mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 22:52:14 +00:00
Deferred renderer added to Light Layer
This commit is contained in:
parent
2955df2f4f
commit
679bbefff8
7 changed files with 337 additions and 13 deletions
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@ -1,4 +1,4 @@
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var CHECKSUM = {
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build: 'b28c18c0-7cff-11e7-b7e1-779245c06136'
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build: '6ff2d290-7d5b-11e7-a786-3d8b38c88055'
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};
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module.exports = CHECKSUM;
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@ -1,9 +1,160 @@
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var DeferredRenderer = function (renderer, src, interpolationPercentage, camera)
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var DeferredRenderer = function (renderer, lightLayer, interpolationPercentage, camera)
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{
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var spriteList = lightLayer.sprites;
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var length = spriteList.length;
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var batch = renderer.spriteBatch;
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var gl = renderer.gl;
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if (this.renderMask !== this.renderFlags)
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{
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return;
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}
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if (renderer.currentRenderer !== null)
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{
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renderer.currentRenderer.flush();
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}
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batch.bind(lightLayer.gBufferShaderPass);
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batch.indexBufferObject.bind();
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lightLayer.updateLights(renderer, camera, this.lightPassShader);
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gl.bindFramebuffer(gl.FRAMEBUFFER, lightLayer.gBufferFbo);
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gl.clearColor(0, 0, 0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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for (var index = 0; index < length; ++index)
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{
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var spriteNormalPair = spriteList[index];
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var gameObject = spriteNormalPair.spriteRef;
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/* Inlined function of add sprite modified. */
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{
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var tempMatrix = batch.tempMatrix;
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var frame = gameObject.frame;
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var forceFlipY = (frame.texture.source[frame.sourceIndex].glTexture.isRenderTexture ? true : false);
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var flipX = gameObject.flipX;
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var flipY = gameObject.flipY ^ forceFlipY;
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var vertexDataBuffer = batch.vertexDataBuffer;
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var vertexBufferObjectF32 = vertexDataBuffer.floatView;
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var vertexBufferObjectU32 = vertexDataBuffer.uintView;
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var vertexOffset = 0;
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var uvs = frame.uvs;
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var width = frame.width * (flipX ? -1 : 1);
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var height = frame.height * (flipY ? -1 : 1);
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var translateX = gameObject.x - camera.scrollX * gameObject.scrollFactorX;
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var translateY = gameObject.y - camera.scrollY * gameObject.scrollFactorY;
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var scaleX = gameObject.scaleX;
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var scaleY = gameObject.scaleY;
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var rotation = -gameObject.rotation;
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var tempMatrixMatrix = tempMatrix.matrix;
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var x = -gameObject.displayOriginX + frame.x + ((frame.width) * (flipX ? 1 : 0.0));
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var y = -gameObject.displayOriginY + frame.y + ((frame.height) * (flipY ? 1 : 0.0));
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var xw = x + width;
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var yh = y + height;
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var cameraMatrix = camera.matrix.matrix;
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var mva, mvb, mvc, mvd, mve, mvf, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3;
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var sra, srb, src, srd, sre, srf, cma, cmb, cmc, cmd, cme, cmf;
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var alphaTL = gameObject._alphaTL;
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var alphaTR = gameObject._alphaTR;
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var alphaBL = gameObject._alphaBL;
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var alphaBR = gameObject._alphaBR;
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var tintTL = gameObject._tintTL;
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var tintTR = gameObject._tintTR;
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var tintBL = gameObject._tintBL;
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var tintBR = gameObject._tintBR;
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tempMatrix.applyITRS(translateX, translateY, rotation, scaleX, scaleY);
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sra = tempMatrixMatrix[0];
