/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../../utils/Class'); var Components = require('../components'); var GameObject = require('../GameObject'); var GetFastValue = require('../../utils/object/GetFastValue'); var Merge = require('../../utils/object/Merge'); var SetValue = require('../../utils/object/SetValue'); var ShaderRender = require('./ShaderRender'); var TransformMatrix = require('../components/TransformMatrix'); /** * @classdesc * A Shader Game Object. * * This Game Object allows you to easily add a quad with its own shader into the display list, and manipulate it * as you would any other Game Object, including scaling, rotating, positioning and adding to Containers. Shaders * can be masked with either Bitmap or Geometry masks and can also be used as a Bitmap Mask for a Camera or other * Game Object. They can also be made interactive and used for input events. * * It works by taking a reference to a `Phaser.Display.BaseShader` instance, as found in the Shader Cache. These can * be created dynamically at runtime, or loaded in via the GLSL File Loader: * * ```javascript * function preload () * { * this.load.glsl('fire', 'shaders/fire.glsl.js'); * } * * function create () * { * this.add.shader('fire', 400, 300, 512, 512); * } * ``` * * Please see the Phaser 3 Examples GitHub repo for examples of loading and creating shaders dynamically. * * Due to the way in which they work, you cannot directly change the alpha or blend mode of a Shader. This should * be handled via exposed uniforms in the shader code itself. * * By default a Shader will be created with a standard set of uniforms. These were added to match those * found on sites such as ShaderToy or GLSLSandbox, and provide common functionality a shader may need, * such as the timestamp, resolution or pointer position. You can replace them by specifying your own uniforms * in the Base Shader. * * These Shaders work by halting the current pipeline during rendering, creating a viewport matched to the * size of this Game Object and then renders a quad using the bound shader. At the end, the pipeline is restored. * * Because it blocks the pipeline it means it will interrupt any batching that is currently going on, so you should * use these Game Objects sparingly. If you need to have a fully batched custom shader, then please look at using * a custom pipeline instead. However, for background or special masking effects, they are extremely effective. * * @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 {(string|Phaser.Display.BaseShader)} key - The key of the shader to use from the shader cache, or a BaseShader instance. * @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[]} [textures] - Optional array of texture keys to bind to the iChannel0...3 uniforms. The textures must already exist in the Texture Manager. */ 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, key, x, y, width, height, textures) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } if (width === undefined) { width = 128; } if (height === undefined) { height = 128; } GameObject.call(this, scene, 'Shader'); /** * This Game Object cannot have a blend mode, so skip all checks. * * @name Phaser.GameObjects.Shader#blendMode * @type {integer} * @private * @since 3.17.0 */ this.blendMode = -1; /** * The underlying shader object being used. * Empty by default and set during a call to the `setShader` method. * * @name Phaser.GameObjects.Shader#shader * @type {Phaser.Display.BaseShader} * @since 3.17.0 */ this.shader; var renderer = scene.sys.renderer; /** * A reference to the current renderer. * Shaders only work with the WebGL Renderer. * * @name Phaser.GameObjects.Shader#renderer * @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} * @since 3.17.0 */ this.renderer = renderer; /** * The WebGL context belonging to the renderer. * * @name Phaser.GameObjects.Shader#gl * @type {WebGLRenderingContext} * @since 3.17.0 */ this.gl = renderer.gl; /** * Raw byte buffer of vertices this Shader uses. * * @name Phaser.GameObjects.Shader#vertexData * @type {ArrayBuffer} * @since 3.17.0 */ this.vertexData = new ArrayBuffer(6 * (Float32Array.BYTES_PER_ELEMENT * 2)); /** * The WebGL vertex buffer object this shader uses. * * @name Phaser.GameObjects.Shader#vertexBuffer * @type {WebGLBuffer} * @since 3.17.0 */ this.vertexBuffer = renderer.createVertexBuffer(this.vertexData.byteLength, this.gl.STREAM_DRAW); /** * The WebGL shader program this shader uses. * * @name Phaser.GameObjects.Shader#program * @type {WebGLProgram} * @since 3.17.0 */ this.program = null; /** * Uint8 view to the vertex raw buffer. Used for uploading vertex buffer resources to the GPU. * * @name Phaser.GameObjects.Shader#bytes * @type {Uint8Array} * @since 3.17.0 */ this.bytes = new Uint8Array(this.vertexData); /** * Float32 view of the array buffer