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- import { Observable } from "../Misc/observable.js";
- import { GetDOMTextContent, IsWindowObjectExist } from "../Misc/domManagement.js";
- import { Logger } from "../Misc/logger.js";
- import { ShaderProcessor } from "../Engines/Processors/shaderProcessor.js";
- import { ShaderStore as EngineShaderStore } from "../Engines/shaderStore.js";
- import { ShaderLanguage } from "./shaderLanguage.js";
- /**
- * Effect containing vertex and fragment shader that can be executed on an object.
- */
- export class Effect {
- /**
- * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
- */
- static get ShadersRepository() {
- return EngineShaderStore.ShadersRepository;
- }
- static set ShadersRepository(repo) {
- EngineShaderStore.ShadersRepository = repo;
- }
- /**
- * Observable that will be called when effect is bound.
- */
- get onBindObservable() {
- if (!this._onBindObservable) {
- this._onBindObservable = new Observable();
- }
- return this._onBindObservable;
- }
- /**
- * Gets the shader language type used to write vertex and fragment source code.
- */
- get shaderLanguage() {
- return this._shaderLanguage;
- }
- /**
- * Instantiates an effect.
- * An effect can be used to create/manage/execute vertex and fragment shaders.
- * @param baseName Name of the effect.
- * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
- * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
- * @param samplers List of sampler variables that will be passed to the shader.
- * @param engine Engine to be used to render the effect
- * @param defines Define statements to be added to the shader.
- * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
- * @param onCompiled Callback that will be called when the shader is compiled.
- * @param onError Callback that will be called if an error occurs during shader compilation.
- * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. \{lights: 10\})
- * @param key Effect Key identifying uniquely compiled shader variants
- * @param shaderLanguage the language the shader is written in (default: GLSL)
- */
- constructor(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers = null, engine, defines = null, fallbacks = null, onCompiled = null, onError = null, indexParameters, key = "", shaderLanguage = ShaderLanguage.GLSL) {
- /**
- * String container all the define statements that should be set on the shader.
- */
- this.defines = "";
- /**
- * Callback that will be called when the shader is compiled.
- */
- this.onCompiled = null;
- /**
- * Callback that will be called if an error occurs during shader compilation.
- */
- this.onError = null;
- /**
- * Callback that will be called when effect is bound.
- */
- this.onBind = null;
- /**
- * Unique ID of the effect.
- */
- this.uniqueId = 0;
- /**
- * Observable that will be called when the shader is compiled.
- * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
- */
- this.onCompileObservable = new Observable();
- /**
- * Observable that will be called if an error occurs during shader compilation.
- */
- this.onErrorObservable = new Observable();
- /** @internal */
- this._onBindObservable = null;
- this._isDisposed = false;
- /** @internal */
- this._bonesComputationForcedToCPU = false;
- /** @internal */
- this._uniformBuffersNames = {};
- /** @internal */
- this._multiTarget = false;
- this._samplers = {};
- this._isReady = false;
- this._compilationError = "";
- this._allFallbacksProcessed = false;
- this._uniforms = {};
- /**
- * Key for the effect.
- * @internal
- */
- this._key = "";
- this._fallbacks = null;
- this._vertexSourceCodeOverride = "";
- this._fragmentSourceCodeOverride = "";
- this._transformFeedbackVaryings = null;
- /**
- * Compiled shader to webGL program.
- * @internal
- */
- this._pipelineContext = null;
- /** @internal */
- this._vertexSourceCode = "";
- /** @internal */
- this._fragmentSourceCode = "";
- /** @internal */
- this._vertexSourceCodeBeforeMigration = "";
- /** @internal */
- this._fragmentSourceCodeBeforeMigration = "";
- /** @internal */
- this._rawVertexSourceCode = "";
- /** @internal */
- this._rawFragmentSourceCode = "";
- this._processCodeAfterIncludes = undefined;
- this._processFinalCode = null;
- this.name = baseName;
- this._key = key;
- if (attributesNamesOrOptions.attributes) {
- const options = attributesNamesOrOptions;
- this._engine = uniformsNamesOrEngine;
- this._attributesNames = options.attributes;
- this._uniformsNames = options.uniformsNames.concat(options.samplers);
- this._samplerList = options.samplers.slice();
- this.defines = options.defines;
- this.onError = options.onError;
- this.onCompiled = options.onCompiled;
- this._fallbacks = options.fallbacks;
- this._indexParameters = options.indexParameters;
- this._transformFeedbackVaryings = options.transformFeedbackVaryings || null;
- this._multiTarget = !!options.multiTarget;
- this._shaderLanguage = options.shaderLanguage ?? ShaderLanguage.GLSL;
- if (options.uniformBuffersNames) {
- this._uniformBuffersNamesList = options.uniformBuffersNames.slice();
- for (let i = 0; i < options.uniformBuffersNames.length; i++) {
