Added default shader

This commit is contained in:
Richard Davey 2019-04-25 15:07:46 +01:00
parent 27d6bd544f
commit a0ef6e9d1b
2 changed files with 68 additions and 25 deletions

View file

@ -31,8 +31,12 @@ var TransformMatrix = require('../components/TransformMatrix');
* @extends Phaser.GameObjects.Components.Visible
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
* @param {number} [x=0] - The horizontal position of this Game Object in the world.
* @param {number} [y=0] - The vertical position of this Game Object in the world.
* @param {number} [width=128] - The width of the Game Object.
* @param {number} [height=128] - The height of the Game Object.
* @param {string} [fragSource] - The source code of the fragment shader.
* @param {string} [vertSource] - The source code of the vertex shader.
*/
var Shader = new Class({
@ -52,13 +56,56 @@ var Shader = new Class({
initialize:
function Shader (scene, x, y, width, height, vert, frag)
function Shader (scene, x, y, width, height, fragSource, vertSource)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (width === undefined) { width = 128; }
if (height === undefined) { height = 128; }
if (fragSource === undefined)
{
fragSource = [
'precision mediump float;',
'uniform vec2 resolution;',
'varying vec2 fragCoord;',
'void main () {',
' vec2 uv = fragCoord / resolution.xy;',
' gl_FragColor = vec4(uv.xyx, 1.0);',
'}'
].join('\n');
}
if (vertSource === undefined)
{
vertSource = [
'precision mediump float;',
'uniform mat4 uProjectionMatrix;',
'uniform mat4 uViewMatrix;',
'attribute vec2 inPosition;',
'varying vec2 fragCoord;',
'void main () {',
'gl_Position = uProjectionMatrix * uViewMatrix * vec4(inPosition, 1.0, 1.0);',
'fragCoord = inPosition;',
'}'
].join('\n');
}
GameObject.call(this, scene, 'Shader');
// This Game Object cannot have a blend mode, so skip all checks
this.blendMode = -1;
this.vertSource = vertSource;
this.fragSource = fragSource;
this.vertexCount = 0;
this.vertexCapacity = 6;
@ -214,13 +261,15 @@ var Shader = new Class({
this.setSize(width, height);
this.setOrigin(0.5, 0.5);
this.setShader(vert, frag);
this.setShader(fragSource, vertSource);
this.projOrtho(0, renderer.width, renderer.height, 0);
},
setShader: function (vertSource, fragSource)
setShader: function (fragSource, vertSource)
{
if (vertSource === undefined) { vertSource = this.vertSource; }
var gl = this.gl;
var renderer = this.renderer;
@ -235,6 +284,10 @@ var Shader = new Class({
renderer.setMatrix4(program, 'uProjectionMatrix', false, this.projectionMatrix);
this.program = program;
this.fragSource = fragSource;
this.vertSource = vertSource;
return this;
},
/**

View file

@ -12,33 +12,23 @@ var GameObjectFactory = require('../GameObjectFactory');
*
* Note: This method will only be available if the Shader Game Object and WebGL support have been built into Phaser.
*
* @method Phaser.GameObjects.GameObjectFactory#mesh
* @method Phaser.GameObjects.GameObjectFactory#shader
* @webglOnly
* @since 3.0.0
* @since 3.17.0
*
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
* @param {number[]} vertices - An array containing the vertices data for this Shader.
* @param {number[]} uv - An array containing the uv data for this Shader.
* @param {number[]} colors - An array containing the color data for this Shader.
* @param {number[]} alphas - An array containing the alpha data for this Shader.
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
* @param {number} [x=0] - The horizontal position of this Game Object in the world.
* @param {number} [y=0] - The vertical position of this Game Object in the world.
* @param {number} [width=128] - The width of the Game Object.
* @param {number} [height=128] - The height of the Game Object.
* @param {string} [fragSource] - The source code of the fragment shader.
* @param {string} [vertSource] - The source code of the vertex shader.
*
* @return {Phaser.GameObjects.Shader} The Game Object that was created.
*/
if (typeof WEBGL_RENDERER)
{
GameObjectFactory.register('shader', function (x, y, width, height, vert, frag)
GameObjectFactory.register('shader', function (x, y, width, height, fragSource, vertSource)
{
return this.displayList.add(new Shader(this.scene, x, y, width, height, vert, frag));
return this.displayList.add(new Shader(this.scene, x, y, width, height, fragSource, vertSource));
});
}
// When registering a factory function 'this' refers to the GameObjectFactory context.
//
// There are several properties available to use:
//
// this.scene - a reference to the Scene that owns the GameObjectFactory
// this.displayList - a reference to the Display List the Scene owns
// this.updateList - a reference to the Update List the Scene owns