phaser/src/renderer/webgl/WebGLShader.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../utils/Class');
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var Utils = require('./Utils');
var WEBGL_CONST = require('./const');
/**
* @classdesc
* TODO
*
* @class WebGLShader
* @memberof Phaser.Renderer.WebGL
* @constructor
* @since 3.50.0
*
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* @param {Phaser.Renderer.WebGL.WebGLPipeline} pipeline - The WebGLPipeline to which this Shader belongs.
* @param {string} name - The name of this Shader.
* @param {string} vertexShader - The vertex shader source code as a single string.
* @param {string} fragmentShader - The fragment shader source code as a single string.
* @param {Phaser.Types.Renderer.WebGL.WebGLPipelineAttributesConfig[]} attributes - An array of attributes.
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* @param {string[]} [uniforms] - An array of shader uniform names that will be looked-up to get the locations for.
*/
var WebGLShader = new Class({
initialize:
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function WebGLShader (pipeline, name, vertexShader, fragmentShader, attributes, uniforms)
{
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/**
* A reference to the WebGLPipeline that owns this Shader.
*
* A Shader class can only belong to a single pipeline.
*
* @name Phaser.Renderer.WebGL.WebGLShader#pipeline
* @type {Phaser.Renderer.WebGL.WebGLPipeline}
* @since 3.50.0
*/
this.pipeline = pipeline;
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/**
* The name of this shader.
*
* @name Phaser.Renderer.WebGL.WebGLShader#name
* @type {string}
* @since 3.50.0
*/
this.name = name;
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/**
* A reference to the WebGLRenderer instance.
*
* @name Phaser.Renderer.WebGL.WebGLShader#renderer
* @type {Phaser.Renderer.WebGL.WebGLRenderer}
* @since 3.50.0
*/
this.renderer = pipeline.renderer;
/**
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* A reference to the WebGL Rendering Context the WebGL Renderer is using.
*
* @name Phaser.Renderer.WebGL.WebGLShader#gl
* @type {WebGLRenderingContext}
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* @since 3.50.0
*/
this.gl = this.renderer.gl;
/**
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* The WebGLProgram created from the vertex and fragment shaders.
*
* @name Phaser.Renderer.WebGL.WebGLShader#program
* @type {WebGLProgram}
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* @since 3.50.0
*/
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this.program = this.renderer.createProgram(vertexShader, fragmentShader);
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/**
* Array of objects that describe the vertex attributes.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#attributes
* @type {Phaser.Types.Renderer.WebGL.WebGLPipelineAttribute[]}
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* @since 3.50.0
*/
this.attributes;
/**
* The amount of vertex attribute components of 32 bit length.
*
* @name Phaser.Renderer.WebGL.WebGLShader#vertexComponentCount
* @type {integer}
* @since 3.50.0
*/
this.vertexComponentCount = 0;
/**
* The size, in bytes, of a single vertex.
*
* This is derived by adding together all of the vertex attributes.
*
* For example, the Multi Pipeline has the following attributes:
*
* inPosition - (size 2 x gl.FLOAT) = 8
* inTexCoord - (size 2 x gl.FLOAT) = 8
* inTexId - (size 1 x gl.FLOAT) = 4
* inTintEffect - (size 1 x gl.FLOAT) = 4
* inTint - (size 4 x gl.UNSIGNED_BYTE) = 4
*
* The total is 8 + 8 + 4 + 4 + 4 = 28, which is the default for this property.
*
* This is calculated automatically during the `createAttributes` method.
*
* @name Phaser.Renderer.WebGL.WebGLShader#vertexSize
* @type {integer}
* @readonly
* @since 3.50.0
*/
this.vertexSize = 0;
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/**
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* The uniforms that this shader requires, as set via the configuration object.
*
* This is an object that maps the uniform names to their WebGL location.
*
* It is populated with their locations via the `setUniformLocations` method.
*
* @name Phaser.Renderer.WebGL.WebGLShader#uniforms
* @type {Phaser.Types.Renderer.WebGL.WebGLPipelineUniformsConfig}
* @since 3.50.0
*/
this.uniforms = {};
this.createAttributes(attributes);
if (uniforms)
{
this.setUniformLocations(uniforms);
}
},
/**
* Takes the vertex attributes array and parses it, creating the resulting array that is stored
* in this shaders `attributes` property, calculating the offset, normalization and location
* in the process.