- this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
- }
- }
- this._processFinalCode = options.processFinalCode ?? null;
- this._processCodeAfterIncludes = options.processCodeAfterIncludes ?? undefined;
- }
- else {
- this._engine = engine;
- this.defines = defines == null ? "" : defines;
- this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
- this._samplerList = samplers ? samplers.slice() : [];
- this._attributesNames = attributesNamesOrOptions;
- this._uniformBuffersNamesList = [];
- this._shaderLanguage = shaderLanguage;
- this.onError = onError;
- this.onCompiled = onCompiled;
- this._indexParameters = indexParameters;
- this._fallbacks = fallbacks;
- }
- this._attributeLocationByName = {};
- this.uniqueId = Effect._UniqueIdSeed++;
- this._processShaderCode();
- }
- /** @internal */
- _processShaderCode(shaderProcessor = null, keepExistingPipelineContext = false) {
- let vertexSource;
- let fragmentSource;
- const baseName = this.name;
- const hostDocument = IsWindowObjectExist() ? this._engine.getHostDocument() : null;
- if (typeof baseName === "string") {
- vertexSource = baseName;
- }
- else if (baseName.vertexSource) {
- vertexSource = "source:" + baseName.vertexSource;
- }
- else if (baseName.vertexElement) {
- vertexSource = hostDocument?.getElementById(baseName.vertexElement) || baseName.vertexElement;
- }
- else {
- vertexSource = baseName.vertex || baseName;
- }
- if (typeof baseName === "string") {
- fragmentSource = baseName;
- }
- else if (baseName.fragmentSource) {
- fragmentSource = "source:" + baseName.fragmentSource;
- }
- else if (baseName.fragmentElement) {
- fragmentSource = hostDocument?.getElementById(baseName.fragmentElement) || baseName.fragmentElement;
- }
- else {
- fragmentSource = baseName.fragment || baseName;
- }
- this._processingContext = this._engine._getShaderProcessingContext(this._shaderLanguage);
- let processorOptions = {
- defines: this.defines.split("\n"),
- indexParameters: this._indexParameters,
- isFragment: false,
- shouldUseHighPrecisionShader: this._engine._shouldUseHighPrecisionShader,
- processor: shaderProcessor ?? this._engine._getShaderProcessor(this._shaderLanguage),
- supportsUniformBuffers: this._engine.supportsUniformBuffers,
- shadersRepository: EngineShaderStore.GetShadersRepository(this._shaderLanguage),
- includesShadersStore: EngineShaderStore.GetIncludesShadersStore(this._shaderLanguage),
- version: (this._engine.version * 100).toString(),
- platformName: this._engine.shaderPlatformName,
- processingContext: this._processingContext,
- isNDCHalfZRange: this._engine.isNDCHalfZRange,
- useReverseDepthBuffer: this._engine.useReverseDepthBuffer,
- processCodeAfterIncludes: this._processCodeAfterIncludes,
- };
- const shaderCodes = [undefined, undefined];
- const shadersLoaded = () => {
- if (shaderCodes[0] && shaderCodes[1]) {
- processorOptions.isFragment = true;
- const [migratedVertexCode, fragmentCode] = shaderCodes;
- ShaderProcessor.Process(fragmentCode, processorOptions, (migratedFragmentCode, codeBeforeMigration) => {
- this._fragmentSourceCodeBeforeMigration = codeBeforeMigration;
- if (this._processFinalCode) {
- migratedFragmentCode = this._processFinalCode("fragment", migratedFragmentCode);
- }
- const finalShaders = ShaderProcessor.Finalize(migratedVertexCode, migratedFragmentCode, processorOptions);
- processorOptions = null;
- this._useFinalCode(finalShaders.vertexCode, finalShaders.fragmentCode, baseName, keepExistingPipelineContext);
- }, this._engine);
- }
- };
- this._loadShader(vertexSource, "Vertex", "", (vertexCode) => {
- ShaderProcessor.Initialize(processorOptions);
- ShaderProcessor.Process(vertexCode, processorOptions, (migratedVertexCode, codeBeforeMigration) => {
- this._rawVertexSourceCode = vertexCode;
- this._vertexSourceCodeBeforeMigration = codeBeforeMigration;
- if (this._processFinalCode) {
- migratedVertexCode = this._processFinalCode("vertex", migratedVertexCode);
- }
- shaderCodes[0] = migratedVertexCode;
- shadersLoaded();
- }, this._engine);
- });
- this._loadShader(fragmentSource, "Fragment", "Pixel", (fragmentCode) => {
- this._rawFragmentSourceCode = fragmentCode;
- shaderCodes[1] = fragmentCode;
- shadersLoaded();
- });
- }
- _useFinalCode(migratedVertexCode, migratedFragmentCode, baseName, keepExistingPipelineContext = false) {
- if (baseName) {
- const vertex = baseName.vertexElement || baseName.vertex || baseName.spectorName || baseName;
- const fragment = baseName.fragmentElement || baseName.fragment || baseName.spectorName || baseName;
- this._vertexSourceCode = (this._shaderLanguage === ShaderLanguage.WGSL ? "//" : "") + "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
- this._fragmentSourceCode = (this._shaderLanguage === ShaderLanguage.WGSL ? "//" : "") + "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
- }
- else {
- this._vertexSourceCode = migratedVertexCode;
- this._fragmentSourceCode = migratedFragmentCode;
- }
- this._prepareEffect(keepExistingPipelineContext);
- }
- /**
- * Unique key for this effect
- */
- get key() {
- return this._key;
- }
- /**
- * If the effect has been compiled and prepared.