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srb = tempMatrixMatrix[1];
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src = tempMatrixMatrix[2];
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srd = tempMatrixMatrix[3];
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sre = tempMatrixMatrix[4];
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srf = tempMatrixMatrix[5];
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cma = cameraMatrix[0];
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cmb = cameraMatrix[1];
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cmc = cameraMatrix[2];
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cmd = cameraMatrix[3];
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cme = cameraMatrix[4];
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cmf = cameraMatrix[5];
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mva = sra * cma + srb * cmc;
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mvb = sra * cmb + srb * cmd;
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mvc = src * cma + srd * cmc;
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mvd = src * cmb + srd * cmd;
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mve = sre * cma + srf * cmc + cme;
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mvf = sre * cmb + srf * cmd + cmf;
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tx0 = x * mva + y * mvc + mve;
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ty0 = x * mvb + y * mvd + mvf;
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tx1 = x * mva + yh * mvc + mve;
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ty1 = x * mvb + yh * mvd + mvf;
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tx2 = xw * mva + yh * mvc + mve;
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ty2 = xw * mvb + yh * mvd + mvf;
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tx3 = xw * mva + y * mvc + mve;
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ty3 = xw * mvb + y * mvd + mvf;
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if (renderer.currentTexture[0] !== frame.texture.source[frame.sourceIndex].glTexture ||
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renderer.currentTexture[1] !== spriteNormalPair.normalTextureRef.source[spriteNormalPair.spriteRef.frame.sourceIndex].glTexture)
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{
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batch.flush(lightLayer.gBufferShaderPass, lightLayer.renderTarget);
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renderer.setTexture(frame.texture.source[frame.sourceIndex].glTexture, 0);
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renderer.setTexture(spriteNormalPair.normalTextureRef.source[spriteNormalPair.spriteRef.frame.sourceIndex].glTexture, 1);
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}
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batch.drawIndexed = true;
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batch.drawingMesh = false;
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vertexOffset = vertexDataBuffer.allocate(24);
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batch.elementCount += 6;
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// Top Left
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vertexBufferObjectF32[vertexOffset++] = tx0;
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vertexBufferObjectF32[vertexOffset++] = ty0;
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vertexBufferObjectF32[vertexOffset++] = uvs.x0;
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vertexBufferObjectF32[vertexOffset++] = uvs.y0;
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vertexBufferObjectU32[vertexOffset++] = tintTL;
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vertexBufferObjectF32[vertexOffset++] = alphaTL;
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// Bottom Left
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vertexBufferObjectF32[vertexOffset++] = tx1;
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vertexBufferObjectF32[vertexOffset++] = ty1;
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vertexBufferObjectF32[vertexOffset++] = uvs.x1;
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vertexBufferObjectF32[vertexOffset++] = uvs.y1;
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vertexBufferObjectU32[vertexOffset++] = tintBL;
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vertexBufferObjectF32[vertexOffset++] = alphaBL;
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// Bottom Right
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vertexBufferObjectF32[vertexOffset++] = tx2;
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vertexBufferObjectF32[vertexOffset++] = ty2;
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vertexBufferObjectF32[vertexOffset++] = uvs.x2;
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vertexBufferObjectF32[vertexOffset++] = uvs.y2;
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vertexBufferObjectU32[vertexOffset++] = tintBR;
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vertexBufferObjectF32[vertexOffset++] = alphaBR;
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// Top Right
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vertexBufferObjectF32[vertexOffset++] = tx3;
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vertexBufferObjectF32[vertexOffset++] = ty3;
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vertexBufferObjectF32[vertexOffset++] = uvs.x3;
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vertexBufferObjectF32[vertexOffset++] = uvs.y3;
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vertexBufferObjectU32[vertexOffset++] = tintTR;
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vertexBufferObjectF32[vertexOffset++] = alphaTR;
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}
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}
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batch.flush(lightLayer.gBufferShaderPass, lightLayer.renderTarget);
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renderer.setTexture({texture: lightLayer.gBufferColorTex}, 0);
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renderer.setTexture({texture: lightLayer.gBufferNormalTex}, 1);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.useProgram(lightLayer.lightPassShader.program);
