2020-10-21 17:15:13 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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2022-02-28 14:29:51 +00:00
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* @copyright 2022 Photon Storm Ltd.
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2020-10-21 17:15:13 +00:00
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../../utils/Class');
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2020-11-09 13:19:14 +00:00
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var GetFastValue = require('../../utils/object/GetFastValue');
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var WEBGL_CONST = require('./const');
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2020-10-21 17:15:13 +00:00
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/**
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* @classdesc
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2020-12-14 13:50:50 +00:00
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* Instances of the WebGLShader class belong to the WebGL Pipeline classes. When the pipeline is
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* created it will create an instance of this class for each one of its shaders, as defined in
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* the pipeline configuration.
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*
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* This class encapsulates everything needed to manage a shader in a pipeline, including the
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* shader attributes and uniforms, as well as lots of handy methods such as `set2f`, for setting
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* uniform values on this shader.
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*
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* Typically, you do not create an instance of this class directly, as it works in unison with
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* the pipeline to which it belongs. You can gain access to this class via a pipeline's `shaders`
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* array, post-creation.
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2020-10-21 17:15:13 +00:00
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*
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* @class WebGLShader
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* @memberof Phaser.Renderer.WebGL
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* @constructor
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* @since 3.50.0
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*
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2020-10-26 15:00:07 +00:00
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* @param {Phaser.Renderer.WebGL.WebGLPipeline} pipeline - The WebGLPipeline to which this Shader belongs.
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* @param {string} name - The name of this Shader.
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* @param {string} vertexShader - The vertex shader source code as a single string.
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* @param {string} fragmentShader - The fragment shader source code as a single string.
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2021-05-13 11:31:18 +00:00
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* @param {Phaser.Types.Renderer.WebGL.WebGLPipelineAttributeConfig[]} attributes - An array of attributes.
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2020-10-21 17:15:13 +00:00
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*/
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var WebGLShader = new Class({
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initialize:
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2020-12-02 11:11:08 +00:00
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function WebGLShader (pipeline, name, vertexShader, fragmentShader, attributes)
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2020-10-21 17:15:13 +00:00
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{
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2020-10-26 15:00:07 +00:00
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/**
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* A reference to the WebGLPipeline that owns this Shader.
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*
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* A Shader class can only belong to a single pipeline.
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*
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* @name Phaser.Renderer.WebGL.WebGLShader#pipeline
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* @type {Phaser.Renderer.WebGL.WebGLPipeline}
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* @since 3.50.0
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*/
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2020-10-21 17:15:13 +00:00
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this.pipeline = pipeline;
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2020-10-26 15:00:07 +00:00
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/**
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* The name of this shader.
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*
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* @name Phaser.Renderer.WebGL.WebGLShader#name
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* @type {string}
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* @since 3.50.0
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*/
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2020-10-21 17:15:13 +00:00
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this.name = name;
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2020-10-26 15:00:07 +00:00
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/**
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* A reference to the WebGLRenderer instance.
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*
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* @name Phaser.Renderer.WebGL.WebGLShader#renderer
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* @type {Phaser.Renderer.WebGL.WebGLRenderer}
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* @since 3.50.0
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*/
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2020-10-21 17:15:13 +00:00
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this.renderer = pipeline.renderer;
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/**
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2020-10-26 15:00:07 +00:00
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* A reference to the WebGL Rendering Context the WebGL Renderer is using.
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2020-10-21 17:15:13 +00:00
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*
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* @name Phaser.Renderer.WebGL.WebGLShader#gl
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* @type {WebGLRenderingContext}
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2020-10-26 15:00:07 +00:00
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* @since 3.50.0
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2020-10-21 17:15:13 +00:00
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*/
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this.gl = this.renderer.gl;
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2021-11-02 18:05:18 +00:00
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/**
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* The fragment shader source code.
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*
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* @name Phaser.Renderer.WebGL.WebGLShader#fragSrc
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* @type {string}
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* @since 3.60.0
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*/
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this.fragSrc = fragmentShader;
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/**
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* The vertex shader source code.
