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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* @copyright 2020 Photon Storm Ltd.
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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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/**
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* @classdesc
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* TODO
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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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* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
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*/
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var WebGLShader = new Class({
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initialize:
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function WebGLShader (pipeline, name, vertShader, fragShader, uniforms)
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{
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this.pipeline = pipeline;
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this.name = name;
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this.renderer = pipeline.renderer;
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/**
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* The WebGL context this WebGL Pipeline uses.
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*
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* @name Phaser.Renderer.WebGL.WebGLShader#gl
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* @type {WebGLRenderingContext}
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* @since 3.0.0
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*/
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this.gl = this.renderer.gl;
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/**
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* A reference to the WebGLProgram (shader) that this pipeline is using.
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*
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* @name Phaser.Renderer.WebGL.WebGLShader#program
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* @type {WebGLProgram}
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* @since 3.0.0
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*/
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this.program = this.renderer.createProgram(vertShader, fragShader);
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/**
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* Array of objects that describe the shader uniforms.
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* This is populated with their locations when the shader is created.
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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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if (uniforms)
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{
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this.setUniformLocations(uniforms);
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}
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},
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/**
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* Binds the pipeline resources, including the program, vertex buffer and attribute pointers.
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*
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* This method is called every time this pipeline is made the current active pipeline.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#bind
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* @since 3.0.0
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*
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* @param {boolean} [reset=false] - Should the pipeline be fully re-bound after a renderer pipeline clear?
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*
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* @return {this} This WebGLPipeline instance.
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*/
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bind: function ()
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{
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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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var pipeline = this.pipeline;
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if (pipeline.mvpDirty)
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{
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this.setMatrix4fv('uModelMatrix', false, pipeline.modelMatrix.val);
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this.setMatrix4fv('uViewMatrix', false, pipeline.viewMatrix.val);
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this.setMatrix4fv('uProjectionMatrix', false, pipeline.projectionMatrix.val);
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pipeline.mvpDirty = false;
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}
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2020-10-21 17:15:13 +00:00
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},
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/**
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* Sets up the `WebGLPipeline.uniforms` object, populating it with the names
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* and locations of the shader uniforms.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#setUniformLocations
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* @since 3.50.0
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*
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* @param {string[]} uniformNames - An array of the uniform names to get the locations for.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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setUniformLocations: function (uniformNames)
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{
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var gl = this.gl;
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var program = this.program;
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var uniforms = this.uniforms;
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for (var i = 0; i < uniformNames.length; i++)
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{
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var name = uniformNames[i];
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var location = gl.getUniformLocation(program, name);
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if (location !== null)
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{
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uniforms[name] = location;
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}
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}
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return this;
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},
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/**
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* Removes all object references in this WebGL Pipeline and removes its program from the WebGL context.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#destroy
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* @since 3.0.0
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*
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* @return {this} This WebGLPipeline instance.
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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.gl = null;
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this.program = null;
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this.pipeline = null;
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this.renderer = null;
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},
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/**
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* Sets a 1f uniform value based on the given name on this pipeline.
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*
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* The pipeline shader must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#set1f
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number} x - The new value of the `float` uniform.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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set1f: function (name, x)
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{
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this.gl.uniform1f(this.uniforms[name], x);
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return this;
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},
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/**
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* Sets a 2f uniform value based on the given name on this pipeline.
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*
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* The pipeline shader must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#set2f
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number} x - The new X component of the `vec2` uniform.
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* @param {number} y - The new Y component of the `vec2` uniform.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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set2f: function (name, x, y)
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{
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this.gl.uniform2f(this.uniforms[name], x, y);
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return this;
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},
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/**
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* Sets a 3f uniform value based on the given name on this pipeline.
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*
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* The pipeline shader must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#set3f
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number} x - The new X component of the `vec3` uniform.
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* @param {number} y - The new Y component of the `vec3` uniform.
