import { GLShader } from 'pixi-gl-core';
import { PRECISION } from '../../const';
/**
* Helper class to create a webGL Texture
*
* @class
* @memberof PIXI
*/
export default class ShaderManager
{
/**
* @param {PIXI.WebGLRenderer} renderer - A reference to the current renderer
*/
constructor(renderer)
{
/**
* A reference to the current renderer
*
* @member {PIXI.WebGLRenderer}
*/
this.renderer = renderer;
/**
* The current WebGL rendering context
*
* @member {WebGLRenderingContext}
*/
this.gl = renderer.gl;
this.shader = null;
}
/**
* Changes the current shader to the one given in parameter
*
* @param {PIXI.Shader} shader - the new shader
* @param {boolean} dontSync - false if the shader should automatically sync its uniforms.
*/
bindShader(shader, dontSync)
{
const glShader = shader.glShaders[this.renderer.CONTEXT_UID] || this.generateShader(shader);
if (this.shader !== shader)
{
this.shader = shader;
this.renderer._bindGLShader(glShader);
}
if (!dontSync)
{
this.setUniforms(shader.uniforms);
}
}
/**
* Uploads the uniforms values to the currently bound shader.
*
* @param {object} uniforms - the uniforms valiues that be applied to the current shader
*/
setUniforms(uniforms)
{
const shader = this.shader;
const glShader = shader.glShaders[this.renderer.CONTEXT_UID];
shader.syncUniforms(glShader.uniformData, uniforms, this.gl);
}
/**
* Returns the underlying GLShade rof the currently bound shader.
* This can be handy for when you to have a little more control over the setting of your uniforms.
*
* @return {PIXI.glCore.Shader} the glShader for the currently bound Shader for this context
*/
getGLShader()
{
return this.shader.glShaders[this.renderer.CONTEXT_UID];
}
/**
* Generates a GLShader verion of the Shader provided.
*
* @private
* @param {PIXI.Shader} shader the shader that the glShader will be based on.
* @return {PIXI.glCore.GLShader} A shiney new GLShader
*/
generateShader(shader)
{
const attribMap = {};
for (const i in shader.attributeData)
{
attribMap[i] = shader.attributeData[i].location;
}
const glShader = new GLShader(this.gl, shader.vertexSrc, shader.fragmentSrc, PRECISION.DEFAULT, attribMap);
shader.glShaders[this.renderer.CONTEXT_UID] = glShader;
return glShader;
}
/**
* Destroys this manager and removes all its textures
*/
destroy()
{
// TODO implement destroy method for ShaderManager
this.destroyed = true;
}
}