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*
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* @name Phaser.Renderer.WebGL.WebGLShader#vertSrc
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* @type {string}
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* @since 3.60.0
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*/
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this.vertSrc = vertexShader;
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2020-10-21 17:15:13 +00:00
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/**
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2020-10-26 15:00:07 +00:00
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* The WebGLProgram created from the vertex and fragment shaders.
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2020-10-21 17:15:13 +00:00
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*
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* @name Phaser.Renderer.WebGL.WebGLShader#program
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* @type {WebGLProgram}
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2020-10-26 15:00:07 +00:00
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* @since 3.50.0
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2020-10-21 17:15:13 +00:00
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*/
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2020-10-26 15:00:07 +00:00
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this.program = this.renderer.createProgram(vertexShader, fragmentShader);
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2020-10-21 17:15:13 +00:00
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2020-10-27 18:06:00 +00:00
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/**
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* Array of objects that describe the vertex attributes.
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*
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2020-10-28 17:40:21 +00:00
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* @name Phaser.Renderer.WebGL.WebGLShader#attributes
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2020-10-28 16:15:56 +00:00
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* @type {Phaser.Types.Renderer.WebGL.WebGLPipelineAttribute[]}
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2020-10-27 18:06:00 +00:00
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* @since 3.50.0
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*/
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2020-10-28 16:15:56 +00:00
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this.attributes;
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/**
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* The amount of vertex attribute components of 32 bit length.
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*
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* @name Phaser.Renderer.WebGL.WebGLShader#vertexComponentCount
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2020-11-23 10:22:13 +00:00
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* @type {number}
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2020-10-28 16:15:56 +00:00
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* @since 3.50.0
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*/
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this.vertexComponentCount = 0;
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/**
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* The size, in bytes, of a single vertex.
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*
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* This is derived by adding together all of the vertex attributes.
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*
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* For example, the Multi Pipeline has the following attributes:
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*
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* inPosition - (size 2 x gl.FLOAT) = 8
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* inTexCoord - (size 2 x gl.FLOAT) = 8
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* inTexId - (size 1 x gl.FLOAT) = 4
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* inTintEffect - (size 1 x gl.FLOAT) = 4
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* inTint - (size 4 x gl.UNSIGNED_BYTE) = 4
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*
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2020-10-28 17:40:21 +00:00
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* The total, in this case, is 8 + 8 + 4 + 4 + 4 = 28.
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2020-10-28 16:15:56 +00:00
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*
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* This is calculated automatically during the `createAttributes` method.
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*
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* @name Phaser.Renderer.WebGL.WebGLShader#vertexSize
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2020-11-23 10:22:13 +00:00
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* @type {number}
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2020-10-28 16:15:56 +00:00
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* @readonly
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* @since 3.50.0
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*/
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this.vertexSize = 0;
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2020-10-27 18:06:00 +00:00
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2020-10-21 17:15:13 +00:00
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/**
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2020-12-02 11:11:08 +00:00
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* The active uniforms that this shader has.
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2020-10-26 15:00:07 +00:00
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*
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2020-12-02 11:11:08 +00:00
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* This is an object that maps the uniform names to their WebGL location and cached values.
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2020-10-26 15:00:07 +00:00
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*
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2020-12-02 11:11:08 +00:00
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* It is populated automatically via the `createUniforms` method.
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2020-10-21 17:15:13 +00:00
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*
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* @name Phaser.Renderer.WebGL.WebGLShader#uniforms
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* @type {Phaser.Types.Renderer.WebGL.WebGLPipelineUniformsConfig}
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* @since 3.50.0
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*/
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this.uniforms = {};
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2020-10-28 16:15:56 +00:00
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this.createAttributes(attributes);
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2020-12-02 11:11:08 +00:00
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this.createUniforms();
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2020-10-21 17:15:13 +00:00
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},
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2020-10-28 16:15:56 +00:00
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/**
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2020-10-28 17:40:21 +00:00
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* Takes the vertex attributes config and parses it, creating the resulting array that is stored
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2020-10-28 16:15:56 +00:00
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* in this shaders `attributes` property, calculating the offset, normalization and location
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* in the process.
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*
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2020-10-28 17:40:21 +00:00
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* Calling this method resets `WebGLShader.attributes`, `WebGLShader.vertexSize` and
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* `WebGLShader.vertexComponentCount`.
