2019-04-25 02:15:51 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var Class = require('../../utils/Class');
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var Components = require('../components');
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var GameObject = require('../GameObject');
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var ShaderRender = require('./ShaderRender');
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2019-04-25 10:30:23 +00:00
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var TransformMatrix = require('../components/TransformMatrix');
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2019-04-25 02:15:51 +00:00
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/**
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* @classdesc
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* A Shader Game Object.
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*
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* @class Shader
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* @extends Phaser.GameObjects.GameObject
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* @memberof Phaser.GameObjects
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* @constructor
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* @webglOnly
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* @since 3.17.0
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*
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* @extends Phaser.GameObjects.Components.ComputedSize
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* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.GetBounds
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* @extends Phaser.GameObjects.Components.Mask
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* @extends Phaser.GameObjects.Components.Origin
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* @extends Phaser.GameObjects.Components.ScrollFactor
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* @extends Phaser.GameObjects.Components.Transform
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* @extends Phaser.GameObjects.Components.Visible
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*
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* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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*/
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var Shader = new Class({
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Extends: GameObject,
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Mixins: [
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Components.ComputedSize,
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Components.Depth,
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Components.GetBounds,
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Components.Mask,
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Components.Origin,
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Components.ScrollFactor,
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Components.Transform,
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Components.Visible,
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ShaderRender
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],
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initialize:
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function Shader (scene, x, y, width, height, vert, frag)
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{
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GameObject.call(this, scene, 'Shader');
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2019-04-25 13:03:50 +00:00
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// This Game Object cannot have a blend mode, so skip all checks
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this.blendMode = -1;
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2019-04-25 10:30:23 +00:00
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this.vertexCount = 0;
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this.vertexCapacity = 6;
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var renderer = scene.sys.renderer;
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this.renderer = renderer;
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2019-04-25 02:15:51 +00:00
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2019-04-25 10:30:23 +00:00
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/**
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* The size in bytes of the vertex.
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* The attribute sizes all added together (2 + 2 + 1 + 4)
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexSize
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* @type {integer}
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* @since 3.0.0
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*/
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this.vertexSize = Float32Array.BYTES_PER_ELEMENT * 2;
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/**
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* The WebGL context this WebGL Pipeline uses.
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#gl
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* @type {WebGLRenderingContext}
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* @since 3.17.0
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*/
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this.gl = this.renderer.gl;
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/**
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* Raw byte buffer of vertices.
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexData
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* @type {ArrayBuffer}
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* @since 3.0.0
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*/
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this.vertexData = new ArrayBuffer(this.vertexCapacity * this.vertexSize);
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/**
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* The handle to a WebGL vertex buffer object.
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexBuffer
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* @type {WebGLBuffer}
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* @since 3.0.0
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*/
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this.vertexBuffer = renderer.createVertexBuffer(this.vertexData.byteLength, this.gl.STREAM_DRAW);
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2019-04-25 10:30:23 +00:00
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/**
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* The handle to a WebGL program
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#program
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* @type {WebGLProgram}
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* @since 3.0.0
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*/
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this.program = null;
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/**
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* Array of objects that describe the vertex attributes
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#attributes
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* @type {object}
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* @since 3.0.0
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*/
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this.attributes = [
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{
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name: 'inPosition',
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size: 2,
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type: this.gl.FLOAT,
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normalized: false,
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offset: 0
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}
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];
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/**
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* The primitive topology which the pipeline will use to submit draw calls
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#topology
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* @type {integer}
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* @since 3.0.0
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*/
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this.topology = this.gl.TRIANGLES;
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/**
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* Uint8 view to the vertex raw buffer. Used for uploading vertex buffer resources
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* to the GPU.
