phaser/src/renderer/webgl/WebGLShader.js

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/**
* @author Richard Davey <rich@photonstorm.com>
2022-02-28 14:29:51 +00:00
* @copyright 2022 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../utils/Class');
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var GetFastValue = require('../../utils/object/GetFastValue');
var WEBGL_CONST = require('./const');
/**
* @classdesc
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* Instances of the WebGLShader class belong to the WebGL Pipeline classes. When the pipeline is
* created it will create an instance of this class for each one of its shaders, as defined in
* the pipeline configuration.
*
* This class encapsulates everything needed to manage a shader in a pipeline, including the
* shader attributes and uniforms, as well as lots of handy methods such as `set2f`, for setting
* uniform values on this shader.
*
* Typically, you do not create an instance of this class directly, as it works in unison with
* the pipeline to which it belongs. You can gain access to this class via a pipeline's `shaders`
* array, post-creation.
*
* @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.WebGLPipelineAttributeConfig[]} attributes - An array of attributes.
*/
var WebGLShader = new Class({
initialize:
function WebGLShader (pipeline, name, vertexShader, fragmentShader, attributes)
{
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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;
/**
* The fragment shader source code.
*
* @name Phaser.Renderer.WebGL.WebGLShader#fragSrc
* @type {string}
* @since 3.60.0
*/
this.fragSrc = fragmentShader;
/**
* The vertex shader source code.
*
* @name Phaser.Renderer.WebGL.WebGLShader#vertSrc
* @type {string}
* @since 3.60.0
*/
this.vertSrc = vertexShader;
/**
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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.
*
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* @name Phaser.Renderer.WebGL.WebGLShader#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
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* @type {number}
* @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
*
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* The total, in this case, is 8 + 8 + 4 + 4 + 4 = 28.
*
* This is calculated automatically during the `createAttributes` method.
*
* @name Phaser.Renderer.WebGL.WebGLShader#vertexSize
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* @type {number}
* @readonly
* @since 3.50.0
*/
this.vertexSize = 0;
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/**
* The active uniforms that this shader has.
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*
* This is an object that maps the uniform names to their WebGL location and cached values.
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*
* It is populated automatically via the `createUniforms` method.
*
* @name Phaser.Renderer.WebGL.WebGLShader#uniforms
* @type {Phaser.Types.Renderer.WebGL.WebGLPipelineUniformsConfig}
* @since 3.50.0
*/
this.uniforms = {};
this.createAttributes(attributes);
this.createUniforms();
},
/**
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* Takes the vertex attributes config and parses it, creating the resulting array that is stored
* in this shaders `attributes` property, calculating the offset, normalization and location
* in the process.
*
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* Calling this method resets `WebGLShader.attributes`, `WebGLShader.vertexSize` and
* `WebGLShader.vertexComponentCount`.
*
* It is called automatically when this class is created, but can be called manually if required.
*
* @method Phaser.Renderer.WebGL.WebGLShader#createAttributes
* @since 3.50.0
*
* @param {Phaser.Types.Renderer.WebGL.WebGLPipelineAttributeConfig[]} 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;
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var size = GetFastValue(element, 'size', 1); // i.e. 1 for a float, 2 for a vec2, 4 for a vec4, etc
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var glType = GetFastValue(element, 'type', WEBGL_CONST.FLOAT);
var type = glType.enum; // The GLenum
var typeSize = glType.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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* 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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* @param {boolean} [setAttributes=false] - Should the vertex attribute pointers be set?
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* @param {boolean} [flush=false] - Flush the pipeline before binding this shader?
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*
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* @return {this} This WebGLShader instance.
*/
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bind: function (setAttributes, flush)
{
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if (setAttributes === undefined) { setAttributes = false; }
if (flush === undefined) { flush = false; }
if (flush)
{
this.pipeline.flush();
}
this.renderer.setProgram(this.program);
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if (setAttributes)
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{
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this.setAttribPointers();
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}
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return this;
},
/**
* Sets the program this shader uses as being the active shader in the WebGL Renderer.
*
* Then resets all of the attribute pointers.
*
* @method Phaser.Renderer.WebGL.WebGLShader#rebind
* @since 3.50.0
*
* @return {this} This WebGLShader instance.
*/
rebind: function ()
{
this.renderer.setProgram(this.program);
this.setAttribPointers(true);
return this;
},
/**
* Sets the vertex attribute pointers.
*
* This should only be called after the vertex buffer has been bound.
*
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* It is called automatically during the `bind` method.
*
* @method Phaser.Renderer.WebGL.WebGLShader#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.