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* @param {number} z - The new Z component of the `vec3` uniform.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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set3f: function (name, x, y, z)
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{
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this.gl.uniform3f(this.uniforms[name], x, y, z);
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return this;
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},
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/**
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* Sets a 4f uniform value based on the given name on this pipeline.
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*
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* The pipeline shader must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#set4f
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number} x - X component of the uniform
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* @param {number} y - Y component of the uniform
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* @param {number} z - Z component of the uniform
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* @param {number} w - W component of the uniform
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*
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* @return {this} This WebGLPipeline instance.
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*/
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set4f: function (name, x, y, z, w)
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{
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this.gl.uniform4f(this.uniforms[name], x, y, z, w);
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return this;
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},
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/**
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* Sets a 1fv uniform value based on the given name on this pipeline.
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*
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* The pipeline shader must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#set1fv
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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set1fv: function (name, arr)
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{
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this.gl.uniform1fv(this.uniforms[name], arr);
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return this;
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},
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/**
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* Sets a 2fv uniform value based on the given name on this pipeline.
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*
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* The pipeline shader must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#set2fv
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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set2fv: function (name, arr)
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{
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this.gl.uniform2fv(this.uniforms[name], arr);
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return this;
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},
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/**
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* Sets a 3fv uniform value based on the given name on this pipeline.
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*
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* The pipeline shader must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#set3fv
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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set3fv: function (name, arr)
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{
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this.gl.uniform3fv(this.uniforms[name], arr);
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return this;
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},
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/**
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* Sets a 4fv uniform value based on the given name on this pipeline.
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*
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* The pipeline shader must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#set4fv
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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set4fv: function (name, arr)
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{
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this.gl.uniform4fv(this.uniforms[name], arr);
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return this;
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},
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/**
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* Sets a 1iv uniform value based on the given name on this pipeline.
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*
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* The pipeline shader must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#set1iv
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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set1iv: function (name, arr)
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{
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2020-10-26 14:24:15 +00:00
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this.gl.uniform1iv(this.uniforms[name], arr);
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2020-10-21 17:15:13 +00:00
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return this;
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},
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/**
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* Sets a 2iv uniform value based on the given name on this pipeline.
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*
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* The pipeline shader must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#set2iv
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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set2iv: function (name, arr)
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{
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this.gl.uniform2iv(this.uniforms[name], arr);
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return this;
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},
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/**
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* Sets a 3iv uniform value based on the given name on this pipeline.
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*
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* The pipeline shader must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#set3iv
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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set3iv: function (name, arr)
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{
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this.gl.uniform3iv(this.uniforms[name], arr);
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return this;
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},
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/**
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* Sets a 4iv uniform value based on the given name on this pipeline.
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*
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* The pipeline shader must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#set4iv
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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set4iv: function (name, arr)
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{
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this.gl.uniform4iv(this.uniforms[name], arr);
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return this;
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},
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/**
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* Sets a 1i uniform value based on the given name on this pipeline.
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*
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* The pipeline shader must be currently active. You can safely call this method from
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|
* pipeline methods such as `bind`, `onBind` and batch related calls.
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|
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#set1i
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {integer} x - The new value of the `int` uniform.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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set1i: function (name, x)
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{
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this.gl.uniform1i(this.uniforms[name], x);
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return this;
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},
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/**
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|
* Sets a 2i uniform value based on the given name on this pipeline.
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*
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|
* The pipeline shader must be currently active. You can safely call this method from
|
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|
|
* pipeline methods such as `bind`, `onBind` and batch related calls.
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|
|
*
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|
* @method Phaser.Renderer.WebGL.WebGLPipeline#set2i
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {integer} x - The new X component of the `ivec2` uniform.
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|
* @param {integer} y - The new Y component of the `ivec2` uniform.
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|
|
*
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|
* @return {this} This WebGLPipeline instance.