- * @returns if the effect is compiled and prepared.
- */
- isReady() {
- try {
- return this._isReadyInternal();
- }
- catch {
- return false;
- }
- }
- _isReadyInternal() {
- if (this._isReady) {
- return true;
- }
- if (this._pipelineContext) {
- return this._pipelineContext.isReady;
- }
- return false;
- }
- /**
- * The engine the effect was initialized with.
- * @returns the engine.
- */
- getEngine() {
- return this._engine;
- }
- /**
- * The pipeline context for this effect
- * @returns the associated pipeline context
- */
- getPipelineContext() {
- return this._pipelineContext;
- }
- /**
- * The set of names of attribute variables for the shader.
- * @returns An array of attribute names.
- */
- getAttributesNames() {
- return this._attributesNames;
- }
- /**
- * Returns the attribute at the given index.
- * @param index The index of the attribute.
- * @returns The location of the attribute.
- */
- getAttributeLocation(index) {
- return this._attributes[index];
- }
- /**
- * Returns the attribute based on the name of the variable.
- * @param name of the attribute to look up.
- * @returns the attribute location.
- */
- getAttributeLocationByName(name) {
- return this._attributeLocationByName[name];
- }
- /**
- * The number of attributes.
- * @returns the number of attributes.
- */
- getAttributesCount() {
- return this._attributes.length;
- }
- /**
- * Gets the index of a uniform variable.
- * @param uniformName of the uniform to look up.
- * @returns the index.
- */
- getUniformIndex(uniformName) {
- return this._uniformsNames.indexOf(uniformName);
- }
- /**
- * Returns the attribute based on the name of the variable.
- * @param uniformName of the uniform to look up.
- * @returns the location of the uniform.
- */
- getUniform(uniformName) {
- return this._uniforms[uniformName];
- }
- /**
- * Returns an array of sampler variable names
- * @returns The array of sampler variable names.
- */
- getSamplers() {
- return this._samplerList;
- }
- /**
- * Returns an array of uniform variable names
- * @returns The array of uniform variable names.
- */
- getUniformNames() {
- return this._uniformsNames;
- }
- /**
- * Returns an array of uniform buffer variable names
- * @returns The array of uniform buffer variable names.
- */
- getUniformBuffersNames() {
- return this._uniformBuffersNamesList;
- }
- /**
- * Returns the index parameters used to create the effect
- * @returns The index parameters object
- */
- getIndexParameters() {
- return this._indexParameters;
- }
- /**
- * The error from the last compilation.
- * @returns the error string.
- */
- getCompilationError() {
- return this._compilationError;
- }
- /**
- * Gets a boolean indicating that all fallbacks were used during compilation
- * @returns true if all fallbacks were used
- */
- allFallbacksProcessed() {
- return this._allFallbacksProcessed;
- }
- /**
- * Adds a callback to the onCompiled observable and call the callback immediately if already ready.
- * @param func The callback to be used.
- */
- executeWhenCompiled(func) {
- if (this.isReady()) {
- func(this);
- return;
- }
- this.onCompileObservable.add((effect) => {
- func(effect);
- });
- if (!this._pipelineContext || this._pipelineContext.isAsync) {
- setTimeout(() => {
- this._checkIsReady(null);
- }, 16);
- }
- }
- _checkIsReady(previousPipelineContext) {
- try {
- if (this._isReadyInternal()) {
- return;
- }
- }
- catch (e) {
- this._processCompilationErrors(e, previousPipelineContext);
- return;
- }
- if (this._isDisposed) {
- return;
- }
- setTimeout(() => {
- this._checkIsReady(previousPipelineContext);
- }, 16);
- }
- _loadShader(shader, key, optionalKey, callback) {
- if (typeof HTMLElement !== "undefined") {
- // DOM element ?
- if (shader instanceof HTMLElement) {
- const shaderCode = GetDOMTextContent(shader);
- callback(shaderCode);
- return;
- }
- }
- // Direct source ?
- if (shader.substr(0, 7) === "source:") {
- callback(shader.substr(7));
- return;
- }
- // Base64 encoded ?
