Table of Contents

ProgramManager

The ProgramManager manages the creation and caching of programs. It allows the application to request a program based on a vertex shader, fragment shader and set of defines, modules and code injections. The ProgramManager will return the requested program, creating it the first time, and re-using a cached version if it is requested more than once. It also allows for the definition of hook functions and module code injections to be inserted into shaders.

Usage

const pm = new ProgramManager(gl);

const vs = `
attribute vec4 position;

void main() {
#ifdef MY_DEFINE
  gl_Position = position;
#else
  gl_Position = position.wzyx;
#endif
}
`;

const fs = `
void main() {
  gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
  MY_SHADER_HOOK(gl_FragColor);
}
`;

pm.addShaderHook('fs:MY_SHADER_HOOK(inout vec4 color)');

pm.addDefaultModule(dirlight); // Will be included in all following programs

const program1 = pm.get({vs, fs});   // Basic, no defines, only default module
const program2 = pm.get({vs, fs});   // Cached, same as program 1, use count 2
const program3 = pm.get({  // New program, with different source based on define
  vs,
  fs,
  defines: {
    MY_DEFINE: true
  }
});

const program4 = pm.get({  // New program, with different source based on module and its injection
  vs,
  fs,
  defines: {
    MY_DEFINE: true
  },
  modules: [picking]
});

const program5 = pm.get({  // Cached, same as program 4, use count 2
  vs,
  fs,
  defines: {
    MY_DEFINE: true
  },
  modules: [picking]
});

pm.release(program1); // Cached program still available, use count 1
pm.release(program2); // Cached program deleted
pm.release(program3); // Cached program deleted
pm.release(program4); // Cached program still available, use count 1
pm.release(program5); // Cached program deleted

Methods

get(opts : Object) : Program

Get a program that fits the parameters provided. If one is already cached, return it, otherwise create and cache a new one. opts can include the following (see assembleShaders for details):

  • vs: Base vertex shader source.
  • fs: Base fragment shader source.
  • defines: Object indicating #define constants to include in the shaders.
  • modules: Array of module objects to include in the shaders.
  • inject: Object of hook injections to include in the shaders.
  • transpileToGLSL100: Transpile shaders to GLSL 1.0.

addDefaultModule(module: Object)

Add a module that will automatically be added to any programs created by the program manager.

removeDefaultModule(module: Object)

Remove a module that is automatically being added to programs created by the program manager.

addShaderHook(hook : String, [opts : Object])

Creates a shader hook function that shader modules can injection code into. Shaders can call these functions, which will be no-ops by default. If a shader module injects code it will be executed upon the hook function call. This mechanism allows the application to create shaders that can be automatically extended by included shader modules.

  • hook: vs: or fs: followed by the name and arguments of the function, e.g. vs:MYHOOK_func(inout vec4 value). Hook name without arguments will also be used as the name of the shader hook
  • opts.header (optional): code always included at the beginning of a hook function
  • opts.footer (optional): code always included at the end of a hook function

getUniforms(program : Program) : Object

Returns an object containing all the uniforms defined for the program. Returns null if program isn't managed by the ProgramManager.

release(program : Program)

Indicate that a program is no longer in use. When all references to a program are released, the program is deleted.