*
* @method Phaser.Renderer.WebGL.WebGLShader#createAttributes
* @since 3.50.0
*
* @param {Phaser.Types.Renderer.WebGL.WebGLPipelineAttributesConfig[]} attributes - An array of attributes configs.
*/
createAttributes: function (attributes)
{
var count = 0;
var offset = 0;
var result = [];
this.vertexComponentCount = 0;
for (var i = 0; i < attributes.length; i++)
{
var element = attributes[i];
var name = element.name;
var size = element.size; // i.e. 1 for a float, 2 for a vec2, 4 for a vec4, etc
var type = element.type.enum; // The GLenum
var typeSize = element.type.size; // The size in bytes of the type
var normalized = (element.normalized) ? true : false;
result.push({
name: name,
size: size,
type: type,
normalized: normalized,
offset: offset,
enabled: false,
location: -1
});
if (typeSize === 4)
{
count += size;
}
else
{
count++;
}
offset += size * typeSize;
}
this.vertexSize = offset;
this.vertexComponentCount = count;
this.attributes = result;
},
/**
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* Sets the program this shader uses as being the active shader in the WebGL Renderer.
*
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* Then, if the parent pipeline model-view-projection is dirty, sets the uniform matrix4
* values for each.
*
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* This method is called every time the parent pipeline is made the current active pipeline.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#bind
* @since 3.50.0
*
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* @return {this} This WebGLShader instance.
*/
bind: function (reset)
{
this.renderer.setProgram(this.program);
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var pipeline = this.pipeline;
if (pipeline.mvpDirty)
{
this.setMatrix4fv('uModelMatrix', false, pipeline.modelMatrix.val);
this.setMatrix4fv('uViewMatrix', false, pipeline.viewMatrix.val);
this.setMatrix4fv('uProjectionMatrix', false, pipeline.projectionMatrix.val);
pipeline.mvpDirty = false;
}
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// this.setAttribPointers(reset);
return this;
},
/**
* Sets the vertex attribute pointers.
*
* This should only be called after the vertex buffer has been bound.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#setAttribPointers
* @since 3.50.0
*
* @param {boolean} [reset=false] - Reset the vertex attribute locations?
*
* @return {this} This WebGLShader instance.
*/
setAttribPointers: function (reset)
{
if (reset === undefined) { reset = false; }
var gl = this.gl;
var vertexSize = this.vertexSize;
var attributes = this.attributes;
var program = this.program;
for (var i = 0; i < attributes.length; i++)
{
var element = attributes[i];
var size = element.size;
var type = element.type;
var offset = element.offset;
var enabled = element.enabled;
var location = element.location;
var normalized = (element.normalized) ? true : false;
if (reset)
{
var attribLocation = gl.getAttribLocation(program, element.name);
if (attribLocation >= 0)
{
gl.enableVertexAttribArray(attribLocation);
gl.vertexAttribPointer(attribLocation, size, type, normalized, vertexSize, offset);
element.enabled = true;
element.location = attribLocation;
}
else if (attribLocation !== -1)
{
gl.disableVertexAttribArray(attribLocation);
}
}
else if (enabled)
{
gl.vertexAttribPointer(location, size, type, normalized, vertexSize, offset);
}
else if (!enabled && location > -1)
{
gl.disableVertexAttribArray(location);
element.location = -1;
}
}
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return this;
},
/**
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* Sets up the `WebGLShader.uniforms` object, populating it with the names
* and locations of the shader uniforms this shader requires.
*
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* This method is called automatically when this class is created.
*
* @method Phaser.Renderer.WebGL.WebGLShader#setUniformLocations
* @since 3.50.0
*
* @param {string[]} uniformNames - An array of the uniform names to get the locations for.
*
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* @return {this} This WebGLShader instance.
*/
setUniformLocations: function (uniformNames)
{
var gl = this.gl;
var program = this.program;
var uniforms = this.uniforms;
for (var i = 0; i < uniformNames.length; i++)
{
var name = uniformNames[i];
var location = gl.getUniformLocation(program, name);
if (location !== null)
{
uniforms[name] = location;
}
}
return this;
},
/**
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* Sets a 1f uniform value based on the given name on this shader.
*
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* This shader program must be currently active. You can safely call this method from
* pipeline methods such as `bind`, `onBind` and batch related calls.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#set1f
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number} x - The new value of the `float` uniform.
*
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* @return {this} This WebGLShader instance.
*/
set1f: function (name, x)
{
this.gl.uniform1f(this.uniforms[name], x);
return this;
},
/**
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* Sets a 2f uniform value based on the given name on this shader.