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gl.bindBuffer(gl.ARRAY_BUFFER, lightLayer.lightPassVBO);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 2, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT, 0);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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batch.bind();
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};
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module.exports = DeferredRenderer;
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@ -16,7 +16,7 @@ var ForwardRenderer = function (renderer, lightLayer, interpolationPercentage, c
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batch.bind(lightLayer.passShader);
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batch.indexBufferObject.bind();
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lightLayer.updateLights(renderer, camera);
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lightLayer.updateLights(renderer, camera, this.passShader);
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for (var index = 0; index < length; ++index)
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{
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@ -34,11 +34,11 @@ var LightLayer = new Class({
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GameObject.call(this, scene, 'LightLayer');
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var resourceManager = scene.game.renderer.resourceManager;
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var deferred = WebGLSupportedExtensions.has('WEBGL_draw_buffers');
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this.renderer = scene.game.renderer;
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this.passShader = null;
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this.gl = null;
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this.deferred = WebGLSupportedExtensions.has('WEBGL_draw_buffers');
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this.ambientLightColorR = 0.0;
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this.ambientLightColorG = 0.0;
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this.ambientLightColorB = 0.0;
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@ -49,7 +49,7 @@ var LightLayer = new Class({
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this.lightsLocations = [];
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this._z = 0;
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if (resourceManager !== undefined && !this.deferred)
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if (resourceManager !== undefined && !deferred)
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{
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this.gl = scene.game.renderer.gl;
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this.passShader = resourceManager.createShader('Phong2DShaderForward', {vert: TexturedAndNormalizedTintedShader.vert, frag: `
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};
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}
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}
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else
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{
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Const.MAX_LIGHTS = 100;
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var gl = this.gl = scene.game.renderer.gl;
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this.ext = scene.game.renderer.getExtension('WEBGL_draw_buffers');
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this.gBufferShaderPass = resourceManager.createShader('GBufferShader', {vert: TexturedAndNormalizedTintedShader.vert, frag: `
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#extension GL_EXT_draw_buffers : require
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precision mediump float;
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uniform vec2 uResolution;
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uniform sampler2D uMainTexture;
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uniform sampler2D uNormTexture;
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varying vec2 v_tex_coord;
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varying vec3 v_color;
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varying float v_alpha;
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void main()
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{
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vec4 spriteColor = texture2D(uMainTexture, v_tex_coord) * vec4(v_color, v_alpha);
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vec3 spriteNormal = texture2D(uNormTexture, v_tex_coord).rgb;
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gl_FragData[0] = spriteColor;
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gl_FragData[1] = vec4(spriteNormal, spriteColor.a);
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}
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`});
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this.lightPassShader = resourceManager.createShader('Phong2DShaderDeferred', {
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vert: `
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precision mediump float;
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attribute vec2 vertexPosition;
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void main()
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{
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gl_Position = vec4(vertexPosition, 0.0, 1.0);
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}
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`,
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frag: `
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precision mediump float;
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struct Light
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{
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vec3 position;
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vec3 color;
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float attenuation;
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};
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uniform vec2 uResolution;
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uniform sampler2D uGbufferColor;