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#bytes
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* @type {Uint8Array}
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* @since 3.0.0
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*/
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this.bytes = new Uint8Array(this.vertexData);
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/**
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* Float32 view of the array buffer containing the pipeline's vertices.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.QuadShaderPipeline#vertexViewF32
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* @type {Float32Array}
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* @since 3.17.0
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*/
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this.vertexViewF32 = new Float32Array(this.vertexData);
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/**
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* A temporary Transform Matrix, re-used internally during batching.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.QuadShaderPipeline#_tempMatrix1
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* @private
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* @type {Phaser.GameObjects.Components.TransformMatrix}
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* @since 3.17.0
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*/
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this._tempMatrix1 = new TransformMatrix();
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/**
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* A temporary Transform Matrix, re-used internally during batching.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.QuadShaderPipeline#_tempMatrix2
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* @private
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* @type {Phaser.GameObjects.Components.TransformMatrix}
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* @since 3.17.0
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*/
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this._tempMatrix2 = new TransformMatrix();
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/**
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* A temporary Transform Matrix, re-used internally during batching.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.QuadShaderPipeline#_tempMatrix3
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* @private
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* @type {Phaser.GameObjects.Components.TransformMatrix}
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* @since 3.17.0
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*/
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this._tempMatrix3 = new TransformMatrix();
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2019-04-25 13:03:50 +00:00
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/**
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* Model matrix
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*
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* @name Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#modelMatrix
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* @type {?Float32Array}
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* @readonly
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* @since 3.0.0
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*/
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this.modelMatrix = new Float32Array([ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ]);
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/**
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* View matrix
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*
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* @name Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#viewMatrix
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* @type {?Float32Array}
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* @readonly
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* @since 3.0.0
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*/
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this.viewMatrix = new Float32Array([ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ]);
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/**
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* Projection matrix
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*
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* @name Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#projectionMatrix
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* @type {?Float32Array}
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* @readonly
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* @since 3.0.0
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*/
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this.projectionMatrix = new Float32Array([ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ]);
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this._rendererWidth = renderer.width;
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this._rendererHeight = renderer.height;
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2019-04-25 02:15:51 +00:00
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this.setPosition(x, y);
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this.setSize(width, height);
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this.setOrigin(0.5, 0.5);
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2019-04-25 13:03:50 +00:00
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this.setShader(vert, frag);
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2019-04-25 11:12:49 +00:00
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2019-04-25 13:03:50 +00:00
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this.projOrtho(0, renderer.width, renderer.height, 0);
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},
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setShader: function (vertSource, fragSource)
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{
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var gl = this.gl;
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var renderer = this.renderer;
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2019-04-25 13:03:50 +00:00
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if (this.program)
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{
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gl.deleteProgram(this.program);
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}
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var program = renderer.createProgram(vertSource, fragSource);
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renderer.setMatrix4(program, 'uProjectionMatrix', false, this.projectionMatrix);
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renderer.setMatrix4(program, 'uViewMatrix', false, this.viewMatrix);
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renderer.setMatrix4(program, 'uModelMatrix', false, this.modelMatrix);
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this.program = program;
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},
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/**
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* Sets up an orthographics projection matrix
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#projOrtho
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* @since 3.0.0
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*
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* @param {number} left - The left value.
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* @param {number} right - The right value.
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* @param {number} bottom - The bottom value.
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* @param {number} top - The top value.
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*
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* @return {this} This Model View Projection.