*
* It works by first calling `gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS)` to
* find out how many active uniforms this shader has. It then iterates through them,
* calling `gl.getActiveUniform` to get the WebGL Active Info from each one. Finally,
* the name and location are stored in the local array.
*
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* This method is called automatically when this class is created.
*
* @method Phaser.Renderer.WebGL.WebGLShader#createUniforms
* @since 3.50.0
*
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* @return {this} This WebGLShader instance.
*/
createUniforms: function ()
{
var gl = this.gl;
var program = this.program;
var uniforms = this.uniforms;
var i;
var name;
var location;
// Look-up all active uniforms
var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
for (i = 0; i < totalUniforms; i++)
{
var info = gl.getActiveUniform(program, i);
if (info)
{
name = info.name;
location = gl.getUniformLocation(program, name);
if (location !== null)
{
uniforms[name] =
{
name: name,
location: location,
value1: null,
value2: null,
value3: null,
value4: null
};
}
// If the uniform name contains [] for an array struct,
// we'll add an entry for the non-struct name as well.
// Such as uMainSampler[12] = uMainSampler
var struct = name.indexOf('[');
if (struct > 0)
{
name = name.substr(0, struct);
if (!uniforms.hasOwnProperty(name))
{
location = gl.getUniformLocation(program, name);
if (location !== null)
{
uniforms[name] =
{
name: name,
location: location,
value1: null,
value2: null,
value3: null,
value4: null
};
}
}
}
}
}
return this;
},
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/**
* Checks to see if the given uniform name exists and is active in this shader.
*
* @method Phaser.Renderer.WebGL.WebGLShader#hasUniform
* @since 3.50.0
*
* @param {string} name - The name of the uniform to check for.
*
* @return {boolean} `true` if the uniform exists, otherwise `false`.
*/
hasUniform: function (name)
{
return this.uniforms.hasOwnProperty(name);
},
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/**
* Resets the cached values of the given uniform.
*
* @method Phaser.Renderer.WebGL.WebGLShader#resetUniform
* @since 3.50.0
*
* @param {string} name - The name of the uniform to reset.
*
* @return {this} This WebGLShader instance.
*/
resetUniform: function (name)
{
var uniform = this.uniforms[name];
if (uniform)
{
uniform.value1 = null;
uniform.value2 = null;
uniform.value3 = null;
uniform.value4 = null;
}
return this;
},
/**
* Sets the given uniform value/s based on the name and GL function.
*
* This method is called internally by other methods such as `set1f` and `set3iv`.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
* @method Phaser.Renderer.WebGL.WebGLShader#setUniform1
* @since 3.50.0
*
* @param {function} setter - The GL function to call.
* @param {string} name - The name of the uniform to set.
* @param {(boolean|number|number[]|Float32Array)} value1 - The new value of the uniform.
* @param {boolean} [skipCheck=false] - Skip the value comparison?
*
* @return {this} This WebGLShader instance.
*/
setUniform1: function (setter, name, value1, skipCheck)
{
var uniform = this.uniforms[name];
if (!uniform)
{
return this;
}
if (skipCheck || uniform.value1 !== value1)
{
uniform.value1 = value1;
this.renderer.setProgram(this.program);
setter.call(this.gl, uniform.location, value1);
this.pipeline.currentShader = this;
}
return this;
},
/**
* Sets the given uniform value/s based on the name and GL function.
*
* This method is called internally by other methods such as `set1f` and `set3iv`.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
* @method Phaser.Renderer.WebGL.WebGLShader#setUniform2
* @since 3.50.0
*
* @param {function} setter - The GL function to call.
* @param {string} name - The name of the uniform to set.
* @param {(boolean|number|number[]|Float32Array)} value1 - The new value of the uniform.
* @param {(boolean|number|number[]|Float32Array)} value2 - The new value of the uniform.
* @param {boolean} [skipCheck=false] - Skip the value comparison?
*
* @return {this} This WebGLShader instance.
*/
setUniform2: function (setter, name, value1, value2, skipCheck)
{
var uniform = this.uniforms[name];
if (!uniform)
{
return this;
}
if (skipCheck || uniform.value1 !== value1 || uniform.value2 !== value2)
{
uniform.value1 = value1;
uniform.value2 = value2;
this.renderer.setProgram(this.program);
setter.call(this.gl, uniform.location, value1, value2);
this.pipeline.currentShader = this;
}
return this;
},
/**
* Sets the given uniform value/s based on the name and GL function.
