|
| 1 | +var Resources = require('./resources'); |
| 2 | +var GL = require('./GL'); |
| 3 | + |
| 4 | +var ResourceManager = function (gl) |
| 5 | +{ |
| 6 | + this.gl = gl; |
| 7 | + /* Maybe add pooling here */ |
| 8 | + this.shaderCache = {}; |
| 9 | +}; |
| 10 | + |
| 11 | +ResourceManager.prototype.constructor = ResourceManager; |
| 12 | + |
| 13 | +ResourceManager.prototype = { |
| 14 | + |
| 15 | + createRenderTarget: function (width, height, colorBuffer, depthStencilBuffer) |
| 16 | + { |
| 17 | + var gl = this.gl; |
| 18 | + var framebufferObject = gl.createFramebuffer(); |
| 19 | + var depthStencilRenderbufferObject = null; |
| 20 | + var colorRenderbufferObject = null; |
| 21 | + var complete = 0; |
| 22 | + |
| 23 | + gl.bindFramebuffer(GL.FRAMEBUFFER, framebufferObject) |
| 24 | + |
| 25 | + if (depthStencilBuffer !== undefined && depthStencilBuffer !== null) |
| 26 | + { |
| 27 | + depthStencilBuffer.isRenderTexture = true; |
| 28 | + gl.framebufferTexture2D(GL.FRAMEBUFFER, GL.DEPTH_STENCIL_ATTACHMENT, GL.TEXTURE_2D, depthStencilBuffer.texture, depthStencilBuffer.mipLevel); |
| 29 | + } |
| 30 | + else |
| 31 | + { |
| 32 | + depthStencilRenderbufferObject = gl.createRenderbuffer(); |
| 33 | + gl.bindRenderbuffer(GL.RENDERBUFFER, depthStencilRenderbufferObject); |
| 34 | + gl.renderbufferStorage(GL.RENDERBUFFER, GL.DEPTH_STENCIL, width, height); |
| 35 | + gl.framebufferRenderbuffer(GL.FRAMEBUFFER, GL.DEPTH_STENCIL_ATTACHMENT, GL.RENDERBUFFER, depthStencilRenderbufferObject); |
| 36 | + } |
| 37 | + |
| 38 | + if (colorBuffer !== undefined && colorBuffer !== null) |
| 39 | + { |
| 40 | + colorBuffer.isRenderTexture = true; |
| 41 | + gl.framebufferTexture2D(GL.FRAMEBUFFER, GL.COLOR_ATTACHMENT0, GL.TEXTURE_2D, colorBuffer.texture, colorBuffer.mipLevel); |
| 42 | + } |
| 43 | + else |
| 44 | + { |
| 45 | + colorRenderbufferObject = gl.createRenderbuffer(); |
| 46 | + gl.bindRenderbuffer(GL.RENDERBUFFER, colorRenderbufferObject); |
| 47 | + gl.renderbufferStorage(GL.RENDERBUFFER, GL.RGBA4, width, height); |
| 48 | + gl.framebufferRenderbuffer(GL.FRAMEBUFFER, GL.COLOR_ATTACHMENT0, GL.RENDERBUFFER, colorRenderbufferObject); |
| 49 | + } |
| 50 | + |
| 51 | + complete = gl.checkFramebufferStatus(GL.FRAMEBUFFER); |
| 52 | + |
| 53 | + if (complete !== GL.FRAMEBUFFER_COMPLETE) |
| 54 | + { |
| 55 | + var errors = { |
| 56 | + 36054: 'Incomplete Attachment', |
| 57 | + 36055: 'Missing Attachment', |
| 58 | + 36057: 'Incomplete Dimensions', |
| 59 | + 36061: 'Framebuffer Unsupported' |
| 60 | + }; |
| 61 | + |
| 62 | + throw new Error('Framebuffer incomplete. Framebuffer status: ' + errors[complete]); |
| 63 | + } |
| 64 | + |
| 65 | + gl.bindFramebuffer(GL.FRAMEBUFFER, null); |
| 66 | + |
| 67 | + return new Resources.RenderTarget( |
| 68 | + framebufferObject, |
| 69 | + width, height, |
| 70 | + (colorBuffer === undefined ? null : colorBuffer), |
| 71 | + (depthStencilBuffer === undefined ? null : depthStencilBuffer) |
| 72 | + ); |
| 73 | + }, |
| 74 | + |
| 75 | + createBuffer: function (target, initialDataOrSize, bufferUsage) |
| 76 | + { |
| 77 | + var gl = this.gl; |
| 78 | + var bufferObject = gl.createBuffer(); |
| 79 | + gl.bindBuffer(target, bufferObject); |
| 80 | + gl.bufferData(target, initialDataOrSize, bufferUsage); |
| 81 | + |
| 82 | + switch (target) |
| 83 | + { |
| 84 | + case GL.ARRAY_BUFFER: |
| 85 | + return new Resources.VertexBuffer(gl, bufferObject); |
| 86 | + case GL.ELEMENT_ARRAY_BUFFER: |
| 87 | + return new Resources.IndexBuffer(gl, bufferObject); |
| 88 | + default: |
| 89 | + throw new Error('Invalid Buffer Target'); |
| 90 | + } |
| 91 | + |
| 92 | + return null; |
| 93 | + }, |
| 94 | + |
| 95 | + createTexture: function (mipLevel, minFilter, magFilter, wrapT, wrapS, format, pixels, width, height) |
| 96 | + { |
| 97 | + var gl = this.gl; |
| 98 | + var texture = gl.createTexture(); |