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*/
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projOrtho: function (left, right, bottom, top)
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{
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var near = -1000;
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var far = 1000;
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var leftRight = 1 / (left - right);
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var bottomTop = 1 / (bottom - top);
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var nearFar = 1 / (near - far);
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var pm = this.projectionMatrix;
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pm[0] = -2 * leftRight;
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pm[5] = -2 * bottomTop;
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pm[10] = 2 * nearFar;
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pm[12] = (left + right) * leftRight;
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pm[13] = (top + bottom) * bottomTop;
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pm[14] = (far + near) * nearFar;
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var program = this.program;
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this.renderer.setMatrix4(program, 'uProjectionMatrix', false, this.projectionMatrix);
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this._rendererWidth = right;
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this._rendererHeight = bottom;
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},
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load: function (matrix2D)
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{
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// ITRS
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var program = this.program;
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var x = -this._displayOriginX;
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var y = -this._displayOriginX;
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var vm = this.viewMatrix;
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vm[0] = matrix2D[0];
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vm[1] = matrix2D[1];
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vm[4] = matrix2D[2];
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vm[5] = matrix2D[3];
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vm[8] = matrix2D[4];
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vm[9] = matrix2D[5];
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vm[12] = vm[0] * x + vm[4] * y;
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vm[13] = vm[1] * x + vm[5] * y;
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this.renderer.setMatrix4(program, 'uViewMatrix', false, this.viewMatrix);
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// Bind
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var gl = this.gl;
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var vertexBuffer = this.vertexBuffer;
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var attributes = this.attributes;
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var renderer = this.renderer;
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var vertexSize = this.vertexSize;
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renderer.setProgram(program);
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renderer.setVertexBuffer(vertexBuffer);
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for (var index = 0; index < attributes.length; index++)
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{
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var element = attributes[index];
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var location = gl.getAttribLocation(program, element.name);
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if (location >= 0)
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{
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gl.enableVertexAttribArray(location);
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gl.vertexAttribPointer(location, element.size, element.type, element.normalized, vertexSize, element.offset);
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}
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else if (location !== -1)
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{
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gl.disableVertexAttribArray(location);
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}
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}
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this.setFloat1('time', this.renderer.game.loop.time / 1000);
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this.setFloat2('resolution', this.width, this.height);
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2019-04-25 13:03:50 +00:00
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// Draw
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var xw = this.width;
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var yh = this.height;
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var vf = this.vertexViewF32;
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vf[0] = 0;
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vf[1] = 0;
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vf[2] = 0;
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vf[3] = yh;
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vf[4] = xw;
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vf[5] = yh;
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vf[6] = 0;
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vf[7] = 0;
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vf[8] = xw;
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vf[9] = yh;
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|
vf[10] = xw;
|
|
|
|
vf[11] = 0;
|
|
|
|
|
|
|
|
// Flush
|
|
|
|
|
2019-04-25 10:30:23 +00:00
|
|
|
var vertexCount = 6;
|
|
|
|
var topology = this.topology;
|
|
|
|
|
|
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.bytes.subarray(0, vertexCount * vertexSize));
|
|
|
|
|
|
|
|
gl.drawArrays(topology, 0, vertexCount);
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2019-04-25 13:03:50 +00:00
|
|
|
* Adds a description of vertex attribute to the pipeline
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#addAttribute
|
|
|
|
* @since 3.2.0
|
|
|
|
*
|
|
|
|
* @param {string} name - Name of the vertex attribute
|
|
|
|
* @param {integer} size - Vertex component size
|
|
|
|
* @param {integer} type - Type of the attribute
|
|
|
|
* @param {boolean} normalized - Is the value normalized to a range
|
|
|
|
* @param {integer} offset - Byte offset to the beginning of the first element in the vertex
|
2019-04-25 10:30:23 +00:00
|
|
|
*
|
2019-04-25 13:03:50 +00:00
|
|
|
* @return {this} This WebGLPipeline instance.
|
2019-04-25 10:30:23 +00:00
|
|
|
*/
|
2019-04-25 13:03:50 +00:00
|
|
|
addAttribute: function (name, size, type, normalized, offset)
|
2019-04-25 10:30:23 +00:00
|
|
|
{
|
2019-04-25 13:03:50 +00:00
|
|
|
this.attributes.push({
|
|
|
|
name: name,
|
|
|
|
size: size,
|
|
|
|
type: this.renderer.glFormats[type],
|
|
|
|
normalized: normalized,
|
|
|
|
offset: offset
|
|
|
|
});
|
2019-04-25 10:30:23 +00:00
|
|
|
|
2019-04-25 13:03:50 +00:00
|
|
|
return this;
|
2019-04-25 10:30:23 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set a uniform value of the current pipeline program.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#setFloat1
|
|
|
|
* @since 3.2.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to look-up and modify.
|
|
|
|
* @param {number} x - The new value of the `float` uniform.
