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/** * ShaderLoader.js v1.0 * An asynchronous shader loader for WebGL using AJAX with jQuery. * * Copyright (c) 2013 - 2014 Andre Cruz / http://andre-cruz.com * * 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. */ /* * Dependencies: jQuery * Documentation: https://github.com/codecruzer/webgl-shader-loader-js */ var SHADER_LOADER = SHADER_LOADER || {}; /** * Loads all shaders from an external file that are included in the * DOM as script elements. See comments in ShaderLoader.js for documentation. * * @param {Function} Callback invoked when all shaders have loaded with signature * function (data) {} */ SHADER_LOADER.load = function (options, onShadersLoaded) { /** * Checks if there are any shaders still pending to load. * If there are none remaining, then invoke the onShadersLoaded * callback. * */ var checkForRemaining = function () { if (unloadedRemaining <= 0 && onShadersLoaded) { onShadersLoaded(loadedShaders); } } /** * Loads an external shader file asynchronously using AJAX * * @param {Object} The shader script tag from the DOM * @param {String} The type of shader [vertex|fragment] */ var loadShaderFile = function (shaderElement, type) { /** * Processes a shader that comes back from * the AJAX and stores it in the Shaders * Object for later on * * @param {Object} The jQuery XHR object * @param {String} The response text, e.g. success, error */ var onComplete = function onComplete(jqXHR, textStatus) { --unloadedRemaining; if (!loadedShaders[name]) { loadedShaders[name] = { vertex: "", fragment: "" }; } loadedShaders[name][type] = jqXHR.responseText; checkForRemaining(); } // var element = $(shaderElement); // var url = element.data("src"); // var name = element.data("name"); var url = shaderElement.src; var name = shaderElement.name; $.ajax( { url: url, dataType: "text", context: { name: name, type: type }, complete: onComplete } ); } /************************ * Load the shaders here * ************************/ var loadedShaders = {}; // Get all of the shaders from the DOM // var vertexShaders = $('script[type="x-shader/x-vertex"]'); // var fragmentShaders = $('script[type="x-shader/x-fragment"]'); var unloadedRemaining = options.vertexShaders.length + options.fragmentShaders.length; // Load vertex shaders var shader; var i, shaderCount; for (i = 0, shaderCount = options.vertexShaders.length; i < shaderCount; ++i) { shader = options.vertexShaders[i]; loadShaderFile(shader, "vertex"); } // Load fragment shaders for (i = 0, shaderCount = options.fragmentShaders.length; i < shaderCount; ++i) { shader = options.fragmentShaders[i]; loadShaderFile(shader, "fragment"); } // Check if we're still waiting for any shaders to load, in case they already // finished or if there were none. checkForRemaining(); }