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uniform sampler2D uGbufferNormal;
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uniform vec3 uAmbientLightColor;
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uniform Light uLights[` + Const.MAX_LIGHTS + `];
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void main()
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{
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vec2 uv = vec2(gl_FragCoord.xy / uResolution);
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vec3 finalColor = vec3(0.0, 0.0, 0.0);
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vec4 gbColor = texture2D(uGbufferColor, uv);
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vec3 gbNormal = texture2D(uGbufferNormal, uv).rgb;
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vec3 normal = normalize(vec3(gbNormal * 2.0 - 1.0));
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for (int index = 0; index < ` + Const.MAX_LIGHTS + `; ++index)
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{
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Light light = uLights[index];
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float lightY = uResolution.y - light.position.y;
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vec3 lightDir = vec3((vec2(light.position.x, lightY) / uResolution) - uv, light.position.z);
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vec3 lightNormal = normalize(lightDir);
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float distToSurf = length(lightDir);
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float diffuseFactor = max(dot(normal, lightNormal), 0.0);
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float attenuation = 1.0 / (1.0 + light.attenuation * (distToSurf * distToSurf));
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vec3 diffuse = light.color * gbColor.rgb * diffuseFactor;
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finalColor += attenuation * diffuse;
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}
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gl_FragColor = vec4(uAmbientLightColor + finalColor, gbColor.a);
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}
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`});
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this.lightPassVBO = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, this.lightPassVBO);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, 7, -1, -1, 7, -1]), gl.STATIC_DRAW);
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this.uMainTextureLoc = this.gBufferShaderPass.getUniformLocation('uMainTexture');
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this.uNormTextureLoc = this.gBufferShaderPass.getUniformLocation('uNormTexture');
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this.gBufferShaderPass.setConstantInt1(this.uMainTextureLoc, 0);
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this.gBufferShaderPass.setConstantInt1(this.uNormTextureLoc, 1);
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this.ambientLightColorLoc = this.lightPassShader.getUniformLocation('uAmbientLightColor');
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this.uResolutionLoc = this.lightPassShader.getUniformLocation('uResolution');
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this.uGbufferColorLoc = this.lightPassShader.getUniformLocation('uGbufferColor');
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this.uGbufferNormalLoc = this.lightPassShader.getUniformLocation('uGbufferNormal');
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this.lightPassShader.setConstantInt1(this.uGbufferColorLoc, 0);
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this.lightPassShader.setConstantInt1(this.uGbufferNormalLoc, 1);
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this.gBufferShaderPass.bindAttribLocation(0, 'v_tex_coord');
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this.gBufferShaderPass.bindAttribLocation(1, 'v_color');
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this.gBufferShaderPass.bindAttribLocation(2, 'v_alpha');
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this.lightPassShader.bindAttribLocation(0, 'vertexPosition');
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for (var index = 0; index < Const.MAX_LIGHTS; ++index)
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{
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this.lightsLocations[index] = {
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position: this.lightPassShader.getUniformLocation('uLights[' + index + '].position'),
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color: this.lightPassShader.getUniformLocation('uLights[' + index + '].color'),
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attenuation: this.lightPassShader.getUniformLocation('uLights[' + index + '].attenuation')
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};
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}
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/* Setup render targets */
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this.gBufferFbo = gl.createFramebuffer();
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this.gBufferColorTex = gl.createTexture();
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this.gBufferNormalTex = gl.createTexture();
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.gBufferFbo);
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gl.bindTexture(gl.TEXTURE_2D, this.gBufferColorTex);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, scene.game.renderer.width, scene.game.renderer.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.bindTexture(gl.TEXTURE_2D, this.gBufferNormalTex);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, scene.game.renderer.width, scene.game.renderer.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, this.ext.COLOR_ATTACHMENT0_WEBGL, gl.TEXTURE_2D, this.gBufferColorTex, 0);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, this.ext.COLOR_ATTACHMENT1_WEBGL, gl.TEXTURE_2D, this.gBufferNormalTex, 0);
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this.ext.drawBuffersWEBGL([this.ext.COLOR_ATTACHMENT0_WEBGL, this.ext.COLOR_ATTACHMENT1_WEBGL]);
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var complete = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