|
|
|
|
*
|
|
|
|
* @return {this} This WebGLPipeline instance.
|
|
|
|
*/
|
|
|
|
setFloat1: function (name, x)
|
|
|
|
{
|
|
|
|
this.renderer.setFloat1(this.program, name, x);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set a uniform value of the current pipeline program.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#setFloat2
|
|
|
|
* @since 3.2.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to look-up and modify.
|
|
|
|
* @param {number} x - The new X component of the `vec2` uniform.
|
|
|
|
* @param {number} y - The new Y component of the `vec2` uniform.
|
|
|
|
*
|
|
|
|
* @return {this} This WebGLPipeline instance.
|
|
|
|
*/
|
|
|
|
setFloat2: function (name, x, y)
|
|
|
|
{
|
|
|
|
this.renderer.setFloat2(this.program, name, x, y);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set a uniform value of the current pipeline program.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#setFloat3
|
|
|
|
* @since 3.2.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to look-up and modify.
|
|
|
|
* @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.
|
|
|
|
*
|
|
|
|
* @return {this} This WebGLPipeline instance.
|
|
|
|
*/
|
|
|
|
setFloat3: function (name, x, y, z)
|
|
|
|
{
|
|
|
|
this.renderer.setFloat3(this.program, name, x, y, z);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set a uniform value of the current pipeline program.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#setFloat4
|
|
|
|
* @since 3.2.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to look-up and modify.
|
|
|
|
* @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
|
|
|
|
*
|
|
|
|
* @return {this} This WebGLPipeline instance.
|
|
|
|
*/
|
|
|
|
setFloat4: function (name, x, y, z, w)
|
|
|
|
{
|
|
|
|
this.renderer.setFloat4(this.program, name, x, y, z, w);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set a uniform value of the current pipeline program.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#setFloat1v
|
|
|
|
* @since 3.13.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to look-up and modify.
|
|
|
|
* @param {Float32Array} arr - The new value to be used for the uniform variable.
|
|
|
|
*
|
|
|
|
* @return {this} This WebGLPipeline instance.
|
|
|
|
*/
|
|
|
|
setFloat1v: function (name, arr)
|
|
|
|
{
|
|
|
|
this.renderer.setFloat1v(this.program, name, arr);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set a uniform value of the current pipeline program.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#setFloat2v
|
|
|
|
* @since 3.13.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to look-up and modify.
|
|
|
|
* @param {Float32Array} arr - The new value to be used for the uniform variable.
|
|
|
|
*
|
|
|
|
* @return {this} This WebGLPipeline instance.
|
|
|
|
*/
|
|
|
|
setFloat2v: function (name, arr)
|
|
|
|
{
|
|
|
|
this.renderer.setFloat2v(this.program, name, arr);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set a uniform value of the current pipeline program.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#setFloat3v
|
|
|
|
* @since 3.13.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to look-up and modify.
|
|
|
|
* @param {Float32Array} arr - The new value to be used for the uniform variable.
|
|
|
|
*
|
|
|
|
* @return {this} This WebGLPipeline instance.
|
|
|
|
*/
|
|
|
|
setFloat3v: function (name, arr)
|
|
|
|
{
|
|
|
|
this.renderer.setFloat3v(this.program, name, arr);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set a uniform value of the current pipeline program.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#setFloat4v
|
|
|
|
* @since 3.13.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to look-up and modify.
|
|
|
|
* @param {Float32Array} arr - The new value to be used for the uniform variable.
|
|
|
|
*
|
|
|
|
* @return {this} This WebGLPipeline instance.
|
|
|
|
*/
|
|
|
|
setFloat4v: function (name, arr)
|
|
|
|
{
|
|
|
|
this.renderer.setFloat4v(this.program, name, arr);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set a uniform value of the current pipeline program.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#setInt1
|
|
|
|
* @since 3.2.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to look-up and modify.
|
|
|
|
* @param {integer} x - The new value of the `int` uniform.
|
|
|
|
*
|
|
|
|
* @return {this} This WebGLPipeline instance.
