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import Check from "../Core/Check.js";
import clone from "../Core/clone.js";
import defined from "../Core/defined.js";
import defaultValue from "../Core/defaultValue.js";
import DeveloperError from "../Core/DeveloperError.js";
import ShaderDestination from "./ShaderDestination.js";
import ShaderProgram from "./ShaderProgram.js";
import ShaderSource from "./ShaderSource.js";
/**
* An object that makes it easier to build the text of a {@link ShaderProgram}. This tracks GLSL code for both the vertex shader and the fragment shader.
* <p>
* For vertex shaders, the shader builder tracks a list of <code>#defines</code>,
* a list of attributes, a list of uniforms, and a list of shader lines. It also
* tracks the location of each attribute so the caller can easily build the {@link VertexArray}
* </p>
* <p>
* For fragment shaders, the shader builder tracks a list of <code>#defines</code>,
* a list of attributes, a list of uniforms, and a list of shader lines.
* </p>
*
* @alias ShaderBuilder
* @constructor
*
* @example
* var shaderBuilder = new ShaderBuilder();
* shaderBuilder.addDefine("SOLID_COLOR", undefined, ShaderDestination.FRAGMENT);
* shaderBuilder.addUniform("vec3", "u_color", ShaderDestination.FRAGMENT);
* shaderBuilder.addVarying("vec3", v_color");
* // These locations can be used when creating the VertexArray
* var positionLocation = shaderBuilder.addPositionAttribute("vec3", "a_position");
* var colorLocation = shaderBuilder.addAttribute("vec3", "a_color");
* shaderBuilder.addVertexLines([
* "void main()",
* "{",
* " v_color = a_color;",
* " gl_Position = vec4(a_position, 1.0);",
* "}"
* ]);
* shaderBuilder.addFragmentLines([
* "void main()",
* "{",
* " #ifdef SOLID_COLOR",
* " gl_FragColor = vec4(u_color, 1.0);",
* " #else",
* " gl_FragColor = vec4(v_color, 1.0);",
* " #endif",
* "}"
* ]);
* var shaderProgram = shaderBuilder.build(context);
*
* @private
*/
export default function ShaderBuilder() {
// Some WebGL implementations require attribute 0 to always
// be active, so the position attribute is tracked separately
this._positionAttributeLine = undefined;
this._nextAttributeLocation = 1;
this._attributeLocations = {};
this._attributeLines = [];
this._vertexShaderParts = {
defineLines: [],
uniformLines: [],
shaderLines: [],
varyingLines: [],
};
this._fragmentShaderParts = {
defineLines: [],
uniformLines: [],
shaderLines: [],
varyingLines: [],
};
}
Object.defineProperties(ShaderBuilder.prototype, {
/**
* Get a dictionary of attribute names to the integer location in
* the vertex shader.
*
* @memberof ShaderBuilder.prototype
* @type {Object.<String, Number>}
* @readonly
* @private
*/
attributeLocations: {
get: function () {
return this._attributeLocations;
},
},
});
/**
* Add a <code>#define</code> macro to one or both of the shaders. These lines
* will appear at the top of the final shader source.
*
* @param {String} identifier An identifier for the macro. Identifiers must use uppercase letters with underscores to be consistent with Cesium's style guide.
* @param {String} [value] The value of the macro. If undefined, the define will not include a value. The value will be converted to GLSL code via <code>toString()</code>
* @param {ShaderDestination} [destination=ShaderDestination.BOTH] Whether the define appears in the vertex shader, the fragment shader, or both.
