pixi.js/docs/files/src_pixi_renderers_webgl_utils_WebGLShaderManager.js.html
Mat Groves 847eb6c48e Docs updated
Fixed issue where alpha not being set correctly in canvas spriteBatch
Fixed issue where previous stage events did not get removed correctly
2014-01-28 00:08:50 +00:00

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<h1 class="file-heading">File: src/pixi/renderers/webgl/utils/WebGLShaderManager.js</h1>
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<pre class="code prettyprint linenums">
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
PIXI.WebGLShaderManager = function(gl)
{
this.maxAttibs = 10;
this.attribState = [];
this.tempAttribState = [];
for (var i = 0; i &lt; this.maxAttibs; i++) {
this.attribState[i] = false;
}
this.setContext(gl);
// the final one is used for the rendering strips
//this.stripShader = new PIXI.StripShader(gl);
};
PIXI.WebGLShaderManager.prototype.setContext = function(gl)
{
this.gl = gl;
// the next one is used for rendering primatives
this.primitiveShader = new PIXI.PrimitiveShader(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);
this.activateShader(this.defaultShader);
};
PIXI.WebGLShaderManager.prototype.setAttribs = function(attribs)
{
// reset temp state
var i;
for (i = 0; i &lt; this.tempAttribState.length; i++)
{
this.tempAttribState[i] = false;
}
// set the new attribs
for (i = 0; i &lt; attribs.length; i++)
{
var attribId = attribs[i];
this.tempAttribState[attribId] = true;
}
var gl = this.gl;
for (i = 0; i &lt; 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);
}
}
}
// console.log(this.tempAttribState)
};
PIXI.WebGLShaderManager.prototype.activateShader = function(shader)
{
//if(this.currentShader == shader)return;
this.currentShader = shader;
// console.log(shader.program)
this.gl.useProgram(shader.program);
this.setAttribs(shader.attributes);
// console.log(shader.attributes)
};
PIXI.WebGLShaderManager.prototype.activatePrimitiveShader = function()
{
var gl = this.gl;
gl.useProgram(this.primitiveShader.program);
this.setAttribs(this.primitiveShader.attributes);
};
PIXI.WebGLShaderManager.prototype.deactivatePrimitiveShader = function()
{
var gl = this.gl;
gl.useProgram(this.defaultShader.program);
this.setAttribs(this.defaultShader.attributes);
};
PIXI.WebGLShaderManager.prototype.destroy = function()
{
this.attribState = null;
this.tempAttribState = null;
this.primitiveShader.destroy();
this.defaultShader.destroy();
this.fastShader.destroy();
this.gl = null;
};
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