shadow-function
Version:
ioing lib - shadow Function, worker Function
323 lines (294 loc) • 12.7 kB
JavaScript
/****************************************************************************
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2011-2012 cocos2d-x.org
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
/**
* cc.shaderCache is a singleton object that stores manages GL shaders
* @class
* @name cc.shaderCache
*/
cc.shaderCache = /** @lends cc.shaderCache# */{
/**
* @public
* @constant
* @type {Number}
*/
TYPE_POSITION_TEXTURECOLOR: 0,
/**
* @public
* @constant
* @type {Number}
*/
TYPE_POSITION_TEXTURECOLOR_ALPHATEST: 1,
/**
* @public
* @constant
* @type {Number}
*/
TYPE_POSITION_COLOR: 2,
/**
* @public
* @constant
* @type {Number}
*/
TYPE_POSITION_TEXTURE: 3,
/**
* @public
* @constant
* @type {Number}
*/
TYPE_POSITION_TEXTURE_UCOLOR: 4,
/**
* @public
* @constant
* @type {Number}
*/
TYPE_POSITION_TEXTURE_A8COLOR: 5,
/**
* @public
* @constant
* @type {Number}
*/
TYPE_POSITION_UCOLOR: 6,
/**
* @public
* @constant
* @type {Number}
*/
TYPE_POSITION_LENGTH_TEXTURECOLOR: 7,
/**
* @public
* @constant
* @type {Number}
*/
TYPE_SPRITE_POSITION_TEXTURECOLOR: 8,
/**
* @public
* @constant
* @type {Number}
*/
TYPE_SPRITE_POSITION_TEXTURECOLOR_ALPHATEST: 9,
/**
* @public
* @constant
* @type {Number}
*/
TYPE_SPRITE_POSITION_COLOR: 10,
/**
* @public
* @constant
* @type {Number}
*/
TYPE_SPRITE_POSITION_TEXTURECOLOR_GRAY: 11,
/**
* @public
* @constant
* @type {Number}
*/
TYPE_MAX: 11,
_keyMap: [
cc.SHADER_POSITION_TEXTURECOLOR,
cc.SHADER_POSITION_TEXTURECOLORALPHATEST,
cc.SHADER_POSITION_COLOR,
cc.SHADER_POSITION_TEXTURE,
cc.SHADER_POSITION_TEXTURE_UCOLOR,
cc.SHADER_POSITION_TEXTUREA8COLOR,
cc.SHADER_POSITION_UCOLOR,
cc.SHADER_POSITION_LENGTHTEXTURECOLOR,
cc.SHADER_SPRITE_POSITION_TEXTURECOLOR,
cc.SHADER_SPRITE_POSITION_TEXTURECOLORALPHATEST,
cc.SHADER_SPRITE_POSITION_COLOR,
cc.SHADER_SPRITE_POSITION_TEXTURECOLOR_GRAY
],
_programs: {},
_init: function () {
this.loadDefaultShaders();
return true;
},
_loadDefaultShader: function (program, type) {
switch (type) {
case cc.SHADER_POSITION_TEXTURECOLOR:
program.initWithVertexShaderByteArray(cc.SHADER_POSITION_TEXTURE_COLOR_VERT, cc.SHADER_POSITION_TEXTURE_COLOR_FRAG);
program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
program.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
break;
case cc.SHADER_SPRITE_POSITION_TEXTURECOLOR:
program.initWithVertexShaderByteArray(cc.SHADER_SPRITE_POSITION_TEXTURE_COLOR_VERT, cc.SHADER_POSITION_TEXTURE_COLOR_FRAG);
program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
program.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
break;
case cc.SHADER_SPRITE_POSITION_TEXTURECOLOR_GRAY:
program.initWithVertexShaderByteArray(cc.SHADER_SPRITE_POSITION_TEXTURE_COLOR_VERT, cc.SHADER_SPRITE_POSITION_TEXTURE_COLOR_GRAY_FRAG);
program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
program.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
break;
case cc.SHADER_POSITION_TEXTURECOLORALPHATEST:
program.initWithVertexShaderByteArray(cc.SHADER_POSITION_TEXTURE_COLOR_VERT, cc.SHADER_POSITION_TEXTURE_COLOR_ALPHATEST_FRAG);
program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
program.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
break;
case cc.SHADER_SPRITE_POSITION_TEXTURECOLORALPHATEST:
program.initWithVertexShaderByteArray(cc.SHADER_SPRITE_POSITION_TEXTURE_COLOR_VERT, cc.SHADER_POSITION_TEXTURE_COLOR_ALPHATEST_FRAG);
program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
program.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
break;
case cc.SHADER_POSITION_COLOR:
program.initWithVertexShaderByteArray(cc.SHADER_POSITION_COLOR_VERT, cc.SHADER_POSITION_COLOR_FRAG);
program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
program.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
break;
case cc.SHADER_SPRITE_POSITION_COLOR:
program.initWithVertexShaderByteArray(cc.SHADER_SPRITE_POSITION_COLOR_VERT, cc.SHADER_POSITION_COLOR_FRAG);
program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
program.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
break;
case cc.SHADER_POSITION_TEXTURE:
