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<h1 class="file-heading">File: src\render\GLShaderManager.ts</h1>
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<pre class="code prettyprint linenums">
/**
* GLSL ES Shaders are used for WebGL rendering.
* ShaderPair objects encapsulate GLSL ES vertex and fragment shader programs.
* ShaderPairs contain the GLSL code, provide an interface to uniforms and attributes, and have the ability to link and compile the shaders.
* The ShaderManager keeps track of each ShaderPair, and controls which one is bound for use at any particular time.
* Only the ShaderManager can create ShaderPairs. When a renderer (see note on renderes below) requests a ShaderPair the ShaderManager will either
* 1) Return a reference to an already instantiated ShaderPair, and set the GL state to use the shader program or
* 2) Return a reference to a new ShaderPair, which will be linked and compiled and bound for use.
* All ShaderPairs must be housed as properties of the Kiwi.Shaders object.
*
* Kiwi.Renderer objects use a ShaderPair to draw.
* They must request a ShaderPair from the ShaderManager.
* Many renderers may use the same ShaderPair.
* Some renderers may at different times use multiple ShaderPairs (only one is possible at any given time)
*
* @module Kiwi
* @submodule Shaders
* @main Shaders
* @namespace Kiwi.Shaders
*/
module Kiwi.Shaders {
/**
* Manages all WebGL Shaders. Maintains a list of ShaderPairs
*
* Provides an interface for using a specific ShaderPair, adding new ShaderPairs, and requesting a reference to a ShaderPair instance.
* Renderes use shaderPairs to draw. Multiple renderers may use the same compiled shader program.
* This Manager ensures only one compiled instance of each program is created
* @class ShaderManager
* @extends IRenderer
* @constructor
* @return {Kiwi.Shaders.ShaderManager}
*/
export class ShaderManager {
constructor() {}
/**
* An object containing a set of properties each of which references a ShaderPair.
* @property _shaderPairs
* @type Object
* @private
*/
private _shaderPairs: any = {};
/**
* The shader program that is currently set to be used useing gl.useProgram.
* @property currentShader
* @type Array
* @private
*/
public get currentShader(): ShaderPair {
return this._currentShader;
}
private _currentShader: ShaderPair;
/**
* Sets up a default shaderPair.
* @method init
* @param {WebGLRenderingContext} gl
* @param {String} defaultShaderID
* @public
*/
public init(gl: WebGLRenderingContext, defaultShaderID: string) {
this._currentShader = this.requestShader(gl, defaultShaderID);
}
/**
* Provides a reference to a ShaderPair. If the requested ShaderPair exists as a property on the _shaderPairs object it will be returned if already loaded,
* otherwise it will be loaded, then returned.
*
* If the request is not on the list, the Kiwi.Shaders object will be checked for a property name that matches shaderID and a new ShaderPair
* will be instantiated, loaded, and set for use.
* @method requestShader
* @param {WebGLRenderingContext} gl
* @param {String} shaderID
* @param {boolean} use
* @return {Kiwi.Shaders.ShaderPair} a ShaderPair instance - null on fail
* @public
*/
public requestShader(gl: WebGLRenderingContext,shaderID: string,use:boolean = true):ShaderPair {
var shader: ShaderPair;
//in list already?
if (shaderID in this._shaderPairs) {
shader = this._shaderPairs[shaderID];
if (!shader.loaded) {
this._loadShader(gl, shader);
}
if(use)
this._useShader(gl, shader);
return shader;
} else {
//not in list, does it exist?
if ( this.shaderExists(gl, shaderID) ) {
shader = this._addShader(gl, shaderID);
this._loadShader(gl, shader);
if(use)
this._useShader(gl, shader);
return shader;
} else {
Kiwi.Log.log("Shader " + shaderID + " does not exist.", '#renderer', '#webgl');
}
}
//unsuccessful request
return null;
}
/**
* Tests to see if a ShaderPair property named ShaderID exists on Kiwi.Shaders. Can be used to test for the availability of specific shaders (for fallback)
* @method shaderExists
* @param {WebGLRenderingContext} gl
* @param {String} shaderID
* @return {Boolean} success
* @public
*/
public shaderExists(gl: WebGLRenderingContext, shaderID: string):boolean {
return shaderID in Kiwi.Shaders;
}
/**
* Creates a new instance of a ShaderPair and adds a reference to the _shaderPairs object
* @method _addShader
* @param {WebGLRenderingContext} gl
* @param {String} shaderID
* @return {Kiwi.Shaders.ShaderPair}
* @private
*/
private _addShader(gl: WebGLRenderingContext, shaderID: string):ShaderPair {
this._shaderPairs[shaderID] = new Kiwi.Shaders[shaderID]();
return this._shaderPairs[shaderID];
}
/**
* Tells a ShaderPair to load (compile and link)
* @method _loadShader
* @param {WebGLRenderingContext} gl
* @param {Kiwi.Shaders.ShaderPair} shader
* @private
*/
private _loadShader(gl: WebGLRenderingContext,shader:ShaderPair) {
shader.init(gl);
}
/**
* Changes gl state so that the shaderProgram contined in a ShaderPir is bound for use
* @method _useShader
* @param {WebGLRenderingContext} gl
* @param {Kiwi.Shaders.ShaderPair} shader
* @private
*/
private _useShader(gl: WebGLRenderingContext, shader: ShaderPair) {
if (shader !== this._currentShader) {
this._currentShader = shader;
}
gl.useProgram(shader.shaderProgram);
}
}
}
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