- if (shader.substr(0, 7) === "base64:") {
- const shaderBinary = window.atob(shader.substr(7));
- callback(shaderBinary);
- return;
- }
- const shaderStore = EngineShaderStore.GetShadersStore(this._shaderLanguage);
- // Is in local store ?
- if (shaderStore[shader + key + "Shader"]) {
- callback(shaderStore[shader + key + "Shader"]);
- return;
- }
- if (optionalKey && shaderStore[shader + optionalKey + "Shader"]) {
- callback(shaderStore[shader + optionalKey + "Shader"]);
- return;
- }
- let shaderUrl;
- if (shader[0] === "." || shader[0] === "/" || shader.indexOf("http") > -1) {
- shaderUrl = shader;
- }
- else {
- shaderUrl = EngineShaderStore.GetShadersRepository(this._shaderLanguage) + shader;
- }
- // Vertex shader
- this._engine._loadFile(shaderUrl + "." + key.toLowerCase() + ".fx", callback);
- }
- /**
- * Gets the vertex shader source code of this effect
- * This is the final source code that will be compiled, after all the processing has been done (pre-processing applied, code injection/replacement, etc)
- */
- get vertexSourceCode() {
- return this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride
- ? this._vertexSourceCodeOverride
- : this._pipelineContext?._getVertexShaderCode() ?? this._vertexSourceCode;
- }
- /**
- * Gets the fragment shader source code of this effect
- * This is the final source code that will be compiled, after all the processing has been done (pre-processing applied, code injection/replacement, etc)
- */
- get fragmentSourceCode() {
- return this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride
- ? this._fragmentSourceCodeOverride
- : this._pipelineContext?._getFragmentShaderCode() ?? this._fragmentSourceCode;
- }
- /**
- * Gets the vertex shader source code before migration.
- * This is the source code after the include directives have been replaced by their contents but before the code is migrated, i.e. before ShaderProcess._ProcessShaderConversion is executed.
- * This method is, among other things, responsible for parsing #if/#define directives as well as converting GLES2 syntax to GLES3 (in the case of WebGL).
- */
- get vertexSourceCodeBeforeMigration() {
- return this._vertexSourceCodeBeforeMigration;
- }
- /**
- * Gets the fragment shader source code before migration.
- * This is the source code after the include directives have been replaced by their contents but before the code is migrated, i.e. before ShaderProcess._ProcessShaderConversion is executed.
- * This method is, among other things, responsible for parsing #if/#define directives as well as converting GLES2 syntax to GLES3 (in the case of WebGL).
- */
- get fragmentSourceCodeBeforeMigration() {
- return this._fragmentSourceCodeBeforeMigration;
- }
- /**
- * Gets the vertex shader source code before it has been modified by any processing
- */
- get rawVertexSourceCode() {
- return this._rawVertexSourceCode;
- }
- /**
- * Gets the fragment shader source code before it has been modified by any processing
- */
- get rawFragmentSourceCode() {
- return this._rawFragmentSourceCode;
- }
- /**
- * Recompiles the webGL program
- * @param vertexSourceCode The source code for the vertex shader.
- * @param fragmentSourceCode The source code for the fragment shader.
- * @param onCompiled Callback called when completed.
- * @param onError Callback called on error.
- * @internal
- */
- _rebuildProgram(vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
- this._isReady = false;
- this._vertexSourceCodeOverride = vertexSourceCode;
- this._fragmentSourceCodeOverride = fragmentSourceCode;
- this.onError = (effect, error) => {
- if (onError) {
- onError(error);
- }
- };
- this.onCompiled = () => {
- const scenes = this.getEngine().scenes;
- if (scenes) {
- for (let i = 0; i < scenes.length; i++) {
- scenes[i].markAllMaterialsAsDirty(63);
- }
- }
- this._pipelineContext._handlesSpectorRebuildCallback?.(onCompiled);
- };
- this._fallbacks = null;
- this._prepareEffect();
- }
- /**
- * Prepares the effect
- * @internal
- */
- _prepareEffect(keepExistingPipelineContext = false) {
- const attributesNames = this._attributesNames;
- const defines = this.defines;
- const previousPipelineContext = this._pipelineContext;
- this._isReady = false;
- try {
- const engine = this._engine;
- this._pipelineContext = (keepExistingPipelineContext ? previousPipelineContext : undefined) ?? engine.createPipelineContext(this._processingContext);
- this._pipelineContext._name = this._key.replace(/\r/g, "").replace(/\n/g, "|");
- const rebuildRebind = (vertexSourceCode, fragmentSourceCode, onCompiled, onError) => this._rebuildProgram(vertexSourceCode, fragmentSourceCode, onCompiled, onError);
- if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
- engine._preparePipelineContext(this._pipelineContext, this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, true, this._rawVertexSourceCode, this._rawFragmentSourceCode, rebuildRebind, null, this._transformFeedbackVaryings, this._key);
- }
- else {
- engine._preparePipelineContext(this._pipelineContext, this._vertexSourceCode, this._fragmentSourceCode, false, this._rawVertexSourceCode, this._rawFragmentSourceCode, rebuildRebind, defines, this._transformFeedbackVaryings, this._key);
- }
- engine._executeWhenRenderingStateIsCompiled(this._pipelineContext, () => {
- this._attributes = [];
- this._pipelineContext._fillEffectInformation(this, this._uniformBuffersNames, this._uniformsNames, this._uniforms, this._samplerList, this._samplers, attributesNames, this._attributes);
- // Caches attribute locations.