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*
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* It is called automatically when this class is created, but can be called manually if required.
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*
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2020-10-28 16:15:56 +00:00
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* @method Phaser.Renderer.WebGL.WebGLShader#createAttributes
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* @since 3.50.0
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*
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2021-05-13 11:31:18 +00:00
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* @param {Phaser.Types.Renderer.WebGL.WebGLPipelineAttributeConfig[]} attributes - An array of attributes configs.
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2020-10-28 16:15:56 +00:00
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*/
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createAttributes: function (attributes)
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{
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var count = 0;
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var offset = 0;
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var result = [];
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this.vertexComponentCount = 0;
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for (var i = 0; i < attributes.length; i++)
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{
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var element = attributes[i];
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var name = element.name;
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2020-12-01 17:24:16 +00:00
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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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2020-11-09 13:19:14 +00:00
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var glType = GetFastValue(element, 'type', WEBGL_CONST.FLOAT);
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var type = glType.enum; // The GLenum
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var typeSize = glType.size; // The size in bytes of the type
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2020-10-28 16:15:56 +00:00
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var normalized = (element.normalized) ? true : false;
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result.push({
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name: name,
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size: size,
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type: type,
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normalized: normalized,
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offset: offset,
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enabled: false,
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location: -1
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});
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if (typeSize === 4)
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{
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count += size;
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}
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else
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{
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count++;
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}
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offset += size * typeSize;
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}
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this.vertexSize = offset;
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this.vertexComponentCount = count;
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this.attributes = result;
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},
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2020-10-21 17:15:13 +00:00
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/**
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2020-10-26 15:00:07 +00:00
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* Sets the program this shader uses as being the active shader in the WebGL Renderer.
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2020-10-21 17:15:13 +00:00
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*
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2020-10-26 15:00:07 +00:00
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* This method is called every time the parent pipeline is made the current active pipeline.
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2020-10-21 17:15:13 +00:00
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*
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2020-10-26 15:00:07 +00:00
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* @method Phaser.Renderer.WebGL.WebGLShader#bind
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* @since 3.50.0
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2020-10-21 17:15:13 +00:00
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*
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2020-10-29 14:40:49 +00:00
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* @param {boolean} [setAttributes=false] - Should the vertex attribute pointers be set?
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2020-10-29 17:22:57 +00:00
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* @param {boolean} [flush=false] - Flush the pipeline before binding this shader?
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2020-10-28 17:40:21 +00:00
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*
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2020-10-26 15:00:07 +00:00
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* @return {this} This WebGLShader instance.
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2020-10-21 17:15:13 +00:00
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*/
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2020-10-29 17:22:57 +00:00
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bind: function (setAttributes, flush)
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2020-10-21 17:15:13 +00:00
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{
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2020-10-29 17:22:57 +00:00
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if (setAttributes === undefined) { setAttributes = false; }
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if (flush === undefined) { flush = false; }
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if (flush)
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{
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this.pipeline.flush();
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}
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2020-10-21 17:15:13 +00:00
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this.renderer.setProgram(this.program);
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2020-10-26 14:05:49 +00:00
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2020-10-29 14:40:49 +00:00
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if (setAttributes)
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2020-10-26 14:05:49 +00:00
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{
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2020-10-29 14:40:49 +00:00
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this.setAttribPointers();
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2020-10-26 14:05:49 +00:00
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}
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2020-10-27 12:26:01 +00:00
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2020-10-28 16:15:56 +00:00
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return this;
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},
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2020-11-10 15:50:51 +00:00
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/**
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* Sets the program this shader uses as being the active shader in the WebGL Renderer.
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*
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* Then resets all of the attribute pointers.
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*
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* @method Phaser.Renderer.WebGL.WebGLShader#rebind
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* @since 3.50.0
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*
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* @return {this} This WebGLShader instance.
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*/
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rebind: function ()
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{
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this.renderer.setProgram(this.program);
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this.setAttribPointers(true);
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return this;
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},
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2020-10-28 16:15:56 +00:00
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/**
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* Sets the vertex attribute pointers.
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*
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* This should only be called after the vertex buffer has been bound.
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*
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2020-10-28 17:40:21 +00:00
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* It is called automatically during the `bind` method.
