/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = require('../../utils/Class'); var Components = require('../components'); var GameObject = require('../GameObject'); var ShaderRender = require('./ShaderRender'); var TransformMatrix = require('../components/TransformMatrix'); /** * @classdesc * A Shader Game Object. * * @class Shader * @extends Phaser.GameObjects.GameObject * @memberof Phaser.GameObjects * @constructor * @webglOnly * @since 3.17.0 * * @extends Phaser.GameObjects.Components.ComputedSize * @extends Phaser.GameObjects.Components.Depth * @extends Phaser.GameObjects.Components.GetBounds * @extends Phaser.GameObjects.Components.Mask * @extends Phaser.GameObjects.Components.Origin * @extends Phaser.GameObjects.Components.ScrollFactor * @extends Phaser.GameObjects.Components.Transform * @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=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({ Extends: GameObject, Mixins: [ Components.ComputedSize, Components.Depth, Components.GetBounds, Components.Mask, Components.Origin, Components.ScrollFactor, Components.Transform, Components.Visible, ShaderRender ], initialize: function Shader (scene, x, y, width, height, fragSource, vertSource, uniforms) { 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; var renderer = scene.sys.renderer; this.renderer = renderer; /** * The WebGL context this WebGL Pipeline uses. * * @name Phaser.Renderer.WebGL.WebGLPipeline#gl * @type {WebGLRenderingContext} * @since 3.17.0 */ this.gl = this.renderer.gl; /** * Raw byte buffer of vertices. * * @name Phaser.Renderer.WebGL.WebGLPipeline#vertexData * @type {ArrayBuffer} * @since 3.0.0 */ this.vertexData = new ArrayBuffer(6 * (Float32Array.BYTES_PER_ELEMENT * 2)); /** * The handle to a WebGL vertex buffer object. * * @name Phaser.Renderer.WebGL.WebGLPipeline#vertexBuffer * @type {WebGLBuffer} * @since 3.0.0 */ this.vertexBuffer = renderer.createVertexBuffer(this.vertexData.byteLength, this.gl.STREAM_DRAW); /** * The handle to a WebGL program * * @name Phaser.Renderer.WebGL.WebGLPipeline#program * @type {WebGLProgram} * @since 3.0.0 */ this.program = null; /** * Uint8 view to the vertex raw buffer. Used for uploading vertex buffer resources * to the GPU. * * @name Phaser.Renderer.WebGL.WebGLPipeline#bytes * @type {Uint8Array} * @since 3.0.0 */ this.bytes = new Uint8Array(this.vertexData); /** * Float32 view of the array buffer containing the pipeline's vertices. * * @name Phaser.Renderer.WebGL.Pipelines.QuadShaderPipeline#vertexViewF32 * @type {Float32Array} * @since 3.17.0 */ this.vertexViewF32 = new Float32Array(this.vertexData); /** * A temporary Transform Matrix, re-used internally during batching. * * @name Phaser.Renderer.WebGL.Pipelines.QuadShaderPipeline#_tempMatrix1 * @private * @type {Phaser.GameObjects.Components.TransformMatrix} * @since 3.17.0 */ this._tempMatrix1 = new TransformMatrix(); /** * A temporary Transform Matrix, re-used internally during batching. * * @name Phaser.Renderer.WebGL.Pipelines.QuadShaderPipeline#_tempMatrix2 * @private * @type {Phaser.GameObjects.Components.TransformMatrix} * @since 3.17.0 */ this._tempMatrix2 = new TransformMatrix(); /** * A temporary Transform Matrix, re-used internally during batching. * * @name Phaser.Renderer.WebGL.Pipelines.QuadShaderPipeline#_tempMatrix3 * @private * @type {Phaser.GameObjects.Components.TransformMatrix} * @since 3.17.0 */ this._tempMatrix3 = new TransformMatrix(); /** * View matrix * * @name Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#viewMatrix * @type {?Float32Array} * @readonly * @since 3.0.0 */ this.viewMatrix = new Float32Array([ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ]); /** * Projection matrix * * @name Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#projectionMatrix * @type {?Float32Array} * @readonly * @since 3.0.0 */ this.projectionMatrix = new Float32Array([ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ]); /* * The supported types are: 1f, 1fv, 1i, 2f, 2fv, 2i, 2iv, 3f, 3fv, 3i, 3iv, 4f, 4fv, 4i, 4iv, mat2, mat3, mat4 and sampler2D. */ var d = new Date(); /** * @property {object} uniforms - Default uniform mappings. Compatible with ShaderToy and GLSLSandbox. */ this.uniforms = { resolution: { type: '2f', value: { x: x, y: y }}, time: { type: '1f', value: 0 }, mouse: { type: '2f', value: { x: 0.0, y: 0.0 } }, date: { type: '4fv', value: [ d.getFullYear(), d.getMonth(), d.getDate(), d.getHours() * 60 * 60 + d.getMinutes() * 60 + d.getSeconds() ] }, sampleRate: { type: '1f', value: 44100.0 }, iChannel0: { type: 'sampler2D', value: null, textureData: { repeat: true } }, iChannel1: { type: 'sampler2D', value: null, textureData: { repeat: true } }, iChannel2: { type: 'sampler2D', value: null, textureData: { repeat: true } }, iChannel3: { type: 'sampler2D', value: null, textureData: { repeat: true } } }; // Copy over / replace any passed in the constructor if (uniforms) { for (var key in uniforms) { this.uniforms[key] = uniforms[key]; } } this.pointer = null; this._rendererWidth = renderer.width; this._rendererHeight = renderer.height; this.setPosition(x, y); this.setSize(width, height); this.setOrigin(0.5, 0.5); var gl = this.gl; // https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniform this._glFuncMap = { mat2: { func: gl.uniformMatrix2fv, length: 1, matrix: true }, mat3: { func: gl.uniformMatrix3fv, length: 1, matrix: true }, mat4: { func: gl.uniformMatrix4fv, length: 1, matrix: true }, '1f': { func: gl.uniform1f, length: 1 }, '1fv': { func: gl.uniform1fv, length: 1 }, '1i': { func: gl.uniform1i, length: 1 }, '1iv': { func: gl.uniform1iv, length: 1 }, '2f': { func: gl.uniform2f, length: 2 }, '2fv': { func: gl.uniform2fv, length: 1 }, '2i': { func: gl.uniform2i, length: 2 }, '2iv': { func: gl.uniform2iv, length: 1 }, '3f': { func: gl.uniform3f, length: 3 }, '3fv': { func: gl.uniform3fv, length: 1 }, '3i': { func: gl.uniform3i, length: 3 }, '3iv': { func: gl.uniform3iv, length: 1 }, '4f': { func: gl.uniform4f, length: 4 }, '4fv': { func: gl.uniform4fv, length: 1 }, '4i': { func: gl.uniform4i, length: 4 }, '4iv': { func: gl.uniform4iv, length: 1 } }; this.setShader(fragSource, vertSource); this.projOrtho(0, renderer.width, renderer.height, 0); }, setShader: function (fragSource, vertSource) { if (vertSource === undefined) { vertSource = this.vertSource; } var gl = this.gl; var renderer = this.renderer; if (this.program) { gl.deleteProgram(this.program); } var program = renderer.createProgram(vertSource, fragSource); renderer.setMatrix4(program, 'uViewMatrix', false, this.viewMatrix); renderer.setMatrix4(program, 'uProjectionMatrix', false, this.projectionMatrix); this.program = program; this.fragSource = fragSource; this.vertSource = vertSource; this.initUniforms(); return this; }, setPointer: function (pointer) { this.pointer = pointer; return this; }, /** * Sets up an orthographics projection matrix * * @method Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#projOrtho * @since 3.0.0 * * @param {number} left - The left value. * @param {number} right - The right value. * @param {number} bottom - The bottom value. * @param {number} top - The top value. * * @return {this} This Model View Projection. */ projOrtho: function (left, right, bottom, top) { var near = -1000; var far = 1000; var leftRight = 1 / (left - right); var bottomTop = 1 / (bottom - top); var nearFar = 1 / (near - far); var pm = this.projectionMatrix; pm[0] = -2 * leftRight; pm[5] = -2 * bottomTop; pm[10] = 2 * nearFar; pm[12] = (left + right) * leftRight; pm[13] = (top + bottom) * bottomTop; pm[14] = (far + near) * nearFar; var program = this.program; this.renderer.setMatrix4(program, 'uProjectionMatrix', false, this.projectionMatrix); this._rendererWidth = right; this._rendererHeight = bottom; }, // Uniforms are specified in the GLSL_ES Specification: http://www.khronos.org/registry/webgl/specs/latest/1.0/ // http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf initUniforms: function () { var gl = this.gl; var map = this._glFuncMap; var program = this.program; for (var key in this.uniforms) { var uniform = this.uniforms[key]; var type = uniform.type; var data = map[type]; if (type === 'sampler2D') { // this.initSampler2D(uniform); } else { uniform.glMatrix = data.matrix; uniform.glValueLength = data.length; uniform.glFunc = data.func; uniform.uniformLocation = gl.getUniformLocation(program, key); } } }, syncUniforms: function () { var gl = this.gl; var uniform; var length; var glFunc; var location; var value; // var textureCount = 1; for (var key in this.uniforms) { uniform = this.uniforms[key]; glFunc = uniform.glFunc; length = uniform.glValueLength; location = uniform.uniformLocation; value = uniform.value; if (length === 1) { if (uniform.glMatrix) { glFunc.call(gl, location, uniform.transpose, value); } else { glFunc.call(gl, location, value); } } else if (length === 2) { glFunc.call(gl, location, value.x, value.y); } else if (length === 3) { glFunc.call(gl, location, value.x, value.y, value.z); } else if (length === 4) { glFunc.call(gl, location, value.x, value.y, value.z, value.w); } else if (uniform.type === 'sampler2D') { if (uniform._init) { // gl.activeTexture(gl['TEXTURE' + this.textureCount]); // gl.bindTexture(gl.TEXTURE_2D, value.baseTexture._glTextures[gl.id]); // gl.uniform1i(location, textureCount); // textureCount++; } else { // this.initSampler2D(uniform); } } } }, load: function (matrix2D) { // ITRS var program = this.program; var x = -this._displayOriginX; var y = -this._displayOriginY; var vm = this.viewMatrix; vm[0] = matrix2D[0]; vm[1] = matrix2D[1]; vm[4] = matrix2D[2]; vm[5] = matrix2D[3]; vm[8] = matrix2D[4]; vm[9] = matrix2D[5]; vm[12] = vm[0] * x + vm[4] * y; vm[13] = vm[1] * x + vm[5] * y; this.renderer.setMatrix4(program, 'uViewMatrix', false, this.viewMatrix); // Bind var gl = this.gl; var vertexBuffer = this.vertexBuffer; var renderer = this.renderer; var vertexSize = Float32Array.BYTES_PER_ELEMENT * 2; renderer.setProgram(program); renderer.setVertexBuffer(vertexBuffer); var location = gl.getAttribLocation(program, 'inPosition'); if (location !== -1) { gl.enableVertexAttribArray(location); gl.vertexAttribPointer(location, 2, gl.FLOAT, false, vertexSize, 0); } this.uniforms.resolution.value.x = this.width; this.uniforms.resolution.value.y = this.height; this.uniforms.time.value = this.renderer.game.loop.getDuration(); if (this.pointer) { var px = this.pointer.x / this.width; var py = 1 - this.pointer.y / this.height; this.uniforms.mouse.value.x = px.toFixed(2); this.uniforms.mouse.value.y = py.toFixed(2); } this.syncUniforms(); // Draw var width = this.width; var height = this.height; var vf = this.vertexViewF32; vf[3] = height; vf[4] = width; vf[5] = height; vf[8] = width; vf[9] = height; vf[10] = width; // Flush var vertexCount = 6; gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.bytes.subarray(0, vertexCount * vertexSize)); gl.drawArrays(gl.TRIANGLES, 0, vertexCount); }, /** * 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 */ destroy: function () { var gl = this.gl; gl.deleteProgram(this.program); gl.deleteBuffer(this.vertexBuffer); } }); module.exports = Shader;