92 lines
2.5 KiB
JavaScript
92 lines
2.5 KiB
JavaScript
class Shaders {
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constructor(gl) {
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this.gl = gl;
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this.shaderNames = [];
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this.shaders = {};
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this.programs = {};
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}
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async loadShader(name, path) {
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this.shaderNames.push(name);
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await this.load(name, path + name + ".vert", this.gl.VERTEX_SHADER);
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await this.load(name, path + name + ".frag", this.gl.FRAGMENT_SHADER);
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}
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async load(name, url, type) {
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let realName = name + "_" + type;
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if (!this.shaders[realName]) {
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let data = await fetch(url);
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let shader = this.createShader(await data.text(), type);
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if (shader) {
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this.shaders[realName] = shader;
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}
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}
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return !!this.shaders[realName];
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}
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getShader(name, type) {
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let realName = name + "_" + type;
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return this.shaders[realName];
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}
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getAllShaders() {
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return this.shaderNames;
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}
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async createProgramForEach(arr) {
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arr = arr || this.shaderNames;
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for (let i = 0; i < arr.length; i++) {
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let shader = arr[i];
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let v = await shaderHandler.createProgram(shader, [shader])
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if (!v) {
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return false;
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}
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}
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return true;
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}
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createShader(source, type) {
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let gl = this.gl;
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let shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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return shader;
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}
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console.error(gl.getShaderInfoLog(shader));
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gl.deleteShader(shader);
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return null;
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}
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createProgram(name, shaders) {
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let gl = this.gl;
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let pro = gl.createProgram();
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for (let i = 0; i < shaders.length; i++) {
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gl.attachShader(pro, this.getShader(shaders[i], gl.VERTEX_SHADER));
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gl.attachShader(pro, this.getShader(shaders[i], gl.FRAGMENT_SHADER));
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}
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gl.linkProgram(pro);
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var success = gl.getProgramParameter(pro, gl.LINK_STATUS);
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if (success) {
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this.programs[name] = pro;
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return pro;
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}
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console.log(gl.getProgramInfoLog(pro));
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gl.deleteProgram(pro);
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return null;
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}
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getProgram(name) {
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return this.programs[name];
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}
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async loadArray(list, path) {
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let self = this;
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for (const e of list) {
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await self.loadShader(e, path)
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}
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await self.createProgramForEach(list)
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return true;
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}
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} |