phaser/v3/merge/renderer/webgl/shaders/SpriteBatch.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @author Mat Groves (@Doormat23)
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
2016-10-06 22:36:00 +00:00
* New version of PIXI.PixiFastShader
*
* @class Phaser.Renderer.Canvas
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
*/
Phaser.Renderer.WebGL.Shaders.SpriteBatch = function (renderer)
{
this.renderer = renderer;
// WebGLContext
this.gl = renderer.gl;
/**
* @property _UID
* @type Number
* @private
*/
this._UID = renderer.getShaderID(this);
/**
* The WebGL program.
* @property program
* @type Any
*/
this.program = null;
/**
* The vertex shader.
* @property vertexSrc
* @type Array
*/
this.fragmentSrc = [];
this.vertexSrc = [];
this.attributes = [];
// @type {WebGLUniformLocation }
this.uSampler;
// @type {WebGLUniformLocation }
this.projectionVector;
// @type {WebGLUniformLocation }
this.offsetVector;
// @type {WebGLUniformLocation }
this.dimensions;
// @type {WebGLUniformLocation }
this.uMatrix;
// @type {GLint}
this.aVertexPosition;
// @type {GLint}
this.aPositionCoord;
// @type {GLint}
this.aScale;
// @type {GLint}
this.aRotation;
// @type {GLint}
this.aTextureCoord;
// @type {GLint}
this.colorAttribute;
// @type {GLint}
this.aTextureIndex;
this.init();
};
Phaser.Renderer.WebGL.Shaders.SpriteBatch.prototype.constructor = Phaser.Renderer.WebGL.Shaders.SpriteBatch;
Phaser.Renderer.WebGL.Shaders.SpriteBatch.prototype = {
init: function ()
{
if (this.renderer.enableMultiTextureToggle)
{
var dynamicIfs = '\tif (vTextureIndex == 0.0) gl_FragColor = texture2D(uSamplerArray[0], vTextureCoord) * vColor;\n';
for (var index = 1; index < this.renderer.getMaxTextureUnits(); ++index)
{
dynamicIfs += '\telse if (vTextureIndex == ' +
index + '.0) gl_FragColor = texture2D(uSamplerArray[' +
index + '], vTextureCoord) * vColor;\n';
}
this.fragmentSrc = [
'precision lowp float;',
'varying vec2 vTextureCoord;',
'varying float vColor;',
'varying float vTextureIndex;',
'uniform sampler2D uSamplerArray[' + this.renderer.getMaxTextureUnits() + '];',
'const vec4 PINK = vec4(1.0, 0.0, 1.0, 1.0);',
'const vec4 GREEN = vec4(0.0, 1.0, 0.0, 1.0);',
'void main(void) {',
dynamicIfs,
'else gl_FragColor = PINK;',
'}'
];
}
else
{
this.fragmentSrc = [
'precision lowp float;',
'varying vec2 vTextureCoord;',
'varying float vColor;',
'varying float vTextureIndex;',
'uniform sampler2D uSampler;',
'void main(void) {',
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor;',
'}'
];
}
this.vertexSrc = [
'attribute vec2 aVertexPosition;',
'attribute vec2 aTextureCoord;',
'attribute vec4 aColor;',
'attribute float aTextureIndex;',
'uniform vec2 projectionVector;',
'uniform vec2 offsetVector;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'varying float vTextureIndex;',
'const vec2 center = vec2(-1.0, 1.0);',
'void main(void) {',
' gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center, 0.0, 1.0);',
' vTextureCoord = aTextureCoord;',
' vTextureIndex = aTextureIndex;',
' vColor = vec4(aColor.rgb * aColor.a, aColor.a);',
'}'
];
// ' vec3 color = mod(vec3(aColor.y / 65536.0, aColor.y / 256.0, aColor.y), 256.0) / 256.0;',
// ' vColor = vec4(color * aColor.x, aColor.x);',
/*
this.vertexSrc = [
'attribute vec2 aVertexPosition;',
'attribute vec2 aPositionCoord;',
'attribute vec2 aScale;',
'attribute float aRotation;',
'attribute vec2 aTextureCoord;',
'attribute float aColor;',
'attribute float aTextureIndex;',
'uniform vec2 projectionVector;',
'uniform vec2 offsetVector;',
'uniform mat3 uMatrix;',
'varying vec2 vTextureCoord;',
'varying float vColor;',
'varying float vTextureIndex;',
'const vec2 center = vec2(-1.0, 1.0);',
'void main(void) {',
' vec2 v;',
' vec2 sv = aVertexPosition * aScale;',
' v.x = (sv.x) * cos(aRotation) - (sv.y) * sin(aRotation);',
' v.y = (sv.x) * sin(aRotation) + (sv.y) * cos(aRotation);',
' v = (uMatrix * vec3(v + aPositionCoord , 1.0)).xy ;',
' gl_Position = vec4((v / projectionVector) + center , 0.0, 1.0);',
' vTextureCoord = aTextureCoord;',
' vTextureIndex = aTextureIndex;',
' vColor = aColor;',
'}'
];
*/
var program = this.renderer.compileProgram(this.vertexSrc, this.fragmentSrc);
var gl = this.gl;
gl.useProgram(program);
// get and store the uniforms for the shader
this.uSampler = (this.renderer.enableMultiTextureToggle) ? gl.getUniformLocation(program, 'uSamplerArray[0]') : gl.getUniformLocation(program, 'uSampler');
if (this.renderer.enableMultiTextureToggle)
{
var indices = [];
// HACK: we bind an empty texture to avoid WebGL warning spam.
var tempTexture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, tempTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, null);
for (var i = 0; i < this.renderer.getMaxTextureUnits(); ++i)
{
gl.activeTexture(gl.TEXTURE0 + i);
gl.bindTexture(gl.TEXTURE_2D, tempTexture);
indices.push(i);
}
gl.activeTexture(gl.TEXTURE0);
gl.uniform1iv(this.uSampler, indices);
}
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
this.dimensions = gl.getUniformLocation(program, 'dimensions');
this.uMatrix = gl.getUniformLocation(program, 'uMatrix');
// get and store the attributes
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
this.aScale = gl.getAttribLocation(program, 'aScale');
this.aRotation = gl.getAttribLocation(program, 'aRotation');
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
this.colorAttribute = gl.getAttribLocation(program, 'aColor');
this.aTextureIndex = gl.getAttribLocation(program, 'aTextureIndex');
this.attributes = [
this.aVertexPosition,
this.aPositionCoord,
this.aScale,
this.aRotation,
this.aTextureCoord,
this.colorAttribute,
this.aTextureIndex
];
this.program = program;
},
destroy: function ()
{
this.gl.deleteProgram(this.program);
this.gl = null;
this.renderer = null;
this.attributes = null;
}
};