
Fixed issue where alpha not being set correctly in canvas spriteBatch Fixed issue where previous stage events did not get removed correctly
328 lines
10 KiB
HTML
328 lines
10 KiB
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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">
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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PIXI.WebGLShaderManager = function(gl)
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{
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this.maxAttibs = 10;
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this.attribState = [];
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this.tempAttribState = [];
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for (var i = 0; i < this.maxAttibs; i++) {
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this.attribState[i] = false;
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}
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this.setContext(gl);
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// the final one is used for the rendering strips
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//this.stripShader = new PIXI.StripShader(gl);
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};
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PIXI.WebGLShaderManager.prototype.setContext = function(gl)
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{
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this.gl = gl;
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// the next one is used for rendering primatives
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this.primitiveShader = new PIXI.PrimitiveShader(gl);
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// this shader is used for the default sprite rendering
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this.defaultShader = new PIXI.PixiShader(gl);
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// this shader is used for the fast sprite rendering
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this.fastShader = new PIXI.PixiFastShader(gl);
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this.activateShader(this.defaultShader);
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};
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PIXI.WebGLShaderManager.prototype.setAttribs = function(attribs)
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{
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// reset temp state
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var i;
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for (i = 0; i < this.tempAttribState.length; i++)
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{
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this.tempAttribState[i] = false;
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}
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// set the new attribs
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for (i = 0; i < attribs.length; i++)
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{
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var attribId = attribs[i];
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this.tempAttribState[attribId] = true;
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}
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var gl = this.gl;
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for (i = 0; i < this.attribState.length; i++)
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{
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if(this.attribState[i] !== this.tempAttribState[i])
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{
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this.attribState[i] = this.tempAttribState[i];
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if(this.tempAttribState[i])
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{
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gl.enableVertexAttribArray(i);
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}
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else
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{
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gl.disableVertexAttribArray(i);
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}
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}
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}
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// console.log(this.tempAttribState)
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};
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PIXI.WebGLShaderManager.prototype.activateShader = function(shader)
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{
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//if(this.currentShader == shader)return;
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this.currentShader = shader;
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// console.log(shader.program)
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this.gl.useProgram(shader.program);
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this.setAttribs(shader.attributes);
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// console.log(shader.attributes)
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};
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PIXI.WebGLShaderManager.prototype.activatePrimitiveShader = function()
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{
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var gl = this.gl;
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gl.useProgram(this.primitiveShader.program);
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this.setAttribs(this.primitiveShader.attributes);
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};
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PIXI.WebGLShaderManager.prototype.deactivatePrimitiveShader = function()
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{
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var gl = this.gl;
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gl.useProgram(this.defaultShader.program);
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this.setAttribs(this.defaultShader.attributes);
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};
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PIXI.WebGLShaderManager.prototype.destroy = function()
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{
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this.attribState = null;
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this.tempAttribState = null;
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this.primitiveShader.destroy();
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this.defaultShader.destroy();
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this.fastShader.destroy();
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this.gl = null;
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};
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</pre>
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