|
|
|
|
*/
|
|
|
|
setInt1: function (name, x)
|
|
|
|
{
|
|
|
|
this.renderer.setInt1(this.program, name, x);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set a uniform value of the current pipeline program.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#setInt2
|
|
|
|
* @since 3.2.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to look-up and modify.
|
|
|
|
* @param {integer} x - The new X component of the `ivec2` uniform.
|
|
|
|
* @param {integer} y - The new Y component of the `ivec2` uniform.
|
|
|
|
*
|
|
|
|
* @return {this} This WebGLPipeline instance.
|
|
|
|
*/
|
|
|
|
setInt2: function (name, x, y)
|
|
|
|
{
|
|
|
|
this.renderer.setInt2(this.program, name, x, y);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set a uniform value of the current pipeline program.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#setInt3
|
|
|
|
* @since 3.2.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to look-up and modify.
|
|
|
|
* @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.
|
|
|
|
*
|
|
|
|
* @return {this} This WebGLPipeline instance.
|
|
|
|
*/
|
|
|
|
setInt3: function (name, x, y, z)
|
|
|
|
{
|
|
|
|
this.renderer.setInt3(this.program, name, x, y, z);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set a uniform value of the current pipeline program.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#setInt4
|
|
|
|
* @since 3.2.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to look-up and modify.
|
|
|
|
* @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
|
|
|
|
*
|
|
|
|
* @return {this} This WebGLPipeline instance.
|
|
|
|
*/
|
|
|
|
setInt4: function (name, x, y, z, w)
|
|
|
|
{
|
|
|
|
this.renderer.setInt4(this.program, name, x, y, z, w);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set a uniform value of the current pipeline program.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#setMatrix2
|
|
|
|
* @since 3.2.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to look-up and modify.
|
|
|
|
* @param {boolean} transpose - Whether to transpose the matrix. Should be `false`.
|
|
|
|
* @param {Float32Array} matrix - The new values for the `mat2` uniform.
|
|
|
|
*
|
|
|
|
* @return {this} This WebGLPipeline instance.
|
|
|
|
*/
|
|
|
|
setMatrix2: function (name, transpose, matrix)
|
|
|
|
{
|
|
|
|
this.renderer.setMatrix2(this.program, name, transpose, matrix);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set a uniform value of the current pipeline program.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#setMatrix3
|
|
|
|
* @since 3.2.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to look-up and modify.
|
|
|
|
* @param {boolean} transpose - Whether to transpose the matrix. Should be `false`.
|
|
|
|
* @param {Float32Array} matrix - The new values for the `mat3` uniform.
|
|
|
|
*
|
|
|
|
* @return {this} This WebGLPipeline instance.
|
|
|
|
*/
|
|
|
|
setMatrix3: function (name, transpose, matrix)
|
|
|
|
{
|
|
|
|
this.renderer.setMatrix3(this.program, name, transpose, matrix);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set a uniform value of the current pipeline program.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#setMatrix4
|
|
|
|
* @since 3.2.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to look-up and modify.
|
|
|
|
* @param {boolean} transpose - Should the matrix be transpose
|
|
|
|
* @param {Float32Array} matrix - Matrix data
|
|
|
|
*
|
|
|
|
* @return {this} This WebGLPipeline instance.
|
|
|
|
*/
|
|
|
|
setMatrix4: function (name, transpose, matrix)
|
|
|
|
{
|
|
|
|
this.renderer.setMatrix4(this.program, name, transpose, matrix);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Removes all object references in this WebGL Pipeline and removes its program from the WebGL context.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#destroy
|
|
|
|
* @since 3.0.0
|
|
|
|
*/
|
|
|
|
destroy: function ()
|
|
|
|
{
|
|
|
|
var gl = this.gl;
|
|
|
|
|
|
|
|
gl.deleteProgram(this.program);
|
|
|
|
gl.deleteBuffer(this.vertexBuffer);
|
|
|
|
|
2019-04-25 02:15:51 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
module.exports = Shader;
|