Files
kotlin-webgl-fractal/src/ShaderProgram.kt
2016-05-22 13:13:41 +02:00

117 lines
4.1 KiB
Kotlin

package com.persesgames.shader
import org.khronos.webgl.*
/**
* User: rnentjes
* Date: 17-4-16
* Time: 15:15
*/
class VertextAttributeInfo(val locationName: String, val numElements: Int) {
var location = 0
var offset = 0
}
class ShaderProgram<T>(
val webgl: WebGLRenderingContext,
val drawType: Int,
vertexShaderSource: String,
fragmentShaderSource: String,
val vainfo: Array<VertextAttributeInfo>,
val setter: (program: ShaderProgram<T>, data: T) -> Unit) {
var shaderProgram: WebGLProgram
var vertex: WebGLShader
var fragment: WebGLShader
var verticesBlockSize = 0
var drawLength = 0
init {
vertex = compileShader(vertexShaderSource, WebGLRenderingContext.VERTEX_SHADER)
fragment = compileShader(fragmentShaderSource, WebGLRenderingContext.FRAGMENT_SHADER)
shaderProgram = webgl.createProgram() ?: throw IllegalStateException("Unable to request shader program from webgl context!")
webgl.attachShader(shaderProgram, vertex)
webgl.attachShader(shaderProgram, fragment)
webgl.linkProgram(shaderProgram)
if (webgl.getProgramParameter(shaderProgram, WebGLRenderingContext.LINK_STATUS) == false) {
println(webgl.getProgramInfoLog(shaderProgram))
throw IllegalStateException("Unable to compile shader program!")
}
webgl.useProgram(shaderProgram)
this.verticesBlockSize = 0;
// set attribute locations...
for (info in vainfo.iterator()) {
info.location = webgl.getAttribLocation(shaderProgram, info.locationName)
info.offset = verticesBlockSize;
verticesBlockSize += info.numElements;
println("attrib: ${info.locationName}, info.location: ${info.location}, info.offset: ${info.offset}");
}
when(drawType) {
WebGLRenderingContext.TRIANGLES -> {
drawLength = verticesBlockSize * 3
}
else -> {
drawLength = verticesBlockSize
}
}
println("verticesBlockSize $verticesBlockSize");
println("ShaderProgram constructor done");
}
private fun compileShader(source: String, type: Int): WebGLShader {
val result: WebGLShader
result = webgl.createShader(type) ?: throw IllegalStateException("Unable to request shader from webgl context!")
webgl.shaderSource(result, source)
webgl.compileShader(result)
if (webgl.getShaderParameter(result, WebGLRenderingContext.COMPILE_STATUS) == false) {
throw IllegalStateException("Unable to compile shader!\n${source}\n\n${webgl.getShaderInfoLog(result)}")
}
return result;
}
fun begin(attribBuffer: WebGLBuffer, userdata: T) {
webgl.useProgram(shaderProgram);
webgl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, attribBuffer);
// set attribute locations...
for (info in vainfo.iterator()) {
webgl.enableVertexAttribArray(info.location);
webgl.vertexAttribPointer(info.location, info.numElements, WebGLRenderingContext.FLOAT, false, verticesBlockSize * 4, info.offset * 4);
}
setter(this, userdata)
}
fun end() {
for (info in vainfo.iterator()) {
webgl.disableVertexAttribArray(info.location);
}
webgl.useProgram(null)
}
fun getAttribLocation(location: String) = webgl.getAttribLocation(shaderProgram, location);
fun getUniformLocation(location: String) = webgl.getUniformLocation(shaderProgram, location);
fun setUniform1f(location: String, value: Float) { webgl.uniform1f(getUniformLocation(location), value); }
fun setUniform2f(location: String, v1: Float, v2: Float) { webgl.uniform2f(getUniformLocation(location), v1, v2); }
fun setUniform4f(location: String, v1: Float, v2: Float, v3: Float, v4: Float) { webgl.uniform4f(getUniformLocation(location), v1, v2, v3, v4); }
fun setUniform1i(location: String, value: Int) { webgl.uniform1i(getUniformLocation(location), value); }
fun setUniformMatrix4fv(location: String, value: Float32Array) { webgl.uniformMatrix4fv(getUniformLocation(location), false, value); }
}