*
* This method is called internally by other methods such as `set1f` and `set3iv`.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
* @method Phaser.Renderer.WebGL.WebGLShader#setUniform3
* @since 3.50.0
*
* @param {function} setter - The GL function to call.
* @param {string} name - The name of the uniform to set.
* @param {(boolean|number|number[]|Float32Array)} value1 - The new value of the uniform.
* @param {(boolean|number|number[]|Float32Array)} value2 - The new value of the uniform.
* @param {(boolean|number|number[]|Float32Array)} value3 - The new value of the uniform.
* @param {boolean} [skipCheck=false] - Skip the value comparison?
*
* @return {this} This WebGLShader instance.
*/
setUniform3: function (setter, name, value1, value2, value3, skipCheck)
{
var uniform = this.uniforms[name];
if (!uniform)
{
return this;
}
if (skipCheck || uniform.value1 !== value1 || uniform.value2 !== value2 || uniform.value3 !== value3)
{
uniform.value1 = value1;
uniform.value2 = value2;
uniform.value3 = value3;
this.renderer.setProgram(this.program);
setter.call(this.gl, uniform.location, value1, value2, value3);
this.pipeline.currentShader = this;
}
return this;
},
/**
* Sets the given uniform value/s based on the name and GL function.
*
* This method is called internally by other methods such as `set1f` and `set3iv`.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
* @method Phaser.Renderer.WebGL.WebGLShader#setUniform4
* @since 3.50.0
*
* @param {function} setter - The GL function to call.
* @param {string} name - The name of the uniform to set.
* @param {(boolean|number|number[]|Float32Array)} value1 - The new value of the uniform.
* @param {(boolean|number|number[]|Float32Array)} value2 - The new value of the uniform.
* @param {(boolean|number|number[]|Float32Array)} value3 - The new value of the uniform.
* @param {(boolean|number|number[]|Float32Array)} value4 - The new value of the uniform.
* @param {boolean} [skipCheck=false] - Skip the value comparison?
*
* @return {this} This WebGLShader instance.
*/
setUniform4: function (setter, name, value1, value2, value3, value4, skipCheck)
{
var uniform = this.uniforms[name];
if (!uniform)
{
return this;
}
if (skipCheck || uniform.value1 !== value1 || uniform.value2 !== value2 || uniform.value3 !== value3 || uniform.value4 !== value4)
{
uniform.value1 = value1;
uniform.value2 = value2;
uniform.value3 = value3;
uniform.value4 = value4;
this.renderer.setProgram(this.program);
setter.call(this.gl, uniform.location, value1, value2, value3, value4);
this.pipeline.currentShader = this;
}
return this;
},
/**
* Sets a boolean uniform value based on the given name on this shader.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
* @method Phaser.Renderer.WebGL.WebGLShader#setBoolean
* @since 3.60.0
*
* @param {string} name - The name of the uniform to set.
* @param {boolean} value - The new value of the `boolean` uniform.
*
* @return {this} This WebGLShader instance.
*/
setBoolean: function (name, value)
{
return this.setUniform1(this.gl.uniform1i, name, Number(value));
},
/**
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* Sets a 1f uniform value based on the given name on this shader.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
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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)
{
return this.setUniform1(this.gl.uniform1f, name, x);
},
/**
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* Sets a 2f uniform value based on the given name on this shader.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
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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)
{
return this.setUniform2(this.gl.uniform2f, name, x, y);
},
/**
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* Sets a 3f uniform value based on the given name on this shader.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
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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)
{
return this.setUniform3(this.gl.uniform3f, name, x, y, z);
},
/**
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* Sets a 4f uniform value based on the given name on this shader.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
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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)
{
return this.setUniform4(this.gl.uniform4f, name, x, y, z, w);
},
/**
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* Sets a 1fv uniform value based on the given name on this shader.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
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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)
{
return this.setUniform1(this.gl.uniform1fv, name, arr, true);
},
/**
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* Sets a 2fv uniform value based on the given name on this shader.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
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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)
{
return this.setUniform1(this.gl.uniform2fv, name, arr, true);
},
/**
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* Sets a 3fv uniform value based on the given name on this shader.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
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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)
{
return this.setUniform1(this.gl.uniform3fv, name, arr, true);
},
/**
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* Sets a 4fv uniform value based on the given name on this shader.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
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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)
{
return this.setUniform1(this.gl.uniform4fv, name, arr, true);
},
/**
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* Sets a 1iv uniform value based on the given name on this shader.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
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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)
{
return this.setUniform1(this.gl.uniform1iv, name, arr, true);
},
/**
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* Sets a 2iv uniform value based on the given name on this shader.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
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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)
{
return this.setUniform1(this.gl.uniform2iv, name, arr, true);
},
/**
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* Sets a 3iv uniform value based on the given name on this shader.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
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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)
{
return this.setUniform1(this.gl.uniform3iv, name, arr, true);
},
/**
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* Sets a 4iv uniform value based on the given name on this shader.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
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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)
{
return this.setUniform1(this.gl.uniform4iv, name, arr, true);
},
/**
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* Sets a 1i uniform value based on the given name on this shader.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#set1i
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
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* @param {number} x - The new value of the `int` uniform.
