/*
* File: TextureShader.js
* Subclass from SimpleShader
* Implements a Textured ShaderProgram object.
*/
/*jslint node: true, vars: true */
/*global gEngine: false, SimpleShader: false */
/* find out more about jslint: http://www.jslint.com/help.html */
"use strict"; // Operate in Strict mode such that variables must be declared before used!
//<editor-fold desc="constructor">
/**
* Default Constructor<p>
* Implements a Textured ShaderProgram object.
* @param {string} vertexShaderPath filepath of the Vertex Shader.
* @param {string} fragmentShaderPath filepath of the Fragment Shader.
* @returns {TextureShader} An intsnace of TextureShader.
* @class TextureShader
*/
function TextureShader(vertexShaderPath, fragmentShaderPath) {
// Call super class constructor
SimpleShader.call(this, vertexShaderPath, fragmentShaderPath); // call SimpleShader constructor
// reference to aTextureCoordinate within the shader
this.mShaderTextureCoordAttribute = null;
this.mSamplerRef = null; // reference to the uSampler, when using only texture,
// this is not necessary, with NormalMap, we must do this.
// get the reference of uSampler and aTextureCoordinate within the shader
var gl = gEngine.Core.getGL();
this.mSamplerRef = gl.getUniformLocation(this.mCompiledShader, "uSampler");
this.mShaderTextureCoordAttribute = gl.getAttribLocation(this.mCompiledShader, "aTextureCoordinate");
}
// get all the prototype functions from SimpleShader
gEngine.Core.inheritPrototype(TextureShader, SimpleShader);
//</editor-fold>
// <editor-fold desc="Public Methods">
/**
* Activate the shader for rendering.
* @param {float[]} pixelColor [R, G, B, A] Sets the shader pixel color.
* @param {Camera} aCamera Camera to draw to
* @returns {void}
* @memberOf TextureShader
*/
TextureShader.prototype.activateShader = function (pixelColor, aCamera) {
// first call the super class's activate
SimpleShader.prototype.activateShader.call(this, pixelColor, aCamera);
// now our own functionality: enable texture coordinate array
var gl = gEngine.Core.getGL();
gl.bindBuffer(gl.ARRAY_BUFFER, gEngine.VertexBuffer.getGLTexCoordRef());
gl.enableVertexAttribArray(this.mShaderTextureCoordAttribute);
gl.vertexAttribPointer(this.mShaderTextureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
gl.uniform1i(this.mSamplerRef, 0); // <-- binds to texture unit 0
gl.uniform1i(this.mUseGlobalLight, true);
};
//</editor-fold>