*
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* This shader program must be currently active. You can safely call this method from
* pipeline methods such as `bind`, `onBind` and batch related calls.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#set2f
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number} x - The new X component of the `vec2` uniform.
* @param {number} y - The new Y component of the `vec2` uniform.
*
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* @return {this} This WebGLShader instance.
*/
set2f: function (name, x, y)
{
this.gl.uniform2f(this.uniforms[name], x, y);
return this;
},
/**
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* Sets a 3f uniform value based on the given name on this shader.
*
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* This shader program must be currently active. You can safely call this method from
* pipeline methods such as `bind`, `onBind` and batch related calls.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#set3f
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number} x - The new X component of the `vec3` uniform.
* @param {number} y - The new Y component of the `vec3` uniform.
* @param {number} z - The new Z component of the `vec3` uniform.
*
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* @return {this} This WebGLShader instance.
*/
set3f: function (name, x, y, z)
{
this.gl.uniform3f(this.uniforms[name], x, y, z);
return this;
},
/**
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* Sets a 4f uniform value based on the given name on this shader.
*
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* This shader program must be currently active. You can safely call this method from
* pipeline methods such as `bind`, `onBind` and batch related calls.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#set4f
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number} x - X component of the uniform
* @param {number} y - Y component of the uniform
* @param {number} z - Z component of the uniform
* @param {number} w - W component of the uniform
*
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* @return {this} This WebGLShader instance.
*/
set4f: function (name, x, y, z, w)
{
this.gl.uniform4f(this.uniforms[name], x, y, z, w);
return this;
},
/**
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* Sets a 1fv uniform value based on the given name on this shader.
*
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* This shader program must be currently active. You can safely call this method from
* pipeline methods such as `bind`, `onBind` and batch related calls.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#set1fv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
*
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* @return {this} This WebGLShader instance.
*/
set1fv: function (name, arr)
{
this.gl.uniform1fv(this.uniforms[name], arr);
return this;
},
/**
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* Sets a 2fv uniform value based on the given name on this shader.
*
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* This shader program must be currently active. You can safely call this method from
* pipeline methods such as `bind`, `onBind` and batch related calls.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#set2fv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
*
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* @return {this} This WebGLShader instance.
*/
set2fv: function (name, arr)
{
this.gl.uniform2fv(this.uniforms[name], arr);
return this;
},
/**
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* Sets a 3fv uniform value based on the given name on this shader.
*
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* This shader program must be currently active. You can safely call this method from
* pipeline methods such as `bind`, `onBind` and batch related calls.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#set3fv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
*
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* @return {this} This WebGLShader instance.
*/
set3fv: function (name, arr)
{
this.gl.uniform3fv(this.uniforms[name], arr);
return this;
},
/**
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* Sets a 4fv uniform value based on the given name on this shader.
*
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* This shader program must be currently active. You can safely call this method from
* pipeline methods such as `bind`, `onBind` and batch related calls.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#set4fv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
*
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* @return {this} This WebGLShader instance.
*/
set4fv: function (name, arr)
{
this.gl.uniform4fv(this.uniforms[name], arr);
return this;
},
/**
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* Sets a 1iv uniform value based on the given name on this shader.
*
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* This shader program must be currently active. You can safely call this method from
* pipeline methods such as `bind`, `onBind` and batch related calls.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#set1iv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
*
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* @return {this} This WebGLShader instance.
*/
set1iv: function (name, arr)
{
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this.gl.uniform1iv(this.uniforms[name], arr);
return this;
},
/**
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* Sets a 2iv uniform value based on the given name on this shader.
*
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* This shader program must be currently active. You can safely call this method from
* pipeline methods such as `bind`, `onBind` and batch related calls.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#set2iv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
*
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* @return {this} This WebGLShader instance.
*/
set2iv: function (name, arr)
{
this.gl.uniform2iv(this.uniforms[name], arr);
return this;
},
/**
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* Sets a 3iv uniform value based on the given name on this shader.
*
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* This shader program must be currently active. You can safely call this method from
* pipeline methods such as `bind`, `onBind` and batch related calls.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#set3iv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
*
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* @return {this} This WebGLShader instance.
*/
set3iv: function (name, arr)
{
this.gl.uniform3iv(this.uniforms[name], arr);
return this;
},
/**
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* Sets a 4iv uniform value based on the given name on this shader.
