>
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</body>
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</html>
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