containing the shaders vertices. * * @name Phaser.GameObjects.Shader#vertexViewF32 * @type {Float32Array} * @since 3.17.0 */ this.vertexViewF32 = new Float32Array(this.vertexData); /** * A temporary Transform Matrix, re-used internally during batching. * * @name Phaser.GameObjects.Shader#_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.GameObjects.Shader#_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.GameObjects.Shader#_tempMatrix3 * @private * @type {Phaser.GameObjects.Components.TransformMatrix} * @since 3.17.0 */ this._tempMatrix3 = new TransformMatrix(); /** * The view matrix the shader uses during rendering. * * @name Phaser.GameObjects.Shader#viewMatrix * @type {Float32Array} * @readonly * @since 3.17.0 */ this.viewMatrix = new Float32Array([ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ]); /** * The projection matrix the shader uses during rendering. * * @name Phaser.GameObjects.Shader#projectionMatrix * @type {Float32Array} * @readonly * @since 3.17.0 */ this.projectionMatrix = new Float32Array([ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ]); /** * The default uniform mappings. These can be added to (or replaced) by specifying your own uniforms when * creating this shader game object. The uniforms are updated automatically during the render step. * * The defaults are: * * `resolution` (2f) - Set to the size of this shader. * `time` (1f) - The elapsed game time, in seconds. * `mouse` (2f) - If a pointer has been bound (with `setPointer`), this uniform contains its position each frame. * `date` (4fv) - A vec4 containing the year, month, day and time in seconds. * `sampleRate` (1f) - Sound sample rate. 44100 by default. * `iChannel0...3` (sampler2D) - Input channels 0 to 3. `null` by default. * * @name Phaser.GameObjects.Shader#uniforms * @type {any} * @since 3.17.0 */ this.uniforms = {}; /** * The pointer bound to this shader, if any. * Set via the chainable `setPointer` method, or by modifying this property directly. * * @name Phaser.GameObjects.Shader#pointer * @type {Phaser.Input.Pointer} * @since 3.17.0 */ this.pointer = null; /** * The cached width of the renderer. * * @name Phaser.GameObjects.Shader#_rendererWidth * @type {number} * @private * @since 3.17.0 */ this._rendererWidth = renderer.width; /** * The cached height of the renderer. * * @name Phaser.GameObjects.Shader#_rendererHeight * @type {number} * @private * @since 3.17.0 */ this._rendererHeight = renderer.height; /** * Internal texture count tracker. * * @name Phaser.GameObjects.Shader#_textureCount * @type {number} * @private * @since 3.17.0 */ this._textureCount = 0; /** * A reference to the GL Frame Buffer this Shader is drawing to. * This property is only set if you have called `Shader.setRenderToTexture`. * * @name Phaser.GameObjects.Shader#framebuffer * @type {?WebGLFramebuffer} * @since 3.19.0 */ this.framebuffer = null; /** * A reference to the WebGLTexture this Shader is rendering to. * This property is only set if you have called `Shader.setRenderToTexture`. * * @name Phaser.GameObjects.Shader#glTexture * @type {?WebGLTexture} * @since 3.19.0 */ this.glTexture = null; /** * A flag that indicates if this Shader has been set to render to a texture instead of the display list. * * This property is `true` if you have called `Shader.setRenderToTexture`, otherwise it's `false`. * * A Shader that is rendering to a texture _does not_ appear on the display list. * * @name Phaser.GameObjects.Shader#renderToTexture * @type {boolean} * @readonly * @since 3.19.0 */ this.renderToTexture = false; /** * A reference to the Phaser.Textures.Texture that has been stored in the Texture Manager for this Shader. * * This property is only set if you have called `Shader.setRenderToTexture`, otherwise it is `null`. * * @name Phaser.GameObjects.Shader#texture * @type {Phaser.Textures.Texture} * @since 3.19.0 */ this.texture = null; /** * Internal saved texture key. * * @name Phaser.GameObjects.Shader#_savedKey * @type {boolean} * @private * @since 3.19.0 */ this._savedKey = ''; this.setPosition(x, y); this.setSize(width, height); this.setOrigin(0.5, 0.5); this.setShader(key, textures); }, /** * Changes this Shader so instead of rendering to the display list it renders to a * WebGL Framebuffer and WebGL Texture instead. This allows you to use the output * of this shader as an input for another shader, by mapping a sampler2D uniform * to it. * * After calling this method the `Shader.framebuffer` and `Shader.glTexture` properties * are populated. * * Additionally, you can provide a key to this method. Doing so will create a Phaser Texture * from this Shader and save it into the Texture Manager, allowing you to then use it for * any texture-based Game Object, such as a Sprite or Image: * * ```javascript * var shader = this.add.shader('myShader', x, y, width, height); * * shader.setRenderToTexture('doodle'); * * this.add.image(400, 300, 'doodle'); * ``` * * Note that it stores an active reference to this Shader. That means as this shader updates, * so does the texture and any object using it to render with. Also, if you destroy this * shader, be sure to clear any objects that may have been using it as a texture too. * * You can access the Phaser Texture that is created via the `Shader.texture` property. * * By default it will create a single base texture. You can add frames to the texture * by using the `Texture.add` method. After doing this, you can then allow Game Objects * to use a specific frame from a Render Texture. * * @method Phaser.GameObjects.Shader#setRenderToTexture * @since 3.19.0 * * @param {string} [key] - The unique key to store the texture as within the global Texture Manager. * * @return {this} This Shader instance. */ setRenderToTexture: function (key) { if (!this.renderToTexture) { var width = this.width; var height = this.height; var renderer = this.renderer; this.glTexture = renderer.createTextureFromSource(null, width, height, 0); // So shaders don't flip when rendered to Sprites this.glTexture.isRenderTexture = true; this.framebuffer = renderer.createFramebuffer(width, height, this.glTexture, false); this._rendererWidth = width; this._rendererHeight = height; this.renderToTexture = true; this.projOrtho(0, this.width, this.height, 0); if (key) { this._savedKey = key; this.texture = this.scene.sys.textures.addGLTexture(key, this.glTexture, width, height); } } return this; }, /** * Sets the fragment and, optionally, the vertex shader source code that this Shader will use. * This will immediately delete the active shader program, if set, and then create a new one * with the given source. Finally, the shader uniforms are initialized. * * @method Phaser.GameObjects.Shader#setShader * @since 3.17.0 * * @param {(string|Phaser.Display.BaseShader)} key - The key of the shader to use from the shader cache, or a BaseShader instance. * @param {string[]} [textures] - Optional array of texture keys to bind to the iChannel0...3 uniforms. The textures must already exist in the Texture Manager. * * @return {this} This Shader instance. */ setShader: function (key, textures) { if (textures === undefined) { textures = []; } if (typeof key === 'string') { var cache = this.scene.sys.cache.shader; if (!cache.has(key)) { console.warn('Shader missing: ' + key); return this; } this.shader = cache.get(key); } else { this.shader = key; } var gl = this.gl; var renderer = this.renderer; if (this.program) { gl.deleteProgram(this.program); } var program = renderer.createProgram(this.shader.vertexSrc, this.shader.fragmentSrc); // The default uniforms available within the vertex shader renderer.setMatrix4(program, 'uViewMatrix', false, this.viewMatrix); renderer.setMatrix4(program, 'uProjectionMatrix', false, this.projectionMatrix); renderer.setFloat2(program, 'uResolution', this.width, this.height); this.program = program; var d = new Date(); // The default uniforms available within the fragment shader var defaultUniforms = { resolution: { type: '2f', value: { x: this.width, y: this.height }}, time: { type: '1f', value: 0 }, mouse: { type: '2f', value: { x: this.width / 2, y: this.height / 2 } }, 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 } } }; if (this.shader.uniforms) { this.uniforms = Merge(this.shader.uniforms, defaultUniforms); } else { this.uniforms = defaultUniforms; } for (var i = 0; i < 4; i++) { if (textures[i]) { this.setSampler2D('iChannel' + i, textures[i], i); } } this.initUniforms(); this.projOrtho(0, this._rendererWidth, this._rendererHeight, 0); return this; }, /** * Binds a Phaser Pointer object to this Shader. * * The screen position of the pointer will be set in to the shaders `mouse` uniform * automatically every frame. Call this method with no arguments to unbind the pointer. * * @method Phaser.GameObjects.Shader#setPointer * @since 3.17.0 * * @param {Phaser.Input.Pointer} [pointer] - The Pointer to bind to this shader. * * @return {this} This Shader instance. */ setPointer: function (pointer) { this.pointer = pointer; return this; }, /** * Sets this shader to use an orthographic projection matrix. * This matrix is stored locally in the `projectionMatrix` property, * as well as being bound to the `uProjectionMatrix` uniform. * * @method Phaser.GameObjects.Shader#projOrtho * @since 3.17.0 * * @param {number} left - The left value. * @param {number} right - The right value. * @param {number} bottom - The bottom value. * @param {number} top - The top value. */ 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 /** * Initializes all of the uniforms this shader uses. * * @method Phaser.GameObjects.Shader#initUniforms * @private * @since 3.17.0 */ initUniforms: function () { var gl = this.gl; var map = this.renderer.glFuncMap; var program = this.program; this._textureCount = 0; for (var key in this.uniforms) { var uniform = this.uniforms[key]; var type = uniform.type; var data = map[type]; uniform.uniformLocation = gl.getUniformLocation(program, key); if (type !