- if (attributesNames) {
- for (let i = 0; i < attributesNames.length; i++) {
- const name = attributesNames[i];
- this._attributeLocationByName[name] = this._attributes[i];
- }
- }
- engine.bindSamplers(this);
- this._compilationError = "";
- this._isReady = true;
- if (this.onCompiled) {
- this.onCompiled(this);
- }
- this.onCompileObservable.notifyObservers(this);
- this.onCompileObservable.clear();
- // Unbind mesh reference in fallbacks
- if (this._fallbacks) {
- this._fallbacks.unBindMesh();
- }
- if (previousPipelineContext && !keepExistingPipelineContext) {
- this.getEngine()._deletePipelineContext(previousPipelineContext);
- }
- });
- if (this._pipelineContext.isAsync) {
- this._checkIsReady(previousPipelineContext);
- }
- }
- catch (e) {
- this._processCompilationErrors(e, previousPipelineContext);
- }
- }
- _getShaderCodeAndErrorLine(code, error, isFragment) {
- const regexp = isFragment ? /FRAGMENT SHADER ERROR: 0:(\d+?):/ : /VERTEX SHADER ERROR: 0:(\d+?):/;
- let errorLine = null;
- if (error && code) {
- const res = error.match(regexp);
- if (res && res.length === 2) {
- const lineNumber = parseInt(res[1]);
- const lines = code.split("\n", -1);
- if (lines.length >= lineNumber) {
- errorLine = `Offending line [${lineNumber}] in ${isFragment ? "fragment" : "vertex"} code: ${lines[lineNumber - 1]}`;
- }
- }
- }
- return [code, errorLine];
- }
- _processCompilationErrors(e, previousPipelineContext = null) {
- this._compilationError = e.message;
- const attributesNames = this._attributesNames;
- const fallbacks = this._fallbacks;
- // Let's go through fallbacks then
- Logger.Error("Unable to compile effect:");
- Logger.Error("Uniforms: " +
- this._uniformsNames.map(function (uniform) {
- return " " + uniform;
- }));
- Logger.Error("Attributes: " +
- attributesNames.map(function (attribute) {
- return " " + attribute;
- }));
- Logger.Error("Defines:\n" + this.defines);
- if (Effect.LogShaderCodeOnCompilationError) {
- let lineErrorVertex = null, lineErrorFragment = null, code = null;
- if (this._pipelineContext?._getVertexShaderCode()) {
- [code, lineErrorVertex] = this._getShaderCodeAndErrorLine(this._pipelineContext._getVertexShaderCode(), this._compilationError, false);
- if (code) {
- Logger.Error("Vertex code:");
- Logger.Error(code);
- }
- }
- if (this._pipelineContext?._getFragmentShaderCode()) {
- [code, lineErrorFragment] = this._getShaderCodeAndErrorLine(this._pipelineContext?._getFragmentShaderCode(), this._compilationError, true);
- if (code) {
- Logger.Error("Fragment code:");
- Logger.Error(code);
- }
- }
- if (lineErrorVertex) {
- Logger.Error(lineErrorVertex);
- }
- if (lineErrorFragment) {
- Logger.Error(lineErrorFragment);
- }
- }
- Logger.Error("Error: " + this._compilationError);
- const notifyErrors = () => {
- if (this.onError) {
- this.onError(this, this._compilationError);
- }
- this.onErrorObservable.notifyObservers(this);
- };
- // In case a previous compilation was successful, we need to restore the previous pipeline context
- if (previousPipelineContext) {
- this._pipelineContext = previousPipelineContext;
- this._isReady = true;
- notifyErrors();
- }
- // Lets try to compile fallbacks as long as we have some.
- if (fallbacks) {
- this._pipelineContext = null;
- if (fallbacks.hasMoreFallbacks) {
- this._allFallbacksProcessed = false;
- Logger.Error("Trying next fallback.");
- this.defines = fallbacks.reduce(this.defines, this);
- this._prepareEffect();
- }
- else {
- // Sorry we did everything we can
- this._allFallbacksProcessed = true;
- notifyErrors();
- this.onErrorObservable.clear();
- // Unbind mesh reference in fallbacks
- if (this._fallbacks) {
- this._fallbacks.unBindMesh();
- }
- }
- }
- else {
- this._allFallbacksProcessed = true;
- // In case of error, without any prior successful compilation, let s notify observers
- if (!previousPipelineContext) {
- notifyErrors();
- }
- }
- }
- /**
- * Checks if the effect is supported. (Must be called after compilation)
- */
- get isSupported() {
- return this._compilationError === "";
- }
- /**
- * Binds a texture to the engine to be used as output of the shader.
