/** * @author Richard Davey * @author Mat Groves (@Doormat23) * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * New version of PIXI.DefaultShader * * @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 = Phaser._UID++; /** * 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 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; } };