7.0 KiB
A Program contains a matched pair of vertex and fragment shaders. Programs handle compilation and linking of shaders, setting and unsetting buffers (attributes), setting uniform values etc.
| Method | Description |
|---|---|
constructor |
creates a Program |
initialze |
reinitializes (relinks) a Program |
delete |
deletes resources held by program |
setAttributes |
Sets named uniforms from a map, ignoring names |
setUniforms |
Sets named uniforms from a map, ignoring names |
draw |
Runs the shaders to render or compute |
Usage
Creating a program
const program = new Program(gl, {
vs: vertexShaderSource,
fs: fragmentShaderSource,
id: 'my-identifier',
});
Set matrix information for the projection matrix and element matrix of the camera and world
program.setUniforms({
uMVMatrix: view,
uPMatrix: camera.projection
});
Set buffer values for the vertices of a triangle
program.setBuffers({
aVertexPosition: {
value: new Float32Array([0, 1, 0, -1, -1, 0, 1, -1, 0]),
size: 3
},
});
Creating a program for transform feedback, specifying which varyings to use
const program = new Program(gl, {vs, fs, varyings: ['gl_Position']});
Members
A program instance has as public properties:
handle (WebGLProgram)
The native WebGLProgram instance.
id (String)
id string for debugging.
gl (WebGLRenderingContext)
Methods
constructor
Creates a new program using the supplied vertex and fragment shaders. The shaders are compiled into WebGLShaders and is created and the shaders are linked.
Syntax:
const program = new Program(gl, {
vs: vertexShaderSource,
fs: fragmentShaderSource,
id: 'my-identifier',
varyings:
});
Arguments
gl(WebGLRenderingContext)optsid(string, optional) - string id (to help indentify the program during debugging).vs(VertexShader|String) - A vertex shader object, or source as a string.fs(FragmentShader|String) - A fragment shader object, or source as a string.varyingsWebGL2 (String) - a list of names of varyings.bufferModeWebGL2 (GLenum=GL.SEPARATE_ATTRIBS) - Optional, specifies how transform feedback should store the varyings.
GL.TRANSFORM_FEEDBACK_BUFFER_MODE |
Description |
|---|---|
GL.SEPARATE_ATTRIBS |
One varying per buffer |
GL.INTERLEAVED_ATTRIBS |
Multiple varyings per buffer |
WebGL References WebGLProgram, gl.createProgram
initialize
Relinks a program
optsid(string, optional) - string id (to help indentify the program during debugging).vs(VertexShader|String) - A vertex shader object, or source as a string.fs(FragmentShader|String) - A fragment shader object, or source as a string.varyingsWebGL2 (String[]) - a list of names of varyings.bufferModeWebGL2 (GLenum=GL.SEPARATE_ATTRIBS) - Optional, specifies how transform feedback should store the varyings.
delete
Deletes resources held by program. Note: Does not currently delete shaders (to enable shader caching).
WebGL APIs gl.createProgram
setBuffers
Sets named uniforms from a map, ignoring names
For each key, value of the object passed in it executes setBuffer(key, value).
program.setBuffers(object);
- object - (object) An object with key value pairs matching a buffer name and its value respectively.
- name - (string) The name (unique id) of the buffer. If no
attributevalue is set inoptionsthen the buffer name will be used as attribute name. - options - (object) An object with options/data described below:
setUniforms
Sets named uniforms from a map, ignoring names
For each key, value of the object passed in it executes setUniform(key, value).
program.setUniforms(object);
Arguments:
- object - (object) An object with key value pairs matching a niform name and its value respectively.
- key - (string) The name of the uniform to be set. The name of the uniform will be matched with the name of the uniform declared in the shader. You can set more uniforms on the Program than its shaders use, the extra uniforms will simply be ignored.
- value - (mixed) The value to be set. Can be a float, an array of floats, a boolean, etc. When the shaders are run (through a draw call), The must match the declaration. There's no need to convert arrays into a typed array, that's done automatically.
draw
Runs the shaders in the program, on the attributes and uniforms.
WebGL APIs gl.useProgram, gl.drawElements, gl.drawArrays, gl.drawElementsInstanced, gl.drawArraysInstanced, gl.getExtension, ANGLE_instanced_arrays, gl.drawElementsInstancedANGLE, gl.drawArraysInstancedANGLE,
Additional Methods
These methods will not need to be called by most applications
getAttributeCount
Gets number of active attributes
getAttributeInfo
Gets {name, type, size} for attribute at index
getAttributeName
Gets name for attribute at index
getAttributeLocation
Gets index for attribute with name
getAttributeNames
getAttributeLocations
varyings
program(WebGLProgram?) - programvaryings(sequence<DOMString>) -bufferMode(GLenum) - returns (TransformFeedback) - returns self to enable chaining
WebGL APIs gl.transformFeedbackVaryings
getVarying(program, index)
program(WebGLProgram?) - programindex(GLuint) - index returns (WebGLActiveInfo) - object with {name,size,type} fields.
WebGL APIs gl.getTransformFeedbackVarying
use
Calls gl.useProgram(this.program). To set the current program as active. After this call, gl.draw* calls will run the shaders in this program.
Like bind calls on many other luma.gl objects, this method does normally not have to be called by the application.
getUniformCount
Gets number of active uniforms
getUniformInfo
Gets {name, type, size} for uniform at index
getFragDataLocation WebGL2
Limits
| Limit | Value | Description |
|---|---|---|
GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS |
>= 0 (GLint) | |
GL.MAX_RENDERBUFFER_SIZE |
>= 1 (GLint) | |
GL.MAX_VARYING_VECTORS |
>= 8 (GLint) | |
GL.MAX_VERTEX_ATTRIBS |
>= 8 (GLint) | |
GL.MAX_VERTEX_UNIFORM_VECTORS |
>= 128 (GLint) | |
GL.MAX_FRAGMENT_UNIFORM_VECTORS |
>= 16 (GLint) | |
GL.TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH (WebGL2) |
- | - |
Parameters
| Parameter | Type | Description |
|---|---|---|
GL.DELETE_STATUS |
GLboolean | |
GL.LINK_STATUS |
GLboolean | |
GL.VALIDATE_STATUS |
GLboolean | |
GL.ATTACHED_SHADERS |
GLint | |
GL.ACTIVE_ATTRIBUTES |
GLint | |
GL.ACTIVE_UNIFORMS |
GLint | |
GL.TRANSFORM_FEEDBACK_BUFFER_MODE (WebGL2) |
GLenum | Buffer capture mode, GL.SEPARATE_ATTRIBS or GL.INTERLEAVED_ATTRIBS |
GL.TRANSFORM_FEEDBACK_VARYINGS (WebGL2) |
GLint | |
GL.ACTIVE_UNIFORM_BLOCKS (WebGL2) |
GLint | - |