*
* @example
* // creates the line "#define ENABLE_LIGHTING" in both shaders
* shaderBuilder.addDefine("ENABLE_LIGHTING");
* // creates the line "#define PI 3.141592" in the fragment shader
* shaderBuilder.addDefine("PI", 3.141593, ShaderDestination.FRAGMENT);
*/
ShaderBuilder.prototype.addDefine = function (identifier, value, destination) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.string("identifier", identifier);
//>>includeEnd('debug');
destination = defaultValue(destination, ShaderDestination.BOTH);
// The ShaderSource created in build() will add the #define part
var line = identifier;
if (defined(value)) {
line += " " + value.toString();
}
if (ShaderDestination.includesVertexShader(destination)) {
this._vertexShaderParts.defineLines.push(line);
}
if (ShaderDestination.includesFragmentShader(destination)) {
this._fragmentShaderParts.defineLines.push(line);
}
};
/**
* Add a uniform declaration to one or both of the shaders. These lines
* will appear grouped near the top of the final shader source.
*
* @param {String} type The GLSL type of the uniform.
* @param {String} identifier An identifier for the uniform. Identifiers must begin with <code>u_</code> to be consistent with Cesium's style guide.
* @param {ShaderDestination} [destination=ShaderDestination.BOTH] Whether the uniform appears in the vertex shader, the fragment shader, or both.
*
* @example
* // creates the line "uniform vec3 u_resolution;"
* shaderBuilder.addUniform("vec3", "u_resolution", ShaderDestination.FRAGMENT);
* // creates the line "uniform float u_time;" in both shaders
* shaderBuilder.addDefine("float", "u_time", ShaderDestination.BOTH);
*/
ShaderBuilder.prototype.addUniform = function (type, identifier, destination) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.string("type", type);
Check.typeOf.string("identifier", identifier);
//>>includeEnd('debug');
destination = defaultValue(destination, ShaderDestination.BOTH);
var line = "uniform " + type + " " + identifier + ";";
if (ShaderDestination.includesVertexShader(destination)) {
this._vertexShaderParts.uniformLines.push(line);
}
if (ShaderDestination.includesFragmentShader(destination)) {
this._fragmentShaderParts.uniformLines.push(line);
}
};
/**
* Add a position attribute declaration to the vertex shader. These lines
* will appear grouped near the top of the final shader source.
* <p>
* Some WebGL implementations require attribute 0 to be enabled, so this is
* reserved for the position attribute. For all other attributes, see
* {@link ShaderBuilder#addAttribute}
* </p>
*
* @param {String} type The GLSL type of the attribute
* @param {String} identifier An identifier for the attribute. Identifiers must begin with <code>a_</code> to be consistent with Cesium's style guide.
* @return {Number} The integer location of the attribute. This location can be used when creating attributes for a {@link VertexArray}. This will always be 0.
*
* @example
* // creates the line "attribute vec3 a_position;"
* shaderBuilder.setPositionAttribute("vec3", "a_position");
*/
ShaderBuilder.prototype.setPositionAttribute = function (type, identifier) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.string("type", type);
Check.typeOf.string("identifier", identifier);
if (defined(this._positionAttributeLine)) {
throw new DeveloperError(
"setPositionAttribute() must be called exactly once for the attribute used for gl_Position. For other attributes, use addAttribute()"
);
}
//>>includeEnd('debug');
this._positionAttributeLine = "attribute " + type + " " + identifier + ";";
// Some WebGL implementations require attribute 0 to always be active, so
// this builder assumes the position will always go in location 0
this._attributeLocations[identifier] = 0;
return 0;
};
/**
* Add an attribute declaration to the vertex shader. These lines
* will appear grouped near the top of the final shader source.
* <p>
* Some WebGL implementations require attribute 0 to be enabled, so this is
* reserved for the position attribute. See {@link ShaderBuilder#setPositionAttribute}
* </p>
*
* @param {String} type The GLSL type of the attribute
* @param {String} identifier An identifier for the attribute. Identifiers must begin with <code>a_</code> to be consistent with Cesium's style guide.
