/** * @author Mat Groves http://matgroves.com/ @Doormat23 */ /** * @class WebGLShaderManager * @constructor * @param gl {WebGLContext} the current WebGL drawing context * @private */ PIXI.WebGLShaderManager = function(gl) { this.maxAttibs = 10; this.attribState = []; this.tempAttribState = []; this.shaderMap = []; for (var i = 0; i < this.maxAttibs; i++) { this.attribState[i] = false; } this.setContext(gl); // the final one is used for the rendering strips }; /** * Initialises the context and the properties * @method setContext * @param gl {WebGLContext} the current WebGL drawing context * @param transparent {Boolean} Whether or not the drawing context should be transparent */ PIXI.WebGLShaderManager.prototype.setContext = function(gl) { this.gl = gl; // the next one is used for rendering primatives this.primitiveShader = new PIXI.PrimitiveShader(gl); // the next one is used for rendering triangle strips this.complexPrimativeShader = new PIXI.ComplexPrimitiveShader(gl); // this shader is used for the default sprite rendering this.defaultShader = new PIXI.PixiShader(gl); // this shader is used for the fast sprite rendering this.fastShader = new PIXI.PixiFastShader(gl); // the next one is used for rendering triangle strips this.stripShader = new PIXI.StripShader(gl); this.setShader(this.defaultShader); }; /** * Takes the attributes given in parameters * @method setAttribs * @param attribs {Array} attribs */ PIXI.WebGLShaderManager.prototype.setAttribs = function(attribs) { // reset temp state var i; for (i = 0; i < this.tempAttribState.length; i++) { this.tempAttribState[i] = false; } // set the new attribs for (i = 0; i < attribs.length; i++) { var attribId = attribs[i]; this.tempAttribState[attribId] = true; } var gl = this.gl; for (i = 0; i < this.attribState.length; i++) { if(this.attribState[i] !== this.tempAttribState[i]) { this.attribState[i] = this.tempAttribState[i]; if(this.tempAttribState[i]) { gl.enableVertexAttribArray(i); } else { gl.disableVertexAttribArray(i); } } } }; PIXI.WebGLShaderManager.prototype.setShader = function(shader) { if(this._currentId === shader._UID)return false; this._currentId = shader._UID; this.currentShader = shader; this.gl.useProgram(shader.program); this.setAttribs(shader.attributes); return true; }; /** * Destroys * @method destroy */ PIXI.WebGLShaderManager.prototype.destroy = function() { this.attribState = null; this.tempAttribState = null; this.primitiveShader.destroy(); this.defaultShader.destroy(); this.fastShader.destroy(); this.stripShader.destroy(); this.gl = null; };