phaser/src/renderer/webgl/WebGLShader.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../utils/Class');
/**
* @classdesc
* TODO
*
* @class WebGLShader
* @memberof Phaser.Renderer.WebGL
* @constructor
* @since 3.50.0
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
*/
var WebGLShader = new Class({
initialize:
function WebGLShader (pipeline, name, vertShader, fragShader, uniforms)
{
this.pipeline = pipeline;
this.name = name;
this.renderer = pipeline.renderer;
/**
* The WebGL context this WebGL Pipeline uses.
*
* @name Phaser.Renderer.WebGL.WebGLShader#gl
* @type {WebGLRenderingContext}
* @since 3.0.0
*/
this.gl = this.renderer.gl;
/**
* A reference to the WebGLProgram (shader) that this pipeline is using.
*
* @name Phaser.Renderer.WebGL.WebGLShader#program
* @type {WebGLProgram}
* @since 3.0.0
*/
this.program = this.renderer.createProgram(vertShader, fragShader);
/**
* Array of objects that describe the shader uniforms.
* This is populated with their locations when the shader is created.
*
* @name Phaser.Renderer.WebGL.WebGLShader#uniforms
* @type {Phaser.Types.Renderer.WebGL.WebGLPipelineUniformsConfig}
* @since 3.50.0
*/
this.uniforms = {};
if (uniforms)
{
this.setUniformLocations(uniforms);
}
},
/**
* Binds the pipeline resources, including the program, vertex buffer and attribute pointers.
*
* This method is called every time this pipeline is made the current active pipeline.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#bind
* @since 3.0.0
*
* @param {boolean} [reset=false] - Should the pipeline be fully re-bound after a renderer pipeline clear?
*
* @return {this} This WebGLPipeline instance.
*/
bind: function ()
{
this.renderer.setProgram(this.program);
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var pipeline = this.pipeline;
if (pipeline.mvpDirty)
{
this.setMatrix4fv('uModelMatrix', false, pipeline.modelMatrix.val);
this.setMatrix4fv('uViewMatrix', false, pipeline.viewMatrix.val);
this.setMatrix4fv('uProjectionMatrix', false, pipeline.projectionMatrix.val);
pipeline.mvpDirty = false;
}
},
/**
* Sets up the `WebGLPipeline.uniforms` object, populating it with the names
* and locations of the shader uniforms.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#setUniformLocations
* @since 3.50.0
*
* @param {string[]} uniformNames - An array of the uniform names to get the locations for.
*
* @return {this} This WebGLPipeline instance.
*/
setUniformLocations: function (uniformNames)
{
var gl = this.gl;
var program = this.program;
var uniforms = this.uniforms;
for (var i = 0; i < uniformNames.length; i++)
{
var name = uniformNames[i];
var location = gl.getUniformLocation(program, name);
if (location !== null)
{
uniforms[name] = location;
}
}
return this;
},
/**
* Removes all object references in this WebGL Pipeline and removes its program from the WebGL context.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#destroy
* @since 3.0.0
*
* @return {this} This WebGLPipeline instance.
*/
destroy: function ()
{
this.gl.deleteProgram(this.program);
this.gl = null;
this.program = null;
this.pipeline = null;
this.renderer = null;
},
/**
* Sets a 1f 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#set1f
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number} x - The new value of the `float` uniform.
*
* @return {this} This WebGLPipeline instance.
*/
set1f: function (name, x)
{
this.gl.uniform1f(this.uniforms[name], x);
return this;
},
/**
* Sets a 2f 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#set2f
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number} x - The new X component of the `vec2` uniform.
* @param {number} y - The new Y component of the `vec2` uniform.
*
* @return {this} This WebGLPipeline instance.
*/
set2f: function (name, x, y)
{
this.gl.uniform2f(this.uniforms[name], x, y);
return this;
},
/**
* Sets a 3f 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#set3f
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number} x - The new X component of the `vec3` uniform.
* @param {number} y - The new Y component of the `vec3` uniform.
* @param {number} z - The new Z component of the `vec3` uniform.
*
* @return {this} This WebGLPipeline instance.
*/
set3f: function (name, x, y, z)
{
this.gl.uniform3f(this.uniforms[name], x, y, z);
return this;
},
/**
* Sets a 4f 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#set4f
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number} x - X component of the uniform
* @param {number} y - Y component of the uniform
* @param {number} z - Z component of the uniform
* @param {number} w - W component of the uniform
*
* @return {this} This WebGLPipeline instance.
*/
set4f: function (name, x, y, z, w)
{
this.gl.uniform4f(this.uniforms[name], x, y, z, w);
return this;
},
/**
* Sets a 1fv 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#set1fv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
*
* @return {this} This WebGLPipeline instance.
*/
set1fv: function (name, arr)
{
this.gl.uniform1fv(this.uniforms[name], arr);
return this;
},
/**
* Sets a 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#set2fv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
*
* @return {this} This WebGLPipeline instance.
*/
set2fv: function (name, arr)
{
this.gl.uniform2fv(this.uniforms[name], arr);
return this;
},
/**
* Sets a 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#set3fv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
*
* @return {this} This WebGLPipeline instance.
*/
set3fv: function (name, arr)
{
this.gl.uniform3fv(this.uniforms[name], arr);
return this;
},
/**
* Sets a 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#set4fv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
*
* @return {this} This WebGLPipeline instance.
*/
set4fv: function (name, arr)
{
this.gl.uniform4fv(this.uniforms[name], arr);
return this;
},
/**
* Sets a 1iv 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#set1iv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
*
* @return {this} This WebGLPipeline instance.
*/
set1iv: function (name, arr)
{
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this.gl.uniform1iv(this.uniforms[name], arr);
return this;
},
/**
* Sets a 2iv 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#set2iv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
*
* @return {this} This WebGLPipeline instance.
*/
set2iv: function (name, arr)
{
this.gl.uniform2iv(this.uniforms[name], arr);
return this;
},
/**
* Sets a 3iv 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#set3iv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
*
* @return {this} This WebGLPipeline instance.
*/
set3iv: function (name, arr)
{
this.gl.uniform3iv(this.uniforms[name], arr);
return this;
},
/**
* Sets a 4iv 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#set4iv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
*
* @return {this} This WebGLPipeline instance.
*/
set4iv: function (name, arr)
{
this.gl.uniform4iv(this.uniforms[name], arr);
return this;
},
/**
* Sets a 1i 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#set1i
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {integer} x - The new value of the `int` uniform.
*
* @return {this} This WebGLPipeline instance.
*/
set1i: function (name, x)
{
this.gl.uniform1i(this.uniforms[name], x);
return this;
},
/**
* Sets a 2i 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#set2i
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {integer} x - The new X component of the `ivec2` uniform.
* @param {integer} y - The new Y component of the `ivec2` uniform.
*
* @return {this} This WebGLPipeline instance.
*/
set2i: function (name, x, y)
{
this.gl.uniform2i(this.uniforms[name], x, y);
return this;
},
/**
* 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)
{
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this.gl.uniformMatrix4fv(this.uniforms[name], transpose, matrix);
return this;
}
});
module.exports = WebGLShader;