== 'sampler2D') { uniform.glMatrix = data.matrix; uniform.glValueLength = data.length; uniform.glFunc = data.func; } } }, /** * Sets a sampler2D uniform on this shader. * * The textureKey given is the key from the Texture Manager cache. You cannot use a single frame * from a texture, only the full image. Also, lots of shaders expect textures to be power-of-two sized. * * @method Phaser.GameObjects.Shader#setSampler2D * @since 3.17.0 * * @param {string} uniformKey - The key of the sampler2D uniform to be updated, i.e. `iChannel0`. * @param {string} textureKey - The key of the texture, as stored in the Texture Manager. Must already be loaded. * @param {integer} [textureIndex=0] - The texture index. * @param {any} [textureData] - Additional texture data. * * @return {this} This Shader instance. */ setSampler2D: function (uniformKey, textureKey, textureIndex, textureData) { if (textureIndex === undefined) { textureIndex = 0; } var textureManager = this.scene.sys.textures; if (textureManager.exists(textureKey)) { var frame = textureManager.getFrame(textureKey); var uniform = this.uniforms[uniformKey]; var source = frame.source; uniform.textureKey = textureKey; uniform.source = source.image; uniform.value = frame.glTexture; if (source.isGLTexture) { if (!textureData) { textureData = {}; } textureData.width = source.width; textureData.height = source.height; } if (textureData) { uniform.textureData = textureData; } this._textureCount = textureIndex; this.initSampler2D(uniform); } return this; }, /** * Sets a property of a uniform already present on this shader. * * To modify the value of a uniform such as a 1f or 1i use the `value` property directly: * * ```javascript * shader.setUniform('size.value', 16); * ``` * * You can use dot notation to access deeper values, for example: * * ```javascript * shader.setUniform('resolution.value.x', 512); * ``` * * The change to the uniform will take effect the next time the shader is rendered. * * @method Phaser.GameObjects.Shader#setUniform * @since 3.17.0 * * @param {string} key - The key of the uniform to modify. Use dots for deep properties, i.e. `resolution.value.x`. * @param {any} value - The value to set into the uniform. * * @return {this} This Shader instance. */ setUniform: function (key, value) { SetValue(this.uniforms, key, value); return this; }, /** * Returns the uniform object for the given key, or `null` if the uniform couldn't be found. * * @method Phaser.GameObjects.Shader#getUniform * @since 3.17.0 * * @param {string} key - The key of the uniform to return the value for. * * @return {this} This Shader instance. */ getUniform: function (key) { return GetFastValue(this.uniforms, key, null); }, /** * A short-cut method that will directly set the texture being used by the `iChannel0` sampler2D uniform. * * The textureKey given is the key from the Texture Manager cache. You cannot use a single frame * from a texture, only the full image. Also, lots of shaders expect textures to be power-of-two sized. * * @method Phaser.GameObjects.Shader#setChannel0 * @since 3.17.0 * * @param {string} textureKey - The key of the texture, as stored in the Texture Manager. Must already be loaded. * @param {any} [textureData] - Additional texture data. * * @return {this} This Shader instance. */ setChannel0: function (textureKey, textureData) { return this.setSampler2D('iChannel0', textureKey, 0, textureData); }, /** * A short-cut method that will directly set the texture being used by the `iChannel1` sampler2D uniform. * * The textureKey given is the key from the Texture Manager cache. You cannot use a single frame * from a texture, only the full image. Also, lots of shaders expect textures to be power-of-two sized. * * @method Phaser.GameObjects.Shader#setChannel1 * @since 3.17.0 * * @param {string} textureKey - The key of the texture, as stored in the Texture Manager. Must already be loaded. * @param {any} [textureData] - Additional texture data. * * @return {this} This Shader instance. */ setChannel1: function (textureKey, textureData) { return this.setSampler2D('iChannel1', textureKey, 1, textureData); }, /** * A short-cut method that will directly set the texture being used by the `iChannel2` sampler2D uniform. * * The textureKey given is the key from the Texture Manager cache. You cannot use a single frame * from a texture, only the full image. Also, lots of shaders expect textures to be power-of-two sized. * * @method Phaser.GameObjects.Shader#setChannel2 * @since 3.17.0 * * @param {string} textureKey - The key of the texture, as stored in the Texture