program.initWithVertexShaderByteArray(cc.SHADER_POSITION_TEXTURE_VERT, cc.SHADER_POSITION_TEXTURE_FRAG);
program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
break;
case cc.SHADER_POSITION_TEXTURE_UCOLOR:
program.initWithVertexShaderByteArray(cc.SHADER_POSITION_TEXTURE_UCOLOR_VERT, cc.SHADER_POSITION_TEXTURE_UCOLOR_FRAG);
program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
break;
case cc.SHADER_POSITION_TEXTUREA8COLOR:
program.initWithVertexShaderByteArray(cc.SHADER_POSITION_TEXTURE_A8COLOR_VERT, cc.SHADER_POSITION_TEXTURE_A8COLOR_FRAG);
program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
program.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
break;
case cc.SHADER_POSITION_UCOLOR:
program.initWithVertexShaderByteArray(cc.SHADER_POSITION_UCOLOR_VERT, cc.SHADER_POSITION_UCOLOR_FRAG);
program.addAttribute("aVertex", cc.VERTEX_ATTRIB_POSITION);
break;
case cc.SHADER_POSITION_LENGTHTEXTURECOLOR:
program.initWithVertexShaderByteArray(cc.SHADER_POSITION_COLOR_LENGTH_TEXTURE_VERT, cc.SHADER_POSITION_COLOR_LENGTH_TEXTURE_FRAG);
program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
program.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
break;
default:
cc.log("cocos2d: cc.shaderCache._loadDefaultShader, error shader type");
return;
}
program.link();
program.updateUniforms();
//cc.checkGLErrorDebug();
},
/**
* loads the default shaders
*/
loadDefaultShaders: function () {
for (var i = 0; i < this.TYPE_MAX; ++i) {
var key = this._keyMap[i];
this.programForKey(key);
}
},
/**
* reload the default shaders
*/
reloadDefaultShaders: function () {
// reset all programs and reload them
// Position Texture Color shader
var program = this.programForKey(cc.SHADER_POSITION_TEXTURECOLOR);
program.reset();
this._loadDefaultShader(program, cc.SHADER_POSITION_TEXTURECOLOR);
// Sprite Position Texture Color shader
program = this.programForKey(cc.SHADER_SPRITE_POSITION_TEXTURECOLOR);
program.reset();
this._loadDefaultShader(program, cc.SHADER_SPRITE_POSITION_TEXTURECOLOR);
// Position Texture Color alpha test
program = this.programForKey(cc.SHADER_POSITION_TEXTURECOLORALPHATEST);
program.reset();
this._loadDefaultShader(program, cc.SHADER_POSITION_TEXTURECOLORALPHATEST);
// Sprite Position Texture Color alpha shader
program = this.programForKey(cc.SHADER_SPRITE_POSITION_TEXTURECOLORALPHATEST);
program.reset();
this._loadDefaultShader(program, cc.SHADER_SPRITE_POSITION_TEXTURECOLORALPHATEST);
//
// Position, Color shader
//
program = this.programForKey(cc.SHADER_POSITION_COLOR);
program.reset();
this._loadDefaultShader(program, cc.SHADER_POSITION_COLOR);
//
// Position Texture shader
//
program = this.programForKey(cc.SHADER_POSITION_TEXTURE);
program.reset();
this._loadDefaultShader(program, cc.SHADER_POSITION_TEXTURE);
//Position Texture Gray shader
program = this.programForKey(cc.SHADER_SPRITE_POSITION_TEXTURE_COLOR_GRAY_FRAG);
program.reset();
this._loadDefaultShader(program, cc.SHADER_SPRITE_POSITION_TEXTURE_COLOR_GRAY_FRAG);
//
// Position, Texture attribs, 1 Color as uniform shader
//
program = this.programForKey(cc.SHADER_POSITION_TEXTURE_UCOLOR);
program.reset();
this._loadDefaultShader(program, cc.SHADER_POSITION_TEXTURE_UCOLOR);
//
// Position Texture A8 Color shader
//
program = this.programForKey(cc.SHADER_POSITION_TEXTUREA8COLOR);
program.reset();
this._loadDefaultShader(program, cc.SHADER_POSITION_TEXTUREA8COLOR);
//
// Position and 1 color passed as a uniform (to similate glColor4ub )
//
program = this.programForKey(cc.SHADER_POSITION_UCOLOR);
program.reset();
this._loadDefaultShader(program, cc.SHADER_POSITION_UCOLOR);
},
/**
* returns a GL program for a given key
* @param {String} key
*/
programForKey: function (key) {
if (!this._programs[key]) {
var program = new cc.GLProgram();
this._loadDefaultShader(program, key);
this._programs[key] = program;
}
return this._programs[key];
},
/**
* returns a GL program for a shader name
* @param {String} shaderName
* @return {cc.GLProgram}
*/
getProgram: function (shaderName) {
return this.programForKey(shaderName);
},
/**
* adds a CCGLProgram to the cache for a given name
* @param {cc.GLProgram} program
* @param {String} key
*/
addProgram: function (program, key) {
this._programs[key] = program;
}
};