Small bit of code file organisation for webGL renderer

also tidied up the grunt file to reflect changes to folder structure
This commit is contained in:
Mat Groves 2014-01-05 16:09:51 +00:00
parent 5be8c785ec
commit 29eb95ee44
10 changed files with 66 additions and 199 deletions

View file

@ -31,17 +31,15 @@ module.exports = function(grunt) {
'<%= dirs.src %>/utils/EventTarget.js',
'<%= dirs.src %>/utils/Detector.js',
'<%= dirs.src %>/utils/Polyk.js',
'<%= dirs.src %>/renderers/webgl/WebGLShaders.js',
'<%= dirs.src %>/renderers/webgl/PixiShader.js',
'<%= dirs.src %>/renderers/webgl/StripShader.js',
'<%= dirs.src %>/renderers/webgl/PrimitiveShader.js',
'<%= dirs.src %>/renderers/webgl/utils/WebGLShaderUtils.js',
'<%= dirs.src %>/renderers/webgl/shaders/PixiShader.js',
'<%= dirs.src %>/renderers/webgl/shaders/StripShader.js',
'<%= dirs.src %>/renderers/webgl/shaders/PrimitiveShader.js',
'<%= dirs.src %>/renderers/webgl/utils/WebGLGraphics.js',
'<%= dirs.src %>/renderers/webgl/WebGLRenderer.js',
'<%= dirs.src %>/renderers/webgl/utils/WebGLMaskManager.js',
'<%= dirs.src %>/renderers/webgl/utils/WebGLShaderManager.js',
'<%= dirs.src %>/renderers/webgl/utils/WebGLSpriteBatch.js',
'<%= dirs.src %>/renderers/webgl/WebGLBatch.js',
'<%= dirs.src %>/renderers/webgl/WebGLRenderGroup.js',
'<%= dirs.src %>/renderers/webgl/utils/WebGLFilterManager.js',
'<%= dirs.src %>/renderers/canvas/utils/CanvasMaskManager.js',
'<%= dirs.src %>/renderers/canvas/utils/CanvasTinter.js',

View file

@ -3869,75 +3869,11 @@ PIXI.PolyK._convex = function(ax, ay, bx, by, cx, cy, sign)
PIXI.initDefaultShaders = function()
{
// PIXI.primitiveShader = new PIXI.PrimitiveShader();
// PIXI.primitiveShader.init();
// PIXI.stripShader = new PIXI.StripShader();
// PIXI.stripShader.init();
PIXI.stripShader = new PIXI.StripShader();
PIXI.stripShader.init();
// PIXI.defaultShader = new PIXI.PixiShader();
// PIXI.defaultShader.init();
/* var gl = PIXI.gl;
var shaderProgram = PIXI.defaultShader.program;
gl.useProgram(shaderProgram);
gl.enableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
gl.enableVertexAttribArray(PIXI.defaultShader.colorAttribute);
gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);*/
};
/*
PIXI.activatePrimitiveShader = function()
{
var gl = PIXI.gl;
gl.useProgram(PIXI.primitiveShader.program);
gl.disableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
gl.disableVertexAttribArray(PIXI.defaultShader.colorAttribute);
gl.disableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
gl.enableVertexAttribArray(PIXI.primitiveShader.aVertexPosition);
gl.enableVertexAttribArray(PIXI.primitiveShader.colorAttribute);
};
PIXI.deactivatePrimitiveShader = function()
{
var gl = PIXI.gl;
gl.useProgram(PIXI.defaultShader.program);
gl.disableVertexAttribArray(PIXI.primitiveShader.aVertexPosition);
gl.disableVertexAttribArray(PIXI.primitiveShader.colorAttribute);
gl.enableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
gl.enableVertexAttribArray(PIXI.defaultShader.colorAttribute);
gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
};
*/
/*
PIXI.activateStripShader = function()
{
var gl = PIXI.gl;
gl.useProgram(PIXI.stripShader.program);
// gl.disableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
};
PIXI.deactivateStripShader = function()
{
var gl = PIXI.gl;
gl.useProgram(PIXI.defaultShader.program);
//gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
};
*/
/*
SHADER COMPILER HELPERS
*/
PIXI.CompileVertexShader = function(gl, shaderSrc)
{
@ -6322,7 +6258,6 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
PIXI.FilterTexture = function(gl, width, height)
{
// var gl = PIXI.gl;
this.gl = gl;
// next time to create a frame buffer and texture

