///////////////////////////////////////////////////////////////////////////////////
// The MIT License (MIT)
//
// Copyright (c) 2017 Tarek Sherif
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of
// this software and associated documentation files (the "Software"), to deal in
// the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
// the Software, and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
// IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
///////////////////////////////////////////////////////////////////////////////////
import { GL, WEBGL_INFO } from "./constants.js";
/**
WebGL shader.
@class Shader
@prop {WebGLRenderingContext} gl The WebGL context.
@prop {WebGLShader} shader The shader.
*/
export class Shader {
constructor(gl, appState, type, source) {
this.gl = gl;
this.appState = appState;
this.shader = null;
this.type = type;
this.source = source.trim();
this.restore();
}
/**
Restore shader after context loss.
@method
@return {Shader} The Shader object.
*/
restore() {
this.shader = this.gl.createShader(this.type);
this.gl.shaderSource(this.shader, this.source);
this.gl.compileShader(this.shader);
return this;
}
/**
Get the shader source translated for the platform's API.
@method
@return {String} The translated shader source.
*/
translatedSource() {
if (WEBGL_INFO.DEBUG_SHADERS) {
return this.appState.extensions.debugShaders.getTranslatedShaderSource(this.shader);
} else {
return "(Unavailable)";
}
}
/**
Delete this shader.
@method
@return {Shader} The Shader object.
*/
delete() {
if (this.shader) {
this.gl.deleteShader(this.shader);
this.shader = null;
}
return this;
}
checkCompilation() {
if (!this.gl.getShaderParameter(this.shader, GL.COMPILE_STATUS)) {
let i, lines;
console.error(this.gl.getShaderInfoLog(this.shader));
lines = this.source.split("\n");
for (i = 0; i < lines.length; ++i) {
console.error(`${i + 1}: ${lines[i]}`);
}
}
return this;
}
}