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if (complete !== gl.FRAMEBUFFER_COMPLETE)
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{
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var errors = {
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36054: 'Incomplete Attachment',
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36055: 'Missing Attachment',
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36057: 'Incomplete Dimensions',
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36061: 'Framebuffer Unsupported'
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};
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throw new Error('Framebuffer incomplete. Framebuffer status: ' + errors[complete]);
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}
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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}
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this.setOrigin(0, 0);
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},
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@ -138,6 +286,16 @@ var LightLayer = new Class({
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return Const.MAX_LIGHTS;
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},
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getLightCount: function ()
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{
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return this.lights.length;
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},
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isDeferred: function ()
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{
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return WebGLSupportedExtensions.has('WEBGL_draw_buffers');
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},
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/* This will probably be removed later */
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addSprite: function (sprite, normalTexture)
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{
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@ -202,7 +360,7 @@ var LightLayer = new Class({
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}
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},
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updateLights: function(renderer, camera)
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updateLights: function(renderer, camera, shader)
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{
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if (this.gl !== null)
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{
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@ -210,11 +368,10 @@ var LightLayer = new Class({
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var lights = this.lights;
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var length = lights.length;
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var gl = this.gl;
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var passShader = this.passShader;
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var point = {x: 0, y: 0};
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passShader.setConstantFloat2(this.uResolutionLoc, renderer.width, renderer.height);
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passShader.setConstantFloat3(this.ambientLightColorLoc, this.ambientLightColorR, this.ambientLightColorG, this.ambientLightColorB);
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shader.setConstantFloat2(this.uResolutionLoc, renderer.width, renderer.height);
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shader.setConstantFloat3(this.ambientLightColorLoc, this.ambientLightColorR, this.ambientLightColorG, this.ambientLightColorB);
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TempMatrix.applyITRS(camera.x, camera.y, camera.rotation, camera.zoom, camera.zoom);
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@ -222,9 +379,9 @@ var LightLayer = new Class({
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{
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var light = lights[index];
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TempMatrix.transformPoint(light.x, light.y, point);
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passShader.setConstantFloat3(locations[index].position, point.x - (camera.scrollX * light.scrollFactorX), point.y - (camera.scrollY * light.scrollFactorY), light.z);
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passShader.setConstantFloat3(locations[index].color, light.r, light.g, light.b);
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passShader.setConstantFloat1(locations[index].attenuation, light.attenuation);
|
||||
shader.setConstantFloat3(locations[index].position, point.x - (camera.scrollX * light.scrollFactorX), point.y - (camera.scrollY * light.scrollFactorY), light.z);
|
||||
shader.setConstantFloat3(locations[index].color, light.r, light.g, light.b);
|
||||
shader.setConstantFloat1(locations[index].attenuation, light.attenuation);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -56,6 +56,7 @@ var WebGLRenderer = new Class({
|
|||
this.blendModes = [];
|
||||
this.gl = null;
|
||||
this.extensions = null;
|
||||
this.extensionList = {};
|
||||
this.rendererArray = [];
|
||||
this.blitterBatch = null;
|
||||
this.aaQuadBatch = null;
|
||||
|
@ -170,6 +171,15 @@ var WebGLRenderer = new Class({
|
|||
return this;
|
||||
},
|
||||
|
||||
getExtension: function (name)
|
||||
{
|
||||
if (!(name in this.extensionList))
|
||||
{
|
||||
this.extensionList[name] = this.gl.getExtension(name);
|
||||
}
|
||||
return this.extensionList[name];
|
||||
},
|
||||
|
||||
createTexture: function (source, width, height)
|
||||
{
|
||||
width = source ? source.width : width;
|
||||
|
|
|
@ -7,7 +7,7 @@ var WebGLSupportedExtensions = (function () {
|
|||
|
||||
has: function (name)
|
||||
{
|
||||
return false; //extensionList.indexOf(name) >= 0;
|
||||
return extensionList.indexOf(name) >= 0;
|
||||
}
|
||||
|
||||
};
|
||||
|
|
|
@ -13,6 +13,12 @@ var Shader = new Class({
|
|||
this.name = name;
|
||||
},
|
||||
|
||||
bindAttribLocation: function (index, name)
|
||||
{
|
||||
this.gl.bindAttribLocation(this.program, index, name);
|
||||
|
||||
},
|
||||
|
||||
getUniformLocation: function (name)
|
||||
{
|
||||
return this.gl.getUniformLocation(this.program, name);
|
||||
|
|
Loading…
Reference in a new issue