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*
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* @method Phaser.Renderer.WebGL.WebGLShader#setAttribPointers
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2020-10-28 16:15:56 +00:00
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* @since 3.50.0
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*
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* @param {boolean} [reset=false] - Reset the vertex attribute locations?
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*
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* @return {this} This WebGLShader instance.
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*/
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setAttribPointers: function (reset)
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{
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if (reset === undefined) { reset = false; }
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var gl = this.gl;
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var vertexSize = this.vertexSize;
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var attributes = this.attributes;
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var program = this.program;
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for (var i = 0; i < attributes.length; i++)
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{
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var element = attributes[i];
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var size = element.size;
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var type = element.type;
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var offset = element.offset;
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var enabled = element.enabled;
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var location = element.location;
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var normalized = (element.normalized) ? true : false;
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if (reset)
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{
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var attribLocation = gl.getAttribLocation(program, element.name);
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if (attribLocation >= 0)
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{
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gl.enableVertexAttribArray(attribLocation);
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gl.vertexAttribPointer(attribLocation, size, type, normalized, vertexSize, offset);
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element.enabled = true;
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element.location = attribLocation;
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}
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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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-10-27 12:26:01 +00:00
|
|
|
return this;
|
2020-10-21 17:15:13 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2020-10-26 15:00:07 +00:00
|
|
|
* Sets up the `WebGLShader.uniforms` object, populating it with the names
|
|
|
|
* and locations of the shader uniforms this shader requires.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-12-02 11:11:08 +00:00
|
|
|
* 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.
|
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* This method is called automatically when this class is created.
|
|
|
|
*
|
2020-12-02 11:11:08 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#createUniforms
|
2020-10-21 17:15:13 +00:00
|
|
|
* @since 3.50.0
|
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @return {this} This WebGLShader instance.
|
2020-10-21 17:15:13 +00:00
|
|
|
*/
|
2020-12-02 11:11:08 +00:00
|
|
|
createUniforms: function ()
|
2020-10-21 17:15:13 +00:00
|
|
|
{
|
|
|
|
var gl = this.gl;
|
|
|
|
var program = this.program;
|
|
|
|
var uniforms = this.uniforms;
|
|
|
|
|
2020-12-02 11:11:08 +00:00
|
|
|
var i;
|
|
|
|
var name;
|
|
|
|
var location;
|
|
|
|
|
|
|
|
// Look-up all active uniforms
|
2020-10-21 17:15:13 +00:00
|
|
|
|
2020-12-02 11:11:08 +00:00
|
|
|
var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
|
|
|
|
|
|
|
|
for (i = 0; i < totalUniforms; i++)
|
|
|
|
{
|
|
|
|
var info = gl.getActiveUniform(program, i);
|
2020-10-21 17:15:13 +00:00
|
|
|
|
2020-12-02 11:11:08 +00:00
|
|
|
if (info)
|
2020-10-21 17:15:13 +00:00
|
|
|
{
|
2020-12-02 11:11:08 +00:00
|
|
|
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)
|
2020-10-30 17:50:06 +00:00
|
|
|
{
|
2020-12-02 11:11:08 +00:00
|
|
|
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
|
|
|
|
};
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-10-21 17:15:13 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
2020-11-04 18:01:20 +00:00
|
|
|
/**
|
|
|
|
* 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`.
|
|
|
|
*/
|
2020-10-30 17:50:06 +00:00
|
|
|
hasUniform: function (name)
|
|
|
|
{
|
|
|
|
return this.uniforms.hasOwnProperty(name);
|
|
|
|
},
|
|
|
|
|
2020-12-03 14:31:21 +00:00
|
|
|
/**
|
|
|
|
* 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;
|
|
|
|
},
|
|
|
|
|
2020-10-30 17:50:06 +00:00
|
|
|
/**
|
|
|
|
* 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.
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
* @param {boolean} [skipCheck=false] - Skip the value comparison?
|
2020-10-30 17:50:06 +00:00
|
|
|
*
|
|
|
|
* @return {this} This WebGLShader instance.
|
|
|
|
*/
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
setUniform1: function (setter, name, value1, skipCheck)
|
2020-10-30 17:50:06 +00:00
|
|
|
{
|
|
|
|
var uniform = this.uniforms[name];
|
|
|
|
|
2020-11-02 22:39:20 +00:00
|
|
|
if (!uniform)
|
|
|
|
{
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
if (skipCheck || uniform.value1 !== value1)
|
2020-10-30 17:50:06 +00:00
|
|
|
{
|
|
|
|
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.