- * @param channel Name of the output variable.
- * @param texture Texture to bind.
- * @internal
- */
- _bindTexture(channel, texture) {
- this._engine._bindTexture(this._samplers[channel], texture, channel);
- }
- /**
- * Sets a texture on the engine to be used in the shader.
- * @param channel Name of the sampler variable.
- * @param texture Texture to set.
- */
- setTexture(channel, texture) {
- this._engine.setTexture(this._samplers[channel], this._uniforms[channel], texture, channel);
- }
- /**
- * Sets a depth stencil texture from a render target on the engine to be used in the shader.
- * @param channel Name of the sampler variable.
- * @param texture Texture to set.
- */
- setDepthStencilTexture(channel, texture) {
- this._engine.setDepthStencilTexture(this._samplers[channel], this._uniforms[channel], texture, channel);
- }
- /**
- * Sets an array of textures on the engine to be used in the shader.
- * @param channel Name of the variable.
- * @param textures Textures to set.
- */
- setTextureArray(channel, textures) {
- const exName = channel + "Ex";
- if (this._samplerList.indexOf(exName + "0") === -1) {
- const initialPos = this._samplerList.indexOf(channel);
- for (let index = 1; index < textures.length; index++) {
- const currentExName = exName + (index - 1).toString();
- this._samplerList.splice(initialPos + index, 0, currentExName);
- }
- // Reset every channels
- let channelIndex = 0;
- for (const key of this._samplerList) {
- this._samplers[key] = channelIndex;
- channelIndex += 1;
- }
- }
- this._engine.setTextureArray(this._samplers[channel], this._uniforms[channel], textures, channel);
- }
- /**
- * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
- * @param channel Name of the sampler variable.
- * @param postProcess Post process to get the input texture from.
- */
- setTextureFromPostProcess(channel, postProcess) {
- this._engine.setTextureFromPostProcess(this._samplers[channel], postProcess, channel);
- }
- /**
- * (Warning! setTextureFromPostProcessOutput may be desired instead)
- * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
- * @param channel Name of the sampler variable.
- * @param postProcess Post process to get the output texture from.
- */
- setTextureFromPostProcessOutput(channel, postProcess) {
- this._engine.setTextureFromPostProcessOutput(this._samplers[channel], postProcess, channel);
- }
- /**
- * Binds a buffer to a uniform.
- * @param buffer Buffer to bind.
- * @param name Name of the uniform variable to bind to.
- */
- bindUniformBuffer(buffer, name) {
- const bufferName = this._uniformBuffersNames[name];
- if (bufferName === undefined || (Effect._BaseCache[bufferName] === buffer && this._engine._features.useUBOBindingCache)) {
- return;
- }
- Effect._BaseCache[bufferName] = buffer;
- this._engine.bindUniformBufferBase(buffer, bufferName, name);
- }
- /**
- * Binds block to a uniform.
- * @param blockName Name of the block to bind.
- * @param index Index to bind.
- */
- bindUniformBlock(blockName, index) {
- this._engine.bindUniformBlock(this._pipelineContext, blockName, index);
- }
- /**
- * Sets an integer value on a uniform variable.
- * @param uniformName Name of the variable.
- * @param value Value to be set.
- * @returns this effect.
- */
- setInt(uniformName, value) {
- this._pipelineContext.setInt(uniformName, value);
- return this;
- }
- /**
- * Sets an int2 value on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First int in int2.
- * @param y Second int in int2.
- * @returns this effect.
- */
- setInt2(uniformName, x, y) {
- this._pipelineContext.setInt2(uniformName, x, y);
- return this;
- }
- /**
- * Sets an int3 value on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First int in int3.
- * @param y Second int in int3.
- * @param z Third int in int3.
- * @returns this effect.
- */
- setInt3(uniformName, x, y, z) {
- this._pipelineContext.setInt3(uniformName, x, y, z);
- return this;
- }
- /**
- * Sets an int4 value on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First int in int4.
- * @param y Second int in int4.
- * @param z Third int in int4.
- * @param w Fourth int in int4.
- * @returns this effect.
- */
- setInt4(uniformName, x, y, z, w) {
- this._pipelineContext.setInt4(uniformName, x, y, z, w);
- return this;
- }
- /**
- * Sets an int array on a uniform variable.