Manager. Must already be loaded. * @param {any} [textureData] - Additional texture data. * * @return {this} This Shader instance. */ setChannel2: function (textureKey, textureData) { return this.setSampler2D('iChannel2', textureKey, 2, textureData); }, /** * A short-cut method that will directly set the texture being used by the `iChannel3` sampler2D uniform. * * The textureKey given is the key from the Texture Manager cache. You cannot use a single frame * from a texture, only the full image. Also, lots of shaders expect textures to be power-of-two sized. * * @method Phaser.GameObjects.Shader#setChannel3 * @since 3.17.0 * * @param {string} textureKey - The key of the texture, as stored in the Texture Manager. Must already be loaded. * @param {any} [textureData] - Additional texture data. * * @return {this} This Shader instance. */ setChannel3: function (textureKey, textureData) { return this.setSampler2D('iChannel3', textureKey, 3, textureData); }, /** * Internal method that takes a sampler2D uniform and prepares it for use by setting the * gl texture parameters. * * @method Phaser.GameObjects.Shader#initSampler2D * @private * @since 3.17.0 * * @param {any} uniform - The sampler2D uniform to process. */ initSampler2D: function (uniform) { if (!uniform.value) { return; } var gl = this.gl; gl.activeTexture(gl.TEXTURE0 + this._textureCount); gl.bindTexture(gl.TEXTURE_2D, uniform.value); // Extended texture data var data = uniform.textureData; if (data) { // https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texImage2D // mag / minFilter can be: gl.LINEAR, gl.LINEAR_MIPMAP_LINEAR or gl.NEAREST // wrapS/T can be: gl.CLAMP_TO_EDGE or gl.REPEAT // format can be: gl.LUMINANCE or gl.RGBA var magFilter = gl[GetFastValue(data, 'magFilter', 'linear').toUpperCase()]; var minFilter = gl[GetFastValue(data, 'minFilter', 'linear').toUpperCase()]; var wrapS = gl[GetFastValue(data, 'wrapS', 'repeat').toUpperCase()]; var wrapT = gl[GetFastValue(data, 'wrapT', 'repeat').toUpperCase()]; var format = gl[GetFastValue(data, 'format', 'rgba').toUpperCase()]; if (data.repeat) { wrapS = gl.REPEAT; wrapT = gl.REPEAT; } gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, !!data.flipY); if (data.width) { var width = GetFastValue(data, 'width', 512); var height = GetFastValue(data, 'height', 2); var border = GetFastValue(data, 'border', 0); // texImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, ArrayBufferView? pixels) gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, border, format, gl.UNSIGNED_BYTE, null); } else { // texImage2D(GLenum target, GLint level, GLenum internalformat, GLenum format, GLenum type, ImageData? pixels) gl.texImage2D(gl.TEXTURE_2D, 0, format, gl.RGBA, gl.UNSIGNED_BYTE, uniform.source); } gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrapS); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrapT); } this.renderer.setProgram(this.program); gl.uniform1i(uniform.uniformLocation, this._textureCount); this._textureCount++; }, /** * Synchronizes all of the uniforms this shader uses. * Each uniforms gl function is called in turn. * * @method Phaser.GameObjects.Shader#syncUniforms * @private * @since 3.17.0 */ syncUniforms: function () { var gl = this.gl; var uniforms = this.uniforms; var uniform; var length; var glFunc; var location; var value; var textureCount = 0; for (var key in uniforms) { uniform = 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') { gl.activeTexture(gl['TEXTURE' + textureCount]); gl.bindTexture(gl.TEXTURE_2D, value); gl.uniform1i(location, textureCount); textureCount++; } } }, /** * Called automatically during render. * * This method performs matrix ITRS and then stores the resulting value in the `uViewMatrix` uniform. * It then sets up the vertex buffer and shader, updates and syncs the uniforms ready * for flush to be called. * * @method Phaser.GameObjects.Shader#load * @since 3.17.0 * * @param {Phaser.GameObjects.Components.TransformMatrix} [matrix2D] - The transform matrix to use during rendering. */ load: function (matrix2D) { // ITRS var width = this.width; var height = this.height; var renderer = this.renderer; var program = this.program; if (!this.renderToTexture) { 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; } // Update vertex shader uniforms this.renderer.setMatrix4(program, 'uViewMatrix', false, this.viewMatrix); this.renderer.setFloat2(program, 'uResolution', this.width, this.height); // Update fragment shader uniforms var uniforms = this.uniforms; var res = uniforms.resolution; res.value.x = width; res.value.y = height; uniforms.time.value = renderer.game.loop.getDuration(); var pointer = this.pointer; if (pointer) { var mouse = uniforms.mouse; var px = pointer.x / width; var py = 1 - pointer.y / height; mouse.value.x = px.toFixed(2); mouse.value.y = py.toFixed(2); } this.syncUniