# Code coverage report for src/gpu/ProgramManager.js

# all files / src/gpu/ ProgramManager.js

97.14% Statements 68/70
80.77% Branches 21/26
100% Functions 7/7
97.14% Lines 68/70

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     import GLProgram from './GLProgram';

    var loopRegex = /for\s*?\(int\s*?_idx_\s*\=\s*([\w-]+)\;\s*_idx_\s*<\s*([\w-]+);\s*_idx_\s*\+\+\s*\)\s*\{\{([\s\S]+?)(?=\}\})\}\}/g;

    function unrollLoop(shaderStr, defines, lightsNumbers) {
        // Loop unroll from three.js, https://github.com/mrdoob/three.js/blob/master/src/renderers/webgl/WebGLProgram.js#L175
        // In some case like shadowMap in loop use 'i' to index value much slower.

        // Loop use _idx_ and increased with _idx_++ will be unrolled
        // Use {{ }} to match the pair so the if statement will not be affected
        // Write like following
        // for (int _idx_ = 0; _idx_ < 4; _idx_++) {{
        //     vec3 color = texture2D(textures[_idx_], uv).rgb;
        // }}
        function replace(match, start, end, snippet) {
            var unroll = '';
            // Try to treat as define
            if (isNaN(start)) {
                if (start in defines) {
                    start = defines[start];
                }
                else {
                    start = lightNumberDefines[start];
                }
            }
            Eif (isNaN(end)) {
                if (end in defines) {
                    end = defines[end];
                }
                else {
                    end = lightNumberDefines[end];
                }
            }
            // TODO Error checking

            for (var idx = parseInt(start); idx < parseInt(end); idx++) {
                // PENDING Add scope?
                unroll += '{'
                    + snippet
                        .replace(/float\s*\(\s*_idx_\s*\)/g, idx.toFixed(1))
                        .replace(/_idx_/g, idx)
                + '}';
            }

            return unroll;
        }

        var lightNumberDefines = {};
        for (var lightType in lightsNumbers) {
            lightNumberDefines[lightType + '_COUNT'] = lightsNumbers[lightType];
        }
        return shaderStr.replace(loopRegex, replace);
    }

    function getDefineCode(defines, lightsNumbers, enabledTextures) {
        var defineStr = [];
        if (lightsNumbers) {
            for (var lightType in lightsNumbers) {
                var count = lightsNumbers[lightType];
                Eif (count > 0) {
                    defineStr.push('#define ' + lightType.toUpperCase() + '_COUNT ' + count);
                }
            }
        }
        Eif (enabledTextures) {
            for (var i = 0; i < enabledTextures.length; i++) {
                var symbol = enabledTextures[i];
                defineStr.push('#define ' + symbol.toUpperCase() + '_ENABLED');
            }
        }
        // Custom Defines
        for (var symbol in defines) {
            var value = defines[symbol];
            if (value === null) {
                defineStr.push('#define ' + symbol);
            }
            else{
                defineStr.push('#define ' + symbol + ' ' + value.toString());
            }
        }
        return defineStr.join('\n');
    }

    function getExtensionCode(exts) {
        // Extension declaration must before all non-preprocessor codes
        // TODO vertex ? extension enum ?
        var extensionStr = [];
        for (var i = 0; i < exts.length; i++) {
            extensionStr.push('#extension GL_' + exts[i] + ' : enable');
        }
        return extensionStr.join('\n');
    }

    function getPrecisionCode(precision) {
        return ['precision', precision, 'float'].join(' ') + ';\n'
            + ['precision', precision, 'int'].join(' ') + ';\n'
            // depth texture may have precision problem on iOS device.
            + ['precision', precision, 'sampler2D'].join(' ') + ';\n';
    }

    function ProgramManager(renderer) {
        this._renderer = renderer;
        this._cache = {};
    }

    ProgramManager.prototype.getProgram = function (renderable, material, scene) {
        var cache = this._cache;

        var key = 's' + material.shader.shaderID + 'm' + material.getProgramKey();
        if (scene) {
            key += 'se' + scene.getProgramKey(renderable.lightGroup);
        }
        Iif (renderable.isSkinnedMesh()) {
            key += ',' + renderable.joints.length;
        }
        var program = cache[key];

        if (program) {
            return program;
        }

        var lightsNumbers = scene ? scene.getLightsNumbers(renderable.lightGroup) : {};
        var renderer = this._renderer;
        var _gl = renderer.gl;
        var enabledTextures = material.getEnabledTextures();
        var skinDefineCode = '';
        Iif (renderable.isSkinnedMesh()) {
            // TODO Add skinning code?
            skinDefineCode = '\n' + getDefineCode({
                SKINNING: null,
                JOINT_COUNT: renderable.joints.length
            }) + '\n';
        }
        // TODO Optimize key generation
        // VERTEX
        var vertexDefineStr = skinDefineCode + getDefineCode(material.vertexDefines, lightsNumbers, enabledTextures);
        // FRAGMENT
        var fragmentDefineStr = skinDefineCode + getDefineCode(material.fragmentDefines, lightsNumbers, enabledTextures);

        var vertexCode = vertexDefineStr + '\n' + material.shader.vertex;
        var fragmentCode = getExtensionCode([
                // TODO Not hard coded
                'OES_standard_derivatives',
                'EXT_shader_texture_lod'
            ]) + '\n'
                + getPrecisionCode(material.precision) + '\n'
                + fragmentDefineStr + '\n' + material.shader.fragment;

        var finalVertexCode = unrollLoop(vertexCode, material.vertexDefines, lightsNumbers);
        var finalFragmentCode = unrollLoop(fragmentCode, material.fragmentDefines, lightsNumbers);

        var program = new GLProgram();
        program.uniformSemantics = material.shader.uniformSemantics;
        program.attributes = material.shader.attributes;
        var errorMsg = program.buildProgram(_gl, material.shader, finalVertexCode, finalFragmentCode);
        program.__error = errorMsg;

        cache[key] = program;

        return program;
    };

    export default ProgramManager;