Source: shaders/BasicProgram.js

/*
 * Copyright 2015-2017 WorldWind Contributors
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
/**
 * @exports BasicProgram
 */
define([
        '../error/ArgumentError',
        '../util/Color',
        '../shaders/GpuProgram',
        '../util/Logger'
    ],
    function (ArgumentError,
              Color,
              GpuProgram,
              Logger) {
        "use strict";

        /**
         * Constructs a new program.
         * Initializes, compiles and links this GLSL program with the source code for its vertex and fragment shaders.
         * <p>
         * This method creates WebGL shaders for the program's shader sources and attaches them to a new GLSL program. This
         * method then compiles the shaders and then links the program if compilation is successful. Use the bind method to make the
         * program current during rendering.
         *
         * @alias BasicProgram
         * @constructor
         * @augments GpuProgram
         * @classdesc BasicProgram is a GLSL program that draws geometry in a solid color.
         * @param {WebGLRenderingContext} gl The current WebGL context.
         * @throws {ArgumentError} If the shaders cannot be compiled, or linking of
         * the compiled shaders into a program fails.
         */
        var BasicProgram = function (gl) {
            var vertexShaderSource =
                    'attribute vec4 vertexPoint;\n' +
                    'uniform mat4 mvpMatrix;\n' +
                    'void main() {gl_Position = mvpMatrix * vertexPoint;}',
                fragmentShaderSource =
                    'precision mediump float;\n' +
                    'uniform vec4 color;\n' +
                    'void main() {gl_FragColor = color;}';

            // Call to the superclass, which performs shader program compiling and linking.
            GpuProgram.call(this, gl, vertexShaderSource, fragmentShaderSource);

            /**
             * The WebGL location for this program's 'vertexPoint' attribute.
             * @type {Number}
             * @readonly
             */
            this.vertexPointLocation = this.attributeLocation(gl, "vertexPoint");

            /**
             * The WebGL location for this program's 'mvpMatrix' uniform.
             * @type {WebGLUniformLocation}
             * @readonly
             */
            this.mvpMatrixLocation = this.uniformLocation(gl, "mvpMatrix");

            /**
             * The WebGL location for this program's 'color' uniform.
             * @type {WebGLUniformLocation}
             * @readonly
             */
            this.colorLocation = this.uniformLocation(gl, "color");
        };

        /**
         * A string that uniquely identifies this program.
         * @type {string}
         * @readonly
         */
        BasicProgram.key = "WorldWindGpuBasicProgram";

        // Inherit from GpuProgram.
        BasicProgram.prototype = Object.create(GpuProgram.prototype);

        /**
         * Loads the specified matrix as the value of this program's 'mvpMatrix' uniform variable.
         *
         * @param {WebGLRenderingContext} gl The current WebGL context.
         * @param {Matrix} matrix The matrix to load.
         * @throws {ArgumentError} If the specified matrix is null or undefined.
         */
        BasicProgram.prototype.loadModelviewProjection = function (gl, matrix) {
            if (!matrix) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "BasicProgram", "loadModelviewProjection", "missingMatrix"));
            }

            this.loadUniformMatrix(gl, matrix, this.mvpMatrixLocation);
        };

        /**
         * Loads the specified color as the value of this program's 'color' uniform variable.
         *
         * @param {WebGLRenderingContext} gl The current WebGL context.
         * @param {Color} color The color to load.
         * @throws {ArgumentError} If the specified color is null or undefined.
         */
        BasicProgram.prototype.loadColor = function (gl, color) {
            if (!color) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "BasicProgram", "loadColor", "missingColor"));
            }

            this.loadUniformColor(gl, color, this.colorLocation);
        };

        /**
         * Loads the specified RGBA color components as the value of this program's 'color' uniform variable.
         *
         * @param {WebGLRenderingContext} gl The current WebGL context.
         * @param {Number} red The red component, a number between 0 and 1.
         * @param {Number} green The green component, a number between 0 and 1.
         * @param {Number} blue The blue component, a number between 0 and 1.
         * @param {Number} alpha The alpha component, a number between 0 and 1.
         */
        BasicProgram.prototype.loadColorComponents = function (gl, red, green, blue, alpha) {
            this.loadUniformColorComponents(gl, red, green, blue, alpha, this.colorLocation);
        };

        return BasicProgram;
    });