* @return {Number} The integer location of the attribute. This location can be used when creating attributes for a {@link VertexArray}
*
* @example
* // creates the line "attribute vec2 a_texCoord0;" in the vertex shader
* shaderBuilder.addAttribute("vec2", "a_texCoord0");
*/
ShaderBuilder.prototype.addAttribute = function (type, identifier) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.string("type", type);
Check.typeOf.string("identifier", identifier);
//>>includeEnd('debug');
var line = "attribute " + type + " " + identifier + ";";
this._attributeLines.push(line);
var location = this._nextAttributeLocation;
this._attributeLocations[identifier] = location;
this._nextAttributeLocation++;
return location;
};
/**
* Add a varying declaration to both the vertex and fragment shaders.
*
* @param {String} type The GLSL type of the varying
* @param {String} identifier An identifier for the varying. Identifiers must begin with <code>v_</code> to be consistent with Cesium's style guide.
*
* @example
* // creates the line "varying vec3 v_color;" in both shaders
* shaderBuilder.addVarying("vec3", "v_color");
*/
ShaderBuilder.prototype.addVarying = function (type, identifier) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.string("type", type);
Check.typeOf.string("identifier", identifier);
//>>includeEnd('debug');
var line = "varying " + type + " " + identifier + ";";
this._vertexShaderParts.varyingLines.push(line);
this._fragmentShaderParts.varyingLines.push(line);
};
/**
* Appends lines of GLSL code to the vertex shader
*
* @param {String[]} lines The lines to add to the end of the vertex shader source
* @example
* shaderBuilder.addVertexLines([
* "void main()",
* "{",
* " v_color = a_color;",
* " gl_Position = vec4(a_position, 1.0);",
* "}"
* ]);
*/
ShaderBuilder.prototype.addVertexLines = function (lines) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("lines", lines);
//>>includeEnd('debug');
Array.prototype.push.apply(this._vertexShaderParts.shaderLines, lines);
};
/**
* Appends lines of GLSL code to the fragment shader
*
* @param {String[]} lines The lines to add to the end of the fragment shader source
* @example
* shaderBuilder.addFragmentLines([
* "void main()",
* "{",
* " #ifdef SOLID_COLOR",
* " gl_FragColor = vec4(u_color, 1.0);",
* " #else",
* " gl_FragColor = vec4(v_color, 1.0);",
* " #endif",
* "}"
* ]);
*/
ShaderBuilder.prototype.addFragmentLines = function (lines) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("lines", lines);
//>>includeEnd('debug');
Array.prototype.push.apply(this._fragmentShaderParts.shaderLines, lines);
};
/**
* Builds the {@link ShaderProgram} from the pieces added by the other methods.
* Call this one time at the end of modifying the shader through the other
* methods in this class.
*
* @param {Context} context The context to use for creating the shader.
* @return {ShaderProgram} A shader program to use for rendering.
*
* @example
* var shaderProgram = shaderBuilder.buildShaderProgram(context);
*/
ShaderBuilder.prototype.buildShaderProgram = function (context) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("context", context);
//>>includeEnd('debug');
var positionAttribute = defined(this._positionAttributeLine)
? [this._positionAttributeLine]
: [];
// Lines are joined here so the ShaderSource
// generates a single #line 0 directive
var vertexLines = positionAttribute
.concat(
this._attributeLines,
this._vertexShaderParts.uniformLines,
this._vertexShaderParts.varyingLines,
this._vertexShaderParts.shaderLines
)
.join("\n");
var vertexShaderSource = new ShaderSource({
defines: this._vertexShaderParts.defineLines,
sources: [vertexLines],
});
var fragmentLines = this._fragmentShaderParts.uniformLines
.concat(
this._fragmentShaderParts.varyingLines,
this._fragmentShaderParts.shaderLines
)
.join("\n");
var fragmentShaderSource = new ShaderSource({
defines: this._fragmentShaderParts.defineLines,
sources: [fragmentLines],
});
return ShaderProgram.fromCache({
context: context,
vertexShaderSource: vertexShaderSource,
fragmentShaderSource: fragmentShaderSource,
attributeLocations: this._attributeLocations,
});
};
ShaderBuilder.prototype.clone = function () {
return clone(this, true);
};