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/*
* Copyright (C) 2017 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
WI.ShaderProgram = class ShaderProgram extends WI.Object
{
constructor(identifier, canvas)
{
super();
console.assert(identifier);
console.assert(canvas instanceof WI.Canvas);
this._identifier = identifier;
this._canvas = canvas;
this._uniqueDisplayNumber = canvas.nextShaderProgramDisplayNumber();
}
// Public
get identifier() { return this._identifier; }
get canvas() { return this._canvas; }
get displayName()
{
return WI.UIString("Program %d").format(this._uniqueDisplayNumber);
}
requestVertexShaderSource(callback)
{
this._requestShaderSource(CanvasAgent.ShaderType.Vertex, callback);
}
requestFragmentShaderSource(callback)
{
this._requestShaderSource(CanvasAgent.ShaderType.Fragment, callback);
}
updateVertexShader(source)
{
this._updateShader(CanvasAgent.ShaderType.Vertex, source);
}
updateFragmentShader(source)
{
this._updateShader(CanvasAgent.ShaderType.Fragment, source);
}
// Private
_requestShaderSource(shaderType, callback)
{
CanvasAgent.requestShaderSource(this._identifier, shaderType, (error, content) => {
if (error) {
callback(null);
return;
}
callback(content);
});
}
_updateShader(shaderType, source)
{
CanvasAgent.updateShader(this._identifier, shaderType, source, (error) => {
console.assert(!error, error);
});
}
};
WI.ShaderProgram.ShaderType = {
Fragment: "shader-type-fragment",
Vertex: "shader-type-vertex",
};
WI.ShaderProgram.Event = {
ProgramLinked: "shader-program-program-linked",
ShaderCompiled: "shader-program-shader-compiled",
};
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