*
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* @return {this} This WebGLShader instance.
*/
set1i: function (name, x)
{
return this.setUniform1(this.gl.uniform1i, name, x);
},
/**
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* Sets a 2i uniform value based on the given name on this shader.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#set2i
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
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* @param {number} x - The new X component of the `ivec2` uniform.
* @param {number} y - The new Y component of the `ivec2` uniform.
*
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* @return {this} This WebGLShader instance.
*/
set2i: function (name, x, y)
{
return this.setUniform2(this.gl.uniform2i, name, x, y);
},
/**
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* Sets a 3i uniform value based on the given name on this shader.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#set3i
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
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* @param {number} x - The new X component of the `ivec3` uniform.
* @param {number} y - The new Y component of the `ivec3` uniform.
* @param {number} z - The new Z component of the `ivec3` uniform.
*
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* @return {this} This WebGLShader instance.
*/
set3i: function (name, x, y, z)
{
return this.setUniform3(this.gl.uniform3i, name, x, y, z);
},
/**
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* Sets a 4i uniform value based on the given name on this shader.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#set4i
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
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* @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.
*/
set4i: function (name, x, y, z, w)
{
return this.setUniform4(this.gl.uniform4i, name, x, y, z, w);
},
/**
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* Sets a matrix 2fv uniform value based on the given name on this shader.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
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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)
{
return this.setUniform2(this.gl.uniformMatrix2fv, name, transpose, matrix, true);
},
/**
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* Sets a matrix 3fv uniform value based on the given name on this shader.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
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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)
{
return this.setUniform2(this.gl.uniformMatrix3fv, name, transpose, matrix, true);
},
/**
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* Sets a matrix 4fv uniform value based on the given name on this shader.
*
* The uniform is only set if the value/s given are different to those previously set.
*
* This method works by first setting this shader as being the current shader within the
* WebGL Renderer, if it isn't already. It also sets this shader as being the current
* one within the pipeline it belongs to.
*
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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)
{
return this.setUniform2(this.gl.uniformMatrix4fv, name, transpose, matrix, true);
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},
/**
* This method will create the Shader Program on the current GL context.
*
* If a program already exists, it will be destroyed and the new one will take its place.
*
* After the program is created the uniforms will be reset and
* this shader will be rebound.
*
* This is a very expensive process and if your shader is referenced elsewhere in
* your game those references may then be lost, so be sure to use this carefully.
*
* However, if you need to update say the fragment shader source, then you can pass
* the new source into this method and it'll rebuild the program using it. If you
* don't want to change the vertex shader src, pass `undefined` as the parameter.
*
* @method Phaser.Renderer.WebGL.WebGLShader#createProgram
* @since 3.60.0
*
* @param {string} [vertSrc] - The source code of the vertex shader. If not given, uses the source already defined in this Shader.
* @param {string} [fragSrc] - The source code of the fragment shader. If not given, uses the source already defined in this Shader.
*
* @return {this} This WebGLShader instance.
*/
createProgram: function (vertSrc, fragSrc)
{
if (vertSrc === undefined) { vertSrc = this.vertSrc; }
if (fragSrc === undefined) { fragSrc = this.fragSrc; }
var gl = this.gl;
if (this.program)
{
gl.deleteProgram(this.program);
}
this.vertSrc = vertSrc;
this.fragSrc = fragSrc;
this.program = this.renderer.createProgram(vertSrc, fragSrc);
this.createUniforms();
return this.rebind();
},
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/**
* Removes all external references from this class and deletes the WebGL program from the WebGL context.
*
* Does not remove this shader from the parent pipeline.
*
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* @method Phaser.Renderer.WebGL.WebGLShader#destroy
* @since 3.50.0
*/
destroy: function ()
{
this.gl.deleteProgram(this.program);
this.pipeline = null;
this.renderer = null;
this.gl = null;
this.program = null;
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this.attributes = null;
this.uniforms = null;
}
});
module.exports = WebGLShader;