File diff suppressed because one or more lines are too long

View file

@ -87,7 +87,6 @@
if(!container.filter)
{
container.mask = thing;
PIXI.runList(stage);
}
else
{

View file

@ -1,119 +0,0 @@
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
PIXI.initDefaultShaders = function()
{
// PIXI.primitiveShader = new PIXI.PrimitiveShader();
// PIXI.primitiveShader.init();
PIXI.stripShader = new PIXI.StripShader();
PIXI.stripShader.init();
// PIXI.defaultShader = new PIXI.PixiShader();
// PIXI.defaultShader.init();
/* var gl = PIXI.gl;
var shaderProgram = PIXI.defaultShader.program;
gl.useProgram(shaderProgram);
gl.enableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
gl.enableVertexAttribArray(PIXI.defaultShader.colorAttribute);
gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);*/
};
/*
PIXI.activatePrimitiveShader = function()
{
var gl = PIXI.gl;
gl.useProgram(PIXI.primitiveShader.program);
gl.disableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
gl.disableVertexAttribArray(PIXI.defaultShader.colorAttribute);
gl.disableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
gl.enableVertexAttribArray(PIXI.primitiveShader.aVertexPosition);
gl.enableVertexAttribArray(PIXI.primitiveShader.colorAttribute);
};
PIXI.deactivatePrimitiveShader = function()
{
var gl = PIXI.gl;
gl.useProgram(PIXI.defaultShader.program);
gl.disableVertexAttribArray(PIXI.primitiveShader.aVertexPosition);
gl.disableVertexAttribArray(PIXI.primitiveShader.colorAttribute);
gl.enableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
gl.enableVertexAttribArray(PIXI.defaultShader.colorAttribute);
gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
};
*/
/*
PIXI.activateStripShader = function()
{
var gl = PIXI.gl;
gl.useProgram(PIXI.stripShader.program);
// gl.disableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
};
PIXI.deactivateStripShader = function()
{
var gl = PIXI.gl;
gl.useProgram(PIXI.defaultShader.program);
//gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
};
*/
/*
SHADER COMPILER HELPERS
*/
PIXI.CompileVertexShader = function(gl, shaderSrc)
{
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
};
PIXI.CompileFragmentShader = function(gl, shaderSrc)
{
return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER);
};
PIXI._CompileShader = function(gl, shaderSrc, shaderType)
{
var src = shaderSrc.join("\n");
var shader = gl.createShader(shaderType);
gl.shaderSource(shader, src);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
window.console.log(gl.getShaderInfoLog(shader));
return null;
}
return shader;
};
PIXI.compileProgram = function(gl, vertexSrc, fragmentSrc)
{
//var gl = PIXI.gl;
var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc);
var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc);
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
window.console.log("Could not initialise shaders");
}
return shaderProgram;
};

View file

@ -401,7 +401,6 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
PIXI.FilterTexture = function(gl, width, height)
{
// var gl = PIXI.gl;
this.gl = gl;
// next time to create a frame buffer and texture

View file

@ -0,0 +1,55 @@
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
PIXI.initDefaultShaders = function()
{
// PIXI.stripShader = new PIXI.StripShader();
// PIXI.stripShader.init();
};
PIXI.CompileVertexShader = function(gl, shaderSrc)
{
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
};
PIXI.CompileFragmentShader = function(gl, shaderSrc)
{
return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER);
};
PIXI._CompileShader = function(gl, shaderSrc, shaderType)
{
var src = shaderSrc.join("\n");
var shader = gl.createShader(shaderType);
gl.shaderSource(shader, src);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
window.console.log(gl.getShaderInfoLog(shader));
return null;
}
return shader;
};
PIXI.compileProgram = function(gl, vertexSrc, fragmentSrc)
{
//var gl = PIXI.gl;
var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc);
var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc);
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
window.console.log("Could not initialise shaders");
}
return shaderProgram;
};