'use strict'; exports.__esModule = true; var _pixiGlCore = require('pixi-gl-core'); var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * An object containing WebGL specific properties to be used by the WebGL renderer * * @class * @private * @memberof PIXI */ var WebGLGraphicsData = function () { /** * @param {WebGLRenderingContext} gl - The current WebGL drawing context * @param {PIXI.Shader} shader - The shader * @param {object} attribsState - The state for the VAO */ function WebGLGraphicsData(gl, shader, attribsState) { _classCallCheck(this, WebGLGraphicsData); /** * The current WebGL drawing context * * @member {WebGLRenderingContext} */ this.gl = gl; // TODO does this need to be split before uploading?? /** * An array of color components (r,g,b) * @member {number[]} */ this.color = [0, 0, 0]; // color split! /** * An array of points to draw * @member {PIXI.Point[]} */ this.points = []; /** * The indices of the vertices * @member {number[]} */ this.indices = []; /** * The main buffer * @member {WebGLBuffer} */ this.buffer = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl); /** * The index buffer * @member {WebGLBuffer} */ this.indexBuffer = _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl); /** * Whether this graphics is dirty or not * @member {boolean} */ this.dirty = true; this.glPoints = null; this.glIndices = null; /** * * @member {PIXI.Shader} */ this.shader = shader; this.vao = new _pixiGlCore2.default.VertexArrayObject(gl, attribsState).addIndex(this.indexBuffer).addAttribute(this.buffer, shader.attributes.aVertexPosition, gl.FLOAT, false, 4 * 6, 0).addAttribute(this.buffer, shader.attributes.aColor, gl.FLOAT, false, 4 * 6, 2 * 4); } /** * Resets the vertices and the indices */ WebGLGraphicsData.prototype.reset = function reset() { this.points.length = 0; this.indices.length = 0; }; /** * Binds the buffers and uploads the data */ WebGLGraphicsData.prototype.upload = function upload() { this.glPoints = new Float32Array(this.points); this.buffer.upload(this.glPoints); this.glIndices = new Uint16Array(this.indices); this.indexBuffer.upload(this.glIndices); this.dirty = false; }; /** * Empties all the data */ WebGLGraphicsData.prototype.destroy = function destroy() { this.color = null; this.points = null; this.indices = null; this.vao.destroy(); this.buffer.destroy(); this.indexBuffer.destroy(); this.gl = null; this.buffer = null; this.indexBuffer = null; this.glPoints = null; this.glIndices = null; }; return WebGLGraphicsData; }(); exports.default = WebGLGraphicsData; //# sourceMappingURL=WebGLGraphicsData.js.map