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
* @param {boolean} [skipCheck=false] - Skip the value comparison?
|
2020-10-30 17:50:06 +00:00
|
|
|
*
|
|
|
|
* @return {this} This WebGLShader instance.
|
|
|
|
*/
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
setUniform2: function (setter, name, value1, value2, skipCheck)
|
2020-10-30 17:50:06 +00:00
|
|
|
{
|
|
|
|
var uniform = this.uniforms[name];
|
|
|
|
|
2020-11-02 22:39:20 +00:00
|
|
|
if (!uniform)
|
|
|
|
{
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
if (skipCheck || uniform.value1 !== value1 || uniform.value2 !== value2)
|
2020-10-30 17:50:06 +00:00
|
|
|
{
|
|
|
|
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.
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
* @param {boolean} [skipCheck=false] - Skip the value comparison?
|
2020-10-30 17:50:06 +00:00
|
|
|
*
|
|
|
|
* @return {this} This WebGLShader instance.
|
|
|
|
*/
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
setUniform3: function (setter, name, value1, value2, value3, skipCheck)
|
2020-10-30 17:50:06 +00:00
|
|
|
{
|
|
|
|
var uniform = this.uniforms[name];
|
|
|
|
|
2020-11-02 22:39:20 +00:00
|
|
|
if (!uniform)
|
|
|
|
{
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
if (skipCheck || uniform.value1 !== value1 || uniform.value2 !== value2 || uniform.value3 !== value3)
|
2020-10-30 17:50:06 +00:00
|
|
|
{
|
|
|
|
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.
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
* @param {boolean} [skipCheck=false] - Skip the value comparison?
|
2020-10-30 17:50:06 +00:00
|
|
|
*
|
|
|
|
* @return {this} This WebGLShader instance.
|
|
|
|
*/
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
setUniform4: function (setter, name, value1, value2, value3, value4, skipCheck)
|
2020-10-30 17:50:06 +00:00
|
|
|
{
|
|
|
|
var uniform = this.uniforms[name];
|
|
|
|
|
2020-11-02 22:39:20 +00:00
|
|
|
if (!uniform)
|
|
|
|
{
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
if (skipCheck || uniform.value1 !== value1 || uniform.value2 !== value2 || uniform.value3 !== value3 || uniform.value4 !== value4)
|
2020-10-30 17:50:06 +00:00
|
|
|
{
|
|
|
|
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;
|
|
|
|
},
|
|
|
|
|
2021-11-02 18:05:18 +00:00
|
|
|
/**
|
|
|
|
* 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));
|
|
|
|
},
|
|
|
|
|
2020-10-21 17:15:13 +00:00
|
|
|
/**
|
2020-10-26 15:00:07 +00:00
|
|
|
* Sets a 1f uniform value based on the given name on this shader.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-30 17:50:06 +00:00
|
|
|
* 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.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set1f
|
2020-10-21 17:15:13 +00:00
|
|
|
* @since 3.50.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to set.
|
|
|
|
* @param {number} x - The new value of the `float` uniform.
|
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @return {this} This WebGLShader instance.
|
2020-10-21 17:15:13 +00:00
|
|
|
*/
|
|
|
|
set1f: function (name, x)
|
|
|
|
{
|
2020-10-30 17:50:06 +00:00
|
|
|
return this.setUniform1(this.gl.uniform1f, name, x);
|
2020-10-21 17:15:13 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2020-10-26 15:00:07 +00:00
|
|
|
* Sets a 2f uniform value based on the given name on this shader.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-30 17:50:06 +00:00
|
|
|
* 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.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set2f
|
2020-10-21 17:15:13 +00:00
|
|
|
* @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.
|
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @return {this} This WebGLShader instance.