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|
|
*/
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set2i: function (name, x, y)
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|
|
{
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this.gl.uniform2i(this.uniforms[name], x, y);
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return this;
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|
},
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|
|
/**
|
|
|
|
* Sets a 3i uniform value based on the given name on this pipeline.
|
|
|
|
*
|
|
|
|
* The pipeline shader must be currently active. You can safely call this method from
|
|
|
|
* pipeline methods such as `bind`, `onBind` and batch related calls.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#set3i
|
|
|
|
* @since 3.50.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to set.
|
|
|
|
* @param {integer} x - The new X component of the `ivec3` uniform.
|
|
|
|
* @param {integer} y - The new Y component of the `ivec3` uniform.
|
|
|
|
* @param {integer} z - The new Z component of the `ivec3` uniform.
|
|
|
|
*
|
|
|
|
* @return {this} This WebGLPipeline instance.
|
|
|
|
*/
|
|
|
|
set3i: function (name, x, y, z)
|
|
|
|
{
|
|
|
|
this.gl.uniform3i(this.uniforms[name], x, y, z);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets a 4i uniform value based on the given name on this pipeline.
|
|
|
|
*
|
|
|
|
* The pipeline shader must be currently active. You can safely call this method from
|
|
|
|
* pipeline methods such as `bind`, `onBind` and batch related calls.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#set4i
|
|
|
|
* @since 3.50.0
|
|
|
|
*
|
|
|
|
* @param {string} name - The name of the uniform to set.
|
|
|
|
* @param {integer} x - X component of the uniform
|
|
|
|
* @param {integer} y - Y component of the uniform
|
|
|
|
* @param {integer} z - Z component of the uniform
|
|
|
|
* @param {integer} w - W component of the uniform
|
|
|
|
*
|
|
|
|
* @return {this} This WebGLPipeline instance.
|
|
|
|
*/
|
|
|
|
set4i: function (name, x, y, z, w)
|
|
|
|
{
|
|
|
|
this.gl.uniform4i(this.uniforms[name], x, y, z, w);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets a matrix 2fv uniform value based on the given name on this pipeline.
|
|
|
|
*
|
|
|
|
* The pipeline shader must be currently active. You can safely call this method from
|
|
|
|
* pipeline methods such as `bind`, `onBind` and batch related calls.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#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.
|
|
|
|
*
|
|
|
|
* @return {this} This WebGLPipeline instance.
|
|
|
|
*/
|
|
|
|
setMatrix2fv: function (name, transpose, matrix)
|
|
|
|
{
|
|
|
|
this.gl.uniformMatrix2fv(this.uniforms[name], transpose, matrix);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets a matrix 3fv uniform value based on the given name on this pipeline.
|
|
|
|
*
|
|
|
|
* The pipeline shader must be currently active. You can safely call this method from
|
|
|
|
* pipeline methods such as `bind`, `onBind` and batch related calls.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#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.
|
|
|
|
*
|
|
|
|
* @return {this} This WebGLPipeline instance.
|
|
|
|
*/
|
|
|
|
setMatrix3fv: function (name, transpose, matrix)
|
|
|
|
{
|
|
|
|
this.gl.uniformMatrix3fv(this.uniforms[name], transpose, matrix);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets a matrix 4fv uniform value based on the given name on this pipeline.
|
|
|
|
*
|
|
|
|
* The pipeline shader must be currently active. You can safely call this method from
|
|
|
|
* pipeline methods such as `bind`, `onBind` and batch related calls.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.WebGLPipeline#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
|
|
|
|
*
|
|
|
|
* @return {this} This WebGLPipeline instance.
|
|
|
|
*/
|
|
|
|
setMatrix4fv: function (name, transpose, matrix)
|
|
|
|
{
|
2020-10-26 14:24:15 +00:00
|
|
|
this.gl.uniformMatrix4fv(this.uniforms[name], transpose, matrix);
|
2020-10-21 17:15:13 +00:00
|
|
|
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
module.exports = WebGLShader;
|