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setIntArray(uniformName, array) {
- this._pipelineContext.setIntArray(uniformName, array);
- return this;
- }
- /**
- * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setIntArray2(uniformName, array) {
- this._pipelineContext.setIntArray2(uniformName, array);
- return this;
- }
- /**
- * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setIntArray3(uniformName, array) {
- this._pipelineContext.setIntArray3(uniformName, array);
- return this;
- }
- /**
- * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setIntArray4(uniformName, array) {
- this._pipelineContext.setIntArray4(uniformName, array);
- return this;
- }
- /**
- * Sets an unsigned integer value on a uniform variable.
- * @param uniformName Name of the variable.
- * @param value Value to be set.
- * @returns this effect.
- */
- setUInt(uniformName, value) {
- this._pipelineContext.setUInt(uniformName, value);
- return this;
- }
- /**
- * Sets an unsigned int2 value on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First unsigned int in uint2.
- * @param y Second unsigned int in uint2.
- * @returns this effect.
- */
- setUInt2(uniformName, x, y) {
- this._pipelineContext.setUInt2(uniformName, x, y);
- return this;
- }
- /**
- * Sets an unsigned int3 value on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First unsigned int in uint3.
- * @param y Second unsigned int in uint3.
- * @param z Third unsigned int in uint3.
- * @returns this effect.
- */
- setUInt3(uniformName, x, y, z) {
- this._pipelineContext.setUInt3(uniformName, x, y, z);
- return this;
- }
- /**
- * Sets an unsigned int4 value on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First unsigned int in uint4.
- * @param y Second unsigned int in uint4.
- * @param z Third unsigned int in uint4.
- * @param w Fourth unsigned int in uint4.
- * @returns this effect.
- */
- setUInt4(uniformName, x, y, z, w) {
- this._pipelineContext.setUInt4(uniformName, x, y, z, w);
- return this;
- }
- /**
- * Sets an unsigned int array on a uniform variable.
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setUIntArray(uniformName, array) {
- this._pipelineContext.setUIntArray(uniformName, array);
- return this;
- }
- /**
- * Sets an unsigned int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setUIntArray2(uniformName, array) {
- this._pipelineContext.setUIntArray2(uniformName, array);
- return this;
- }
- /**
- * Sets an unsigned int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setUIntArray3(uniformName, array) {
- this._pipelineContext.setUIntArray3(uniformName, array);
- return this;
- }
- /**
- * Sets an unsigned int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setUIntArray4(uniformName, array) {
- this._pipelineContext.setUIntArray4(uniformName, array);
- return this;
- }
- /**
- * Sets an float array on a uniform variable.
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setFloatArray(uniformName, array) {
- this._pipelineContext.setArray(uniformName, array);
- return this;
- }
- /**
- * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setFloatArray2(uniformName, array) {
- this._pipelineContext.setArray2(uniformName, array);
- return this;
- }
- /**
- * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setFloatArray3(uniformName, array) {
- this._pipelineContext.setArray3(uniformName, array);
- return this;
- }
- /**
- * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setFloatArray4(uniformName, array) {
- this._pipelineContext.setArray4(uniformName, array);
- return this;
- }
- /**
- * Sets an array on a uniform variable.
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setArray(uniformName, array) {
- this._pipelineContext.setArray(uniformName, array);
- return this;
- }
- /**
- * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setArray2(uniformName, array) {
- this._pipelineContext.setArray2(uniformName, array);
- return this;
- }
- /**
- * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setArray3(uniformName, array) {
- this._pipelineContext.setArray3(uniformName, array);
- return this;
- }
- /**
- * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setArray4(uniformName, array) {
- this._pipelineContext.setArray4(uniformName, array);
- return this;
- }
- /**
- * Sets matrices on a uniform variable.
- * @param uniformName Name of the variable.
- * @param matrices matrices to be set.
- * @returns this effect.
- */
- setMatrices(uniformName, matrices) {
- this._pipelineContext.setMatrices(uniformName, matrices);
- return this;
- }
- /**
- * Sets matrix on a uniform variable.
- * @param uniformName Name of the variable.
- * @param matrix matrix to be set.
- * @returns this effect.
- */
- setMatrix(uniformName, matrix) {
- this._pipelineContext.setMatrix(uniformName, matrix);
- return this;
- }
- /**
- * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
- * @param uniformName Name of the variable.
- * @param matrix matrix to be set.
- * @returns this effect.
- */
- setMatrix3x3(uniformName, matrix) {
- // the cast is ok because it is gl.uniformMatrix3fv() which is called at the end, and this function accepts Float32Array and Array<number>
- this._pipelineContext.setMatrix3x3(uniformName, matrix);
- return this;
- }
- /**
- * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)
- * @param uniformName Name of the variable.
- * @param matrix matrix to be set.
- * @returns this effect.
- */
- setMatrix2x2(uniformName, matrix) {
- // the cast is ok because it is gl.uniformMatrix3fv() which is called at the end, and this function accepts Float32Array and Array<number>
- this._pipelineContext.setMatrix2x2(uniformName, matrix);
- return this;
- }
- /**
- * Sets a float on a uniform variable.
