/** * @author Mat Groves http://matgroves.com/ @Doormat23 */ /** * @class StripShader * @constructor * @param gl {WebGLContext} the current WebGL drawing context */ PIXI.StripShader = function(gl) { /** * @property _UID * @type Number * @private */ this._UID = Phaser._UID++; /** * @property gl * @type WebGLContext */ this.gl = gl; /** * The WebGL program. * @property program * @type Any */ this.program = null; if (PIXI._enableMultiTextureToggle) { var gl = this.gl; this.MAX_TEXTURES = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); var dynamicIfs = '\tif (vTextureIndex == 0.0) gl_FragColor = texture2D(uSamplerArray[0], vTextureCoord);\n' for (var index = 1; index < this.MAX_TEXTURES; ++index) { dynamicIfs += '\telse if (vTextureIndex == ' + index + '.0) gl_FragColor = texture2D(uSamplerArray[' + index + '], vTextureCoord) ;\n' } /** * The fragment shader. * @property fragmentSrc * @type Array */ this.fragmentSrc = [ '//StripShader Fragment Shader.', 'precision mediump float;', 'varying vec2 vTextureCoord;', 'varying float vTextureIndex;', // 'varying float vColor;', 'uniform float alpha;', 'uniform sampler2D uSamplerArray[' + this.MAX_TEXTURES + '];', '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 { /** * The fragment shader. * @property fragmentSrc * @type Array */ this.fragmentSrc = [ '//StripShader Fragment Shader.', 'precision mediump float;', 'varying vec2 vTextureCoord;', 'varying float vTextureIndex;', // 'varying float vColor;', 'uniform float alpha;', 'uniform sampler2D uSampler;', 'void main(void) {', ' gl_FragColor = texture2D(uSampler, vTextureCoord);', '}' ]; } /** * The vertex shader. * @property vertexSrc * @type Array */ this.vertexSrc = [ '//StripShader Vertex Shader.', 'attribute vec2 aVertexPosition;', 'attribute vec2 aTextureCoord;', 'attribute float aTextureIndex;', 'uniform mat3 translationMatrix;', 'uniform vec2 projectionVector;', 'uniform vec2 offsetVector;', // 'uniform float alpha;', // 'uniform vec3 tint;', 'varying vec2 vTextureCoord;', 'varying float vTextureIndex;', // 'varying vec4 vColor;', 'void main(void) {', ' vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);', ' v -= offsetVector.xyx;', ' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);', ' vTextureCoord = aTextureCoord;', ' vTextureIndex = aTextureIndex;', // ' vColor = aColor * vec4(tint * alpha, alpha);', '}' ]; this.init(); }; PIXI.StripShader.prototype.constructor = PIXI.StripShader; /** * Initialises the shader. * * @method init */ PIXI.StripShader.prototype.init = function() { var gl = this.gl; var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc); gl.useProgram(program); // get and store the uniforms for the shader this.uSampler = PIXI._enableMultiTextureToggle ? gl.getUniformLocation(program, 'uSamplerArray[0]') : gl.getUniformLocation(program, 'uSampler'); if (PIXI._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.MAX_TEXTURES; ++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.colorAttribute = gl.getAttribLocation(program, 'aColor'); this.aTextureIndex = gl.getAttribLocation(program, 'aTextureIndex'); //this.dimensions = gl.getUniformLocation(this.program, 'dimensions'); // get and store the attributes this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord'); this.attributes = [this.aVertexPosition, this.aTextureCoord, this.aTextureIndex]; this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix'); this.alpha = gl.getUniformLocation(program, 'alpha'); this.program = program; }; /** * Destroys the shader. * * @method destroy */ PIXI.StripShader.prototype.destroy = function() { this.gl.deleteProgram( this.program ); this.uniforms = null; this.gl = null; this.attribute = null; };