|
2020-10-21 17:15:13 +00:00
|
|
|
*/
|
|
|
|
set2f: function (name, x, y)
|
|
|
|
{
|
2020-10-30 17:50:06 +00:00
|
|
|
return this.setUniform2(this.gl.uniform2f, name, x, y);
|
2020-10-21 17:15:13 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2020-10-26 15:00:07 +00:00
|
|
|
* Sets a 3f uniform value based on the given name on this shader.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-30 17:50:06 +00:00
|
|
|
* 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.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set3f
|
2020-10-21 17:15:13 +00:00
|
|
|
* @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.
|
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @return {this} This WebGLShader instance.
|
2020-10-21 17:15:13 +00:00
|
|
|
*/
|
|
|
|
set3f: function (name, x, y, z)
|
|
|
|
{
|
2020-10-30 17:50:06 +00:00
|
|
|
return this.setUniform3(this.gl.uniform3f, name, x, y, z);
|
2020-10-21 17:15:13 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2020-10-26 15:00:07 +00:00
|
|
|
* Sets a 4f uniform value based on the given name on this shader.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-30 17:50:06 +00:00
|
|
|
* 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.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set4f
|
2020-10-21 17:15:13 +00:00
|
|
|
* @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
|
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @return {this} This WebGLShader instance.
|
2020-10-21 17:15:13 +00:00
|
|
|
*/
|
|
|
|
set4f: function (name, x, y, z, w)
|
|
|
|
{
|
2020-10-30 17:50:06 +00:00
|
|
|
return this.setUniform4(this.gl.uniform4f, name, x, y, z, w);
|
2020-10-21 17:15:13 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2020-10-26 15:00:07 +00:00
|
|
|
* Sets a 1fv uniform value based on the given name on this shader.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-30 17:50:06 +00:00
|
|
|
* 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.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set1fv
|
2020-10-21 17:15:13 +00:00
|
|
|
* @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.
|
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @return {this} This WebGLShader instance.
|
2020-10-21 17:15:13 +00:00
|
|
|
*/
|
|
|
|
set1fv: function (name, arr)
|
|
|
|
{
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
return this.setUniform1(this.gl.uniform1fv, name, arr, true);
|
2020-10-21 17:15:13 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2020-10-26 15:00:07 +00:00
|
|
|
* Sets a 2fv uniform value based on the given name on this shader.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-30 17:50:06 +00:00
|
|
|
* 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.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set2fv
|
2020-10-21 17:15:13 +00:00
|
|
|
* @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.
|
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @return {this} This WebGLShader instance.
|
2020-10-21 17:15:13 +00:00
|
|
|
*/
|
|
|
|
set2fv: function (name, arr)
|
|
|
|
{
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
return this.setUniform1(this.gl.uniform2fv, name, arr, true);
|
2020-10-21 17:15:13 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2020-10-26 15:00:07 +00:00
|
|
|
* Sets a 3fv uniform value based on the given name on this shader.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-30 17:50:06 +00:00
|
|
|
* 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.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set3fv
|
2020-10-21 17:15:13 +00:00
|
|
|
* @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.
|
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @return {this} This WebGLShader instance.
|
2020-10-21 17:15:13 +00:00
|
|
|
*/
|
|
|
|
set3fv: function (name, arr)
|
|
|
|
{
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
return this.setUniform1(this.gl.uniform3fv, name, arr, true);
|
2020-10-21 17:15:13 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2020-10-26 15:00:07 +00:00
|
|
|
* Sets a 4fv uniform value based on the given name on this shader.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-30 17:50:06 +00:00
|
|
|
* 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.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set4fv
|
2020-10-21 17:15:13 +00:00
|
|
|
* @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.
|
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @return {this} This WebGLShader instance.
|
2020-10-21 17:15:13 +00:00
|
|
|
*/
|
|
|
|
set4fv: function (name, arr)
|
|
|
|
{
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
return this.setUniform1(this.gl.uniform4fv, name, arr, true);
|
2020-10-21 17:15:13 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2020-10-26 15:00:07 +00:00
|
|
|
* Sets a 1iv uniform value based on the given name on this shader.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-30 17:50:06 +00:00
|
|
|
* 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.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set1iv
|
2020-10-21 17:15:13 +00:00
|
|
|
* @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.
|
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @return {this} This WebGLShader instance.