- * @param uniformName Name of the variable.
- * @param value value to be set.
- * @returns this effect.
- */
- setFloat(uniformName, value) {
- this._pipelineContext.setFloat(uniformName, value);
- return this;
- }
- /**
- * Sets a boolean on a uniform variable.
- * @param uniformName Name of the variable.
- * @param bool value to be set.
- * @returns this effect.
- */
- setBool(uniformName, bool) {
- this._pipelineContext.setInt(uniformName, bool ? 1 : 0);
- return this;
- }
- /**
- * Sets a Vector2 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param vector2 vector2 to be set.
- * @returns this effect.
- */
- setVector2(uniformName, vector2) {
- this._pipelineContext.setVector2(uniformName, vector2);
- return this;
- }
- /**
- * Sets a float2 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First float in float2.
- * @param y Second float in float2.
- * @returns this effect.
- */
- setFloat2(uniformName, x, y) {
- this._pipelineContext.setFloat2(uniformName, x, y);
- return this;
- }
- /**
- * Sets a Vector3 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param vector3 Value to be set.
- * @returns this effect.
- */
- setVector3(uniformName, vector3) {
- this._pipelineContext.setVector3(uniformName, vector3);
- return this;
- }
- /**
- * Sets a float3 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First float in float3.
- * @param y Second float in float3.
- * @param z Third float in float3.
- * @returns this effect.
- */
- setFloat3(uniformName, x, y, z) {
- this._pipelineContext.setFloat3(uniformName, x, y, z);
- return this;
- }
- /**
- * Sets a Vector4 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param vector4 Value to be set.
- * @returns this effect.
- */
- setVector4(uniformName, vector4) {
- this._pipelineContext.setVector4(uniformName, vector4);
- return this;
- }
- /**
- * Sets a Quaternion on a uniform variable.
- * @param uniformName Name of the variable.
- * @param quaternion Value to be set.
- * @returns this effect.
- */
- setQuaternion(uniformName, quaternion) {
- this._pipelineContext.setQuaternion(uniformName, quaternion);
- return this;
- }
- /**
- * Sets a float4 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First float in float4.
- * @param y Second float in float4.
- * @param z Third float in float4.
- * @param w Fourth float in float4.
- * @returns this effect.
- */
- setFloat4(uniformName, x, y, z, w) {
- this._pipelineContext.setFloat4(uniformName, x, y, z, w);
- return this;
- }
- /**
- * Sets a Color3 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param color3 Value to be set.
- * @returns this effect.
- */
- setColor3(uniformName, color3) {
- this._pipelineContext.setColor3(uniformName, color3);
- return this;
- }
- /**
- * Sets a Color4 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param color3 Value to be set.
- * @param alpha Alpha value to be set.
- * @returns this effect.
- */
- setColor4(uniformName, color3, alpha) {
- this._pipelineContext.setColor4(uniformName, color3, alpha);
- return this;
- }
- /**
- * Sets a Color4 on a uniform variable
- * @param uniformName defines the name of the variable
- * @param color4 defines the value to be set
- * @returns this effect.
- */
- setDirectColor4(uniformName, color4) {
- this._pipelineContext.setDirectColor4(uniformName, color4);
- return this;
- }
- /**
- * Release all associated resources.
- **/
- dispose() {
- if (this._pipelineContext) {
- this._pipelineContext.dispose();
- }
- this._engine._releaseEffect(this);
- this._isDisposed = true;
- }
- /**
- * This function will add a new shader to the shader store
- * @param name the name of the shader
- * @param pixelShader optional pixel shader content
- * @param vertexShader optional vertex shader content
- * @param shaderLanguage the language the shader is written in (default: GLSL)
- */
- static RegisterShader(name, pixelShader, vertexShader, shaderLanguage = ShaderLanguage.GLSL) {
- if (pixelShader) {
- EngineShaderStore.GetShadersStore(shaderLanguage)[`${name}PixelShader`] = pixelShader;
- }
- if (vertexShader) {
- EngineShaderStore.GetShadersStore(shaderLanguage)[`${name}VertexShader`] = vertexShader;
- }
- }
- /**
- * Resets the cache of effects.
- */
- static ResetCache() {
- Effect._BaseCache = {};
- }
- }
- /**
- * Enable logging of the shader code when a compilation error occurs
- */
- Effect.LogShaderCodeOnCompilationError = true;
- Effect._UniqueIdSeed = 0;
- Effect._BaseCache = {};
- /**
- * Store of each shader (The can be looked up using effect.key)
- */
- Effect.ShadersStore = EngineShaderStore.ShadersStore;
- /**
- * Store of each included file for a shader (The can be looked up using effect.key)
- */
- Effect.IncludesShadersStore = EngineShaderStore.IncludesShadersStore;
- //# sourceMappingURL=effect.js.map
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