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pixi.js / src / renderers / webgl / shaders / StripShader.js
@Chad Engler Chad Engler on 27 Dec 2014 3 KB tons of jshint and typo fixes
var utils = require('../../../utils'),
    glUtils = require('../utils/WebGLShaderUtils');

/**
 * @class
 * @namespace PIXI
 * @param gl {WebGLContext} the current WebGL drawing context
 */
function StripShader(gl) {
    /**
     * @member {number}
     * @private
     */
    this._UID = utils.uuid();

    /**
     * @member {WebGLContext}
     */
    this.gl = gl;

    /**
     * The WebGL program.
     * @member {Any}
     */
    this.program = null;

    /**
     * The fragment shader.
     * @member {Array}
     */
    this.fragmentSrc = [
        'precision mediump float;',
        'varying vec2 vTextureCoord;',
     //   'varying float vColor;',
        'uniform float alpha;',
        'uniform sampler2D uSampler;',

        'void main(void) {',
        '   gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * alpha;',
      //  '   gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);',//gl_FragColor * alpha;',
        '}'
    ];

    /**
     * The vertex shader.
     * @member {Array}
     */
    this.vertexSrc  = [
        'attribute vec2 aVertexPosition;',
        'attribute vec2 aTextureCoord;',
        'uniform mat3 translationMatrix;',
        'uniform vec2 projectionVector;',
        'uniform vec2 offsetVector;',
      //  'uniform float alpha;',
       // 'uniform vec3 tint;',
        'varying vec2 vTextureCoord;',
      //  'varying vec4 vColor;',

        'void main(void) {',
        '   vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);',
        '   v -= offsetVector.xyx;',
        '   gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);',
        '   vTextureCoord = aTextureCoord;',
       // '   vColor = aColor * vec4(tint * alpha, alpha);',
        '}'
    ];

    this.init();
}

StripShader.prototype.constructor = StripShader;
module.exports = StripShader;

/**
 * Initialises the shader.
 *
 */
StripShader.prototype.init = function () {
    var gl = this.gl;

    var program = glUtils.compileProgram(gl, this.vertexSrc, this.fragmentSrc);
    gl.useProgram(program);

    // get and store the uniforms for the shader
    this.uSampler = gl.getUniformLocation(program, 'uSampler');
    this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
    this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
    this.colorAttribute = gl.getAttribLocation(program, 'aColor');
    //this.dimensions = gl.getUniformLocation(this.program, 'dimensions');

    // get and store the attributes
    this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
    this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');

    this.attributes = [this.aVertexPosition, this.aTextureCoord];

    this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix');
    this.alpha = gl.getUniformLocation(program, 'alpha');

    this.program = program;
};

/**
 * Destroys the shader.
 *
 */
StripShader.prototype.destroy = function () {
    this.gl.deleteProgram( this.program );
    this.uniforms = null;
    this.gl = null;

    this.attribute = null;
};