*
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* This shader program must be currently active. You can safely call this method from
* pipeline methods such as `bind`, `onBind` and batch related calls.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#set4iv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
*
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* @return {this} This WebGLShader instance.
*/
set4iv: function (name, arr)
{
this.gl.uniform4iv(this.uniforms[name], arr);
return this;
},
/**
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* Sets a 1i uniform value based on the given name on this shader.
*
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* This shader program must be currently active. You can safely call this method from
* pipeline methods such as `bind`, `onBind` and batch related calls.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#set1i
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {integer} x - The new value of the `int` uniform.
*
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* @return {this} This WebGLShader instance.
*/
set1i: function (name, x)
{
this.gl.uniform1i(this.uniforms[name], x);
return this;
},
/**
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* Sets a 2i uniform value based on the given name on this shader.
*
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* This shader program must be currently active. You can safely call this method from
* pipeline methods such as `bind`, `onBind` and batch related calls.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#set2i
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {integer} x - The new X component of the `ivec2` uniform.
* @param {integer} y - The new Y component of the `ivec2` uniform.
*
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* @return {this} This WebGLShader instance.
*/
set2i: function (name, x, y)
{
this.gl.uniform2i(this.uniforms[name], x, y);
return this;
},
/**
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* Sets a 3i uniform value based on the given name on this shader.
*
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* This shader program must be currently active. You can safely call this method from
* pipeline methods such as `bind`, `onBind` and batch related calls.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#set3i
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {integer} x - The new X component of the `ivec3` uniform.
* @param {integer} y - The new Y component of the `ivec3` uniform.
* @param {integer} z - The new Z component of the `ivec3` uniform.
*
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* @return {this} This WebGLShader instance.
*/
set3i: function (name, x, y, z)
{
this.gl.uniform3i(this.uniforms[name], x, y, z);
return this;
},
/**
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* Sets a 4i uniform value based on the given name on this shader.
*
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* This shader program must be currently active. You can safely call this method from
* pipeline methods such as `bind`, `onBind` and batch related calls.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#set4i
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {integer} x - X component of the uniform
* @param {integer} y - Y component of the uniform
* @param {integer} z - Z component of the uniform
* @param {integer} w - W component of the uniform
*
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* @return {this} This WebGLShader instance.
*/
set4i: function (name, x, y, z, w)
{
this.gl.uniform4i(this.uniforms[name], x, y, z, w);
return this;
},
/**
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* Sets a matrix 2fv uniform value based on the given name on this shader.
*
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* This shader program must be currently active. You can safely call this method from
* pipeline methods such as `bind`, `onBind` and batch related calls.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#setMatrix2fv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {boolean} transpose - Whether to transpose the matrix. Should be `false`.
* @param {number[]|Float32Array} matrix - The new values for the `mat2` uniform.
*
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* @return {this} This WebGLShader instance.
*/
setMatrix2fv: function (name, transpose, matrix)
{
this.gl.uniformMatrix2fv(this.uniforms[name], transpose, matrix);
return this;
},
/**
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* Sets a matrix 3fv uniform value based on the given name on this shader.
*
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* This shader program must be currently active. You can safely call this method from
* pipeline methods such as `bind`, `onBind` and batch related calls.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#setMatrix3fv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {boolean} transpose - Whether to transpose the matrix. Should be `false`.
* @param {Float32Array} matrix - The new values for the `mat3` uniform.
*
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* @return {this} This WebGLShader instance.
*/
setMatrix3fv: function (name, transpose, matrix)
{
this.gl.uniformMatrix3fv(this.uniforms[name], transpose, matrix);
return this;
},
/**
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* Sets a matrix 4fv uniform value based on the given name on this shader.
*
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* This shader program must be currently active. You can safely call this method from
* pipeline methods such as `bind`, `onBind` and batch related calls.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#setMatrix4fv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {boolean} transpose - Should the matrix be transpose
* @param {Float32Array} matrix - Matrix data
*
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* @return {this} This WebGLShader instance.
*/
setMatrix4fv: function (name, transpose, matrix)
{
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this.gl.uniformMatrix4fv(this.uniforms[name], transpose, matrix);
return this;
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},
/**
* Removes all external references from this class and deletes the WebGL program from the WebGL context.
*
* @method Phaser.Renderer.WebGL.WebGLShader#destroy
* @since 3.50.0
*/
destroy: function ()
{
this.gl.deleteProgram(this.program);
this.gl = null;
this.program = null;
this.pipeline = null;
this.renderer = null;
}
});
module.exports = WebGLShader;