| 99 | + |
| 100 | + gl.bindTexture(GL.TEXTURE_2D, texture); |
| 101 | + gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MIN_FILTER, minFilter); |
| 102 | + gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MAG_FILTER, magFilter); |
| 103 | + gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_WRAP_S, wrapS); |
| 104 | + gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_WRAP_T, wrapT); |
| 105 | + |
| 106 | + if (pixels === null || pixels === undefined) |
| 107 | + { |
| 108 | + gl.texImage2D(GL.TEXTURE_2D, mipLevel, format, width, height, 0, format, GL.UNSIGNED_BYTE, null); |
| 109 | + } |
| 110 | + else |
| 111 | + { |
| 112 | + gl.texImage2D(GL.TEXTURE_2D, mipLevel, format, format, GL.UNSIGNED_BYTE, pixels); |
| 113 | + width = pixels.width; |
| 114 | + height = pixels.height; |
| 115 | + } |
| 116 | + |
| 117 | + return new Resources.Texture(texture, width, height); |
| 118 | + }, |
| 119 | + |
| 120 | + createShader: function (shaderName, shaderSources) |
| 121 | + { |
| 122 | + if (!(shaderName in this.shaderCache)) |
| 123 | + { |
| 124 | + var gl = this.gl; |
| 125 | + var program = gl.createProgram(); |
| 126 | + var vertShader = gl.createShader(GL.VERTEX_SHADER); |
| 127 | + var fragShader = gl.createShader(GL.FRAGMENT_SHADER); |
| 128 | + var error; |
| 129 | + var shader; |
| 130 | + |
| 131 | + gl.shaderSource(vertShader, shaderSources.vert); |
| 132 | + gl.shaderSource(fragShader, shaderSources.frag); |
| 133 | + |
| 134 | + gl.compileShader(vertShader); |
| 135 | + gl.compileShader(fragShader); |
| 136 | + |
| 137 | + error = gl.getShaderInfoLog(vertShader); |
| 138 | + |
| 139 | + if (error.length > 0) |
| 140 | + { |
| 141 | + throw new Error('Vertex Shader Compilation Error.\n' + error); |
| 142 | + } |
| 143 | + |
| 144 | + error = gl.getShaderInfoLog(fragShader); |
| 145 | + |
| 146 | + if (error.length > 0) |
| 147 | + { |
| 148 | + throw new Error('Fragment Shader Compilation Error.\n' + error); |
| 149 | + } |
| 150 | + |
| 151 | + gl.attachShader(program, vertShader); |
| 152 | + gl.attachShader(program, fragShader); |
| 153 | + gl.linkProgram(program); |
| 154 | + |
| 155 | + error = gl.getProgramParameter(program, GL.LINK_STATUS); |
| 156 | + |
| 157 | + if (error === 0) |
| 158 | + { |
| 159 | + error = gl.getProgramInfoLog(program); |
| 160 | + |
| 161 | + throw new Error('Program Linking Error.\n' + error); |
| 162 | + } |
| 163 | + |
| 164 | + shader = new Resources.Shader(shaderName, gl, program, vertShader, fragShader); |
| 165 | + this.shaderCache[shaderName] = shader; |
| 166 | + return shader; |
| 167 | + } |
| 168 | + else |
| 169 | + { |
| 170 | + return this.shaderCache[shaderName]; |
| 171 | + } |
| 172 | + }, |
| 173 | + |
| 174 | + createOutputStage: function () |
| 175 | + { |
| 176 | + var outputStage = new Resources.OutputStage(); |
| 177 | + |
| 178 | + outputStage.setDefaultDepthStencilState(); |
| 179 | + outputStage.setNoBlending(); |
| 180 | + |
| 181 | + return outputStage; |
| 182 | + }, |
| 183 | + |
| 184 | + deleteShader: function (shader) |
| 185 | + { |
| 186 | + var storedShader = this.shaderCache[shader.name] |
| 187 | + var gl = this.gl; |
| 188 | + if (storedShader !== undefined) |
| 189 | + { |
| 190 | + delete this.shaderCache; |
| 191 | + } |
| 192 | + gl.deleteShader(shader.vertexShader); |
| 193 | + gl.deleteShader(shader.fragmentShader); |
| 194 | + gl.deleteProgram(shader.program); |
| 195 | + shader.vertexShader = null; |
| 196 | + shader.fragmentShader = null; |
| 197 | + shader.program = null; |
| 198 | + shader.name = null; |
| 199 | + }, |
| 200 | + |
| 201 | + deleteBuffer: function (buffer) |
| 202 | + { |
| 203 | + var gl = this.gl; |
| 204 | + |
| 205 | + gl.deleteBuffer(buffer.bufferObject); |
| 206 | + } |
| 207 | + |
| 208 | +}; |
| 209 | + |
| 210 | +module.exports = ResourceManager; |
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