|
2020-10-21 17:15:13 +00:00
|
|
|
*/
|
|
|
|
set1iv: function (name, arr)
|
|
|
|
{
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
return this.setUniform1(this.gl.uniform1iv, name, arr, true);
|
2020-10-21 17:15:13 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2020-10-26 15:00:07 +00:00
|
|
|
* Sets a 2iv uniform value based on the given name on this shader.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-30 17:50:06 +00:00
|
|
|
* 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.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set2iv
|
2020-10-21 17:15:13 +00:00
|
|
|
* @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.
|
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @return {this} This WebGLShader instance.
|
2020-10-21 17:15:13 +00:00
|
|
|
*/
|
|
|
|
set2iv: function (name, arr)
|
|
|
|
{
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
return this.setUniform1(this.gl.uniform2iv, name, arr, true);
|
2020-10-21 17:15:13 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2020-10-26 15:00:07 +00:00
|
|
|
* Sets a 3iv uniform value based on the given name on this shader.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-30 17:50:06 +00:00
|
|
|
* 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.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set3iv
|
2020-10-21 17:15:13 +00:00
|
|
|
* @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.
|
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @return {this} This WebGLShader instance.
|
2020-10-21 17:15:13 +00:00
|
|
|
*/
|
|
|
|
set3iv: function (name, arr)
|
|
|
|
{
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
return this.setUniform1(this.gl.uniform3iv, name, arr, true);
|
2020-10-21 17:15:13 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2020-10-26 15:00:07 +00:00
|
|
|
* Sets a 4iv uniform value based on the given name on this shader.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-30 17:50:06 +00:00
|
|
|
* 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.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set4iv
|
2020-10-21 17:15:13 +00:00
|
|
|
* @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.
|
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @return {this} This WebGLShader instance.
|
2020-10-21 17:15:13 +00:00
|
|
|
*/
|
|
|
|
set4iv: function (name, arr)
|
|
|
|
{
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
return this.setUniform1(this.gl.uniform4iv, name, arr, true);
|
2020-10-21 17:15:13 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2020-10-26 15:00:07 +00:00
|
|
|
* Sets a 1i uniform value based on the given name on this shader.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-30 17:50:06 +00:00
|
|
|
* 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.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set1i
|
2020-10-21 17:15:13 +00:00
|
|
|
* @since 3.50.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to set.
|
2020-11-23 10:22:13 +00:00
|
|
|
* @param {number} x - The new value of the `int` uniform.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @return {this} This WebGLShader instance.
|
2020-10-21 17:15:13 +00:00
|
|
|
*/
|
|
|
|
set1i: function (name, x)
|
|
|
|
{
|
2020-10-30 17:50:06 +00:00
|
|
|
return this.setUniform1(this.gl.uniform1i, name, x);
|
2020-10-21 17:15:13 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2020-10-26 15:00:07 +00:00
|
|
|
* Sets a 2i uniform value based on the given name on this shader.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-30 17:50:06 +00:00
|
|
|
* 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.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set2i
|
2020-10-21 17:15:13 +00:00
|
|
|
* @since 3.50.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to set.
|
2020-11-23 10:22:13 +00:00
|
|
|
* @param {number} x - The new X component of the `ivec2` uniform.
|
|
|
|
* @param {number} y - The new Y component of the `ivec2` uniform.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @return {this} This WebGLShader instance.
|
2020-10-21 17:15:13 +00:00
|
|
|
*/
|
|
|
|
set2i: function (name, x, y)
|
|
|
|
{
|
2020-10-30 17:50:06 +00:00
|
|
|
return this.setUniform2(this.gl.uniform2i, name, x, y);
|
2020-10-21 17:15:13 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2020-10-26 15:00:07 +00:00
|
|
|
* Sets a 3i uniform value based on the given name on this shader.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-30 17:50:06 +00:00
|
|
|
* 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.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set3i
|
2020-10-21 17:15:13 +00:00
|
|
|
* @since 3.50.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to set.
|
2020-11-23 10:22:13 +00:00
|
|
|
* @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.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @return {this} This WebGLShader instance.
