mirror of
https://github.com/tiennm99/fbird.git
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323 lines
12 KiB
JavaScript
Vendored
323 lines
12 KiB
JavaScript
Vendored
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011-2012 cocos2d-x.org
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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/**
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* cc.shaderCache is a singleton object that stores manages GL shaders
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* @class
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* @name cc.shaderCache
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*/
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cc.shaderCache = /** @lends cc.shaderCache# */{
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/**
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* @public
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* @constant
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* @type {Number}
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*/
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TYPE_POSITION_TEXTURECOLOR: 0,
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/**
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* @public
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* @constant
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* @type {Number}
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*/
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TYPE_POSITION_TEXTURECOLOR_ALPHATEST: 1,
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/**
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* @public
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* @constant
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* @type {Number}
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*/
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TYPE_POSITION_COLOR: 2,
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/**
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* @public
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* @constant
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* @type {Number}
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*/
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TYPE_POSITION_TEXTURE: 3,
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/**
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* @public
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* @constant
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* @type {Number}
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*/
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TYPE_POSITION_TEXTURE_UCOLOR: 4,
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/**
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* @public
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* @constant
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* @type {Number}
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*/
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TYPE_POSITION_TEXTURE_A8COLOR: 5,
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/**
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* @public
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* @constant
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* @type {Number}
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*/
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TYPE_POSITION_UCOLOR: 6,
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/**
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* @public
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* @constant
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* @type {Number}
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*/
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TYPE_POSITION_LENGTH_TEXTURECOLOR: 7,
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/**
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* @public
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* @constant
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* @type {Number}
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*/
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TYPE_SPRITE_POSITION_TEXTURECOLOR: 8,
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/**
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* @public
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* @constant
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* @type {Number}
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*/
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TYPE_SPRITE_POSITION_TEXTURECOLOR_ALPHATEST: 9,
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/**
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* @public
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* @constant
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* @type {Number}
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*/
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TYPE_SPRITE_POSITION_COLOR: 10,
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/**
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* @public
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* @constant
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* @type {Number}
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*/
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TYPE_SPRITE_POSITION_TEXTURECOLOR_GRAY: 11,
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/**
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* @public
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* @constant
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* @type {Number}
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*/
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TYPE_MAX: 11,
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_keyMap: [
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cc.SHADER_POSITION_TEXTURECOLOR,
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cc.SHADER_POSITION_TEXTURECOLORALPHATEST,
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cc.SHADER_POSITION_COLOR,
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cc.SHADER_POSITION_TEXTURE,
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cc.SHADER_POSITION_TEXTURE_UCOLOR,
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cc.SHADER_POSITION_TEXTUREA8COLOR,
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cc.SHADER_POSITION_UCOLOR,
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cc.SHADER_POSITION_LENGTHTEXTURECOLOR,
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cc.SHADER_SPRITE_POSITION_TEXTURECOLOR,
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cc.SHADER_SPRITE_POSITION_TEXTURECOLORALPHATEST,
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cc.SHADER_SPRITE_POSITION_COLOR,
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cc.SHADER_SPRITE_POSITION_TEXTURECOLOR_GRAY
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],
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_programs: {},
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_init: function () {
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this.loadDefaultShaders();
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return true;
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},
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_loadDefaultShader: function (program, type) {
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switch (type) {
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case cc.SHADER_POSITION_TEXTURECOLOR:
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program.initWithVertexShaderByteArray(cc.SHADER_POSITION_TEXTURE_COLOR_VERT, cc.SHADER_POSITION_TEXTURE_COLOR_FRAG);
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program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
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program.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
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program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
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break;
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case cc.SHADER_SPRITE_POSITION_TEXTURECOLOR:
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program.initWithVertexShaderByteArray(cc.SHADER_SPRITE_POSITION_TEXTURE_COLOR_VERT, cc.SHADER_POSITION_TEXTURE_COLOR_FRAG);
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program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
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program.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
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program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
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break;
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case cc.SHADER_SPRITE_POSITION_TEXTURECOLOR_GRAY:
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program.initWithVertexShaderByteArray(cc.SHADER_SPRITE_POSITION_TEXTURE_COLOR_VERT, cc.SHADER_SPRITE_POSITION_TEXTURE_COLOR_GRAY_FRAG);
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program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
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program.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
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program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
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break;
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case cc.SHADER_POSITION_TEXTURECOLORALPHATEST:
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program.initWithVertexShaderByteArray(cc.SHADER_POSITION_TEXTURE_COLOR_VERT, cc.SHADER_POSITION_TEXTURE_COLOR_ALPHATEST_FRAG);
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program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
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program.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
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program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
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break;
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case cc.SHADER_SPRITE_POSITION_TEXTURECOLORALPHATEST:
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program.initWithVertexShaderByteArray(cc.SHADER_SPRITE_POSITION_TEXTURE_COLOR_VERT, cc.SHADER_POSITION_TEXTURE_COLOR_ALPHATEST_FRAG);
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program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
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program.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
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program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
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break;
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case cc.SHADER_POSITION_COLOR:
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program.initWithVertexShaderByteArray(cc.SHADER_POSITION_COLOR_VERT, cc.SHADER_POSITION_COLOR_FRAG);
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program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
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program.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
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break;
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case cc.SHADER_SPRITE_POSITION_COLOR:
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program.initWithVertexShaderByteArray(cc.SHADER_SPRITE_POSITION_COLOR_VERT, cc.SHADER_POSITION_COLOR_FRAG);
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program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
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program.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
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break;
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case cc.SHADER_POSITION_TEXTURE:
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program.initWithVertexShaderByteArray(cc.SHADER_POSITION_TEXTURE_VERT, cc.SHADER_POSITION_TEXTURE_FRAG);
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program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
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program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
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break;
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case cc.SHADER_POSITION_TEXTURE_UCOLOR:
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program.initWithVertexShaderByteArray(cc.SHADER_POSITION_TEXTURE_UCOLOR_VERT, cc.SHADER_POSITION_TEXTURE_UCOLOR_FRAG);
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program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
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program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
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break;
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case cc.SHADER_POSITION_TEXTUREA8COLOR:
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program.initWithVertexShaderByteArray(cc.SHADER_POSITION_TEXTURE_A8COLOR_VERT, cc.SHADER_POSITION_TEXTURE_A8COLOR_FRAG);
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program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
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program.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
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program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
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break;
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case cc.SHADER_POSITION_UCOLOR:
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program.initWithVertexShaderByteArray(cc.SHADER_POSITION_UCOLOR_VERT, cc.SHADER_POSITION_UCOLOR_FRAG);
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program.addAttribute("aVertex", cc.VERTEX_ATTRIB_POSITION);
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break;
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case cc.SHADER_POSITION_LENGTHTEXTURECOLOR:
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program.initWithVertexShaderByteArray(cc.SHADER_POSITION_COLOR_LENGTH_TEXTURE_VERT, cc.SHADER_POSITION_COLOR_LENGTH_TEXTURE_FRAG);
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program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
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program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
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program.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
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break;
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default:
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cc.log("cocos2d: cc.shaderCache._loadDefaultShader, error shader type");
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return;
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}
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program.link();
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program.updateUniforms();
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//cc.checkGLErrorDebug();
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},
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/**
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* loads the default shaders
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*/
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loadDefaultShaders: function () {
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for (var i = 0; i < this.TYPE_MAX; ++i) {
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var key = this._keyMap[i];
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this.programForKey(key);
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}
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},
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/**
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* reload the default shaders
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*/
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reloadDefaultShaders: function () {
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// reset all programs and reload them
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// Position Texture Color shader
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var program = this.programForKey(cc.SHADER_POSITION_TEXTURECOLOR);
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program.reset();
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this._loadDefaultShader(program, cc.SHADER_POSITION_TEXTURECOLOR);
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// Sprite Position Texture Color shader
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program = this.programForKey(cc.SHADER_SPRITE_POSITION_TEXTURECOLOR);
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program.reset();
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this._loadDefaultShader(program, cc.SHADER_SPRITE_POSITION_TEXTURECOLOR);
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// Position Texture Color alpha test
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program = this.programForKey(cc.SHADER_POSITION_TEXTURECOLORALPHATEST);
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program.reset();
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this._loadDefaultShader(program, cc.SHADER_POSITION_TEXTURECOLORALPHATEST);
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// Sprite Position Texture Color alpha shader
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program = this.programForKey(cc.SHADER_SPRITE_POSITION_TEXTURECOLORALPHATEST);
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program.reset();
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this._loadDefaultShader(program, cc.SHADER_SPRITE_POSITION_TEXTURECOLORALPHATEST);
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//
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// Position, Color shader
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//
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program = this.programForKey(cc.SHADER_POSITION_COLOR);
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program.reset();
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this._loadDefaultShader(program, cc.SHADER_POSITION_COLOR);
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//
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// Position Texture shader
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//
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program = this.programForKey(cc.SHADER_POSITION_TEXTURE);
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program.reset();
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this._loadDefaultShader(program, cc.SHADER_POSITION_TEXTURE);
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//Position Texture Gray shader
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program = this.programForKey(cc.SHADER_SPRITE_POSITION_TEXTURE_COLOR_GRAY_FRAG);
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program.reset();
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this._loadDefaultShader(program, cc.SHADER_SPRITE_POSITION_TEXTURE_COLOR_GRAY_FRAG);
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//
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// Position, Texture attribs, 1 Color as uniform shader
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//
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program = this.programForKey(cc.SHADER_POSITION_TEXTURE_UCOLOR);
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program.reset();
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this._loadDefaultShader(program, cc.SHADER_POSITION_TEXTURE_UCOLOR);
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//
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// Position Texture A8 Color shader
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//
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program = this.programForKey(cc.SHADER_POSITION_TEXTUREA8COLOR);
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program.reset();
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this._loadDefaultShader(program, cc.SHADER_POSITION_TEXTUREA8COLOR);
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//
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// Position and 1 color passed as a uniform (to similate glColor4ub )
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//
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program = this.programForKey(cc.SHADER_POSITION_UCOLOR);
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program.reset();
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this._loadDefaultShader(program, cc.SHADER_POSITION_UCOLOR);
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},
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/**
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* returns a GL program for a given key
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* @param {String} key
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*/
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programForKey: function (key) {
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if (!this._programs[key]) {
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var program = new cc.GLProgram();
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this._loadDefaultShader(program, key);
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this._programs[key] = program;
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}
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return this._programs[key];
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},
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/**
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* returns a GL program for a shader name
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* @param {String} shaderName
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* @return {cc.GLProgram}
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*/
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getProgram: function (shaderName) {
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return this.programForKey(shaderName);
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},
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/**
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* adds a CCGLProgram to the cache for a given name
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* @param {cc.GLProgram} program
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* @param {String} key
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*/
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addProgram: function (program, key) {
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this._programs[key] = program;
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}
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};
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