var PrimitiveShader = require('../shader/PrimitiveShader'), ComplexPrimitiveShader = require('../shader/ComplexPrimitiveShader'), PixiShader = require('../shader/PixiShader'), PixiFastShader = require('../shader/PixiFastShader'), StripShader = require('../shader/StripShader'); /** * @class * @namespace PIXI * @private */ function WebGLShaderManager() { /** * @member {number} */ this.maxAttibs = 10; /** * @member {Array} */ this.attribState = []; /** * @member {Array} */ this.tempAttribState = []; for (var i = 0; i < this.maxAttibs; i++) { this.attribState[i] = false; } /** * @member {Array} */ this.stack = []; } WebGLShaderManager.prototype.constructor = WebGLShaderManager; module.exports = WebGLShaderManager; /** * Initialises the context and the properties. * * @param gl {WebGLContext} the current WebGL drawing context */ WebGLShaderManager.prototype.setContext = function (gl) { this.gl = gl; // the next one is used for rendering primitives this.primitiveShader = new PrimitiveShader(gl); // the next one is used for rendering triangle strips this.complexPrimitiveShader = new ComplexPrimitiveShader(gl); // this shader is used for the default sprite rendering this.defaultShader = new PixiShader(gl); // this shader is used for the fast sprite rendering this.fastShader = new PixiFastShader(gl); // the next one is used for rendering triangle strips this.stripShader = new StripShader(gl); this.setShader(this.defaultShader); }; /** * Takes the attributes given in parameters. * * @param attribs {Array} attribs */ 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); } } } }; /** * Sets the current shader. * * @param shader {Any} */ 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 this object. * */ WebGLShaderManager.prototype.destroy = function () { this.attribState = null; this.tempAttribState = null; this.primitiveShader.destroy(); this.complexPrimitiveShader.destroy(); this.defaultShader.destroy(); this.fastShader.destroy(); this.stripShader.destroy(); this.gl = null; };