|
2020-10-21 17:15:13 +00:00
|
|
|
*/
|
|
|
|
set3i: function (name, x, y, z)
|
|
|
|
{
|
2020-10-30 17:50:06 +00:00
|
|
|
return this.setUniform3(this.gl.uniform3i, name, x, y, z);
|
2020-10-21 17:15:13 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2020-10-26 15:00:07 +00:00
|
|
|
* Sets a 4i uniform value based on the given name on this shader.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-30 17:50:06 +00:00
|
|
|
* 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.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set4i
|
2020-10-21 17:15:13 +00:00
|
|
|
* @since 3.50.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to set.
|
2020-11-23 10:22:13 +00:00
|
|
|
* @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
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @return {this} This WebGLShader instance.
|
2020-10-21 17:15:13 +00:00
|
|
|
*/
|
|
|
|
set4i: function (name, x, y, z, w)
|
|
|
|
{
|
2020-10-30 17:50:06 +00:00
|
|
|
return this.setUniform4(this.gl.uniform4i, name, x, y, z, w);
|
2020-10-21 17:15:13 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2020-10-26 15:00:07 +00:00
|
|
|
* Sets a matrix 2fv uniform value based on the given name on this shader.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-30 17:50:06 +00:00
|
|
|
* 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.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#setMatrix2fv
|
2020-10-21 17:15:13 +00:00
|
|
|
* @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.
|
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @return {this} This WebGLShader instance.
|
2020-10-21 17:15:13 +00:00
|
|
|
*/
|
|
|
|
setMatrix2fv: function (name, transpose, matrix)
|
|
|
|
{
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
return this.setUniform2(this.gl.uniformMatrix2fv, name, transpose, matrix, true);
|
2020-10-21 17:15:13 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2020-10-26 15:00:07 +00:00
|
|
|
* Sets a matrix 3fv uniform value based on the given name on this shader.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-30 17:50:06 +00:00
|
|
|
* 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.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#setMatrix3fv
|
2020-10-21 17:15:13 +00:00
|
|
|
* @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.
|
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @return {this} This WebGLShader instance.
|
2020-10-21 17:15:13 +00:00
|
|
|
*/
|
|
|
|
setMatrix3fv: function (name, transpose, matrix)
|
|
|
|
{
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
return this.setUniform2(this.gl.uniformMatrix3fv, name, transpose, matrix, true);
|
2020-10-21 17:15:13 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2020-10-26 15:00:07 +00:00
|
|
|
* Sets a matrix 4fv uniform value based on the given name on this shader.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-30 17:50:06 +00:00
|
|
|
* 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.
|
2020-10-21 17:15:13 +00:00
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#setMatrix4fv
|
2020-10-21 17:15:13 +00:00
|
|
|
* @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
|
|
|
|
*
|
2020-10-26 15:00:07 +00:00
|
|
|
* @return {this} This WebGLShader instance.
|
2020-10-21 17:15:13 +00:00
|
|
|
*/
|
|
|
|
setMatrix4fv: function (name, transpose, matrix)
|
|
|
|
{
|
The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 16:22:04 +00:00
|
|
|
return this.setUniform2(this.gl.uniformMatrix4fv, name, transpose, matrix, true);
|
2020-10-26 15:00:07 +00:00
|
|
|
},
|
|
|
|
|
2021-11-02 18:05:18 +00:00
|
|
|
/**
|
|
|
|
* 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;
|
|
|
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this.fragSrc = fragSrc;
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this.program = this.renderer.createProgram(vertSrc, fragSrc);
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this.createUniforms();
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return this.rebind();
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},
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2020-10-26 15:00:07 +00:00
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/**
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* Removes all external references from this class and deletes the WebGL program from the WebGL context.
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*
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2020-10-30 17:50:06 +00:00
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* Does not remove this shader from the parent pipeline.
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*
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2020-10-26 15:00:07 +00:00
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* @method Phaser.Renderer.WebGL.WebGLShader#destroy
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* @since 3.50.0
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*/
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destroy: function ()
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{
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this.gl.deleteProgram(this.program);
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this.pipeline = null;
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this.renderer = null;
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2020-10-30 17:50:06 +00:00
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this.gl = null;
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this.program = null;
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2020-10-28 17:40:21 +00:00
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this.attributes = null;
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this.uniforms = null;
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2020-10-21 17:15:13 +00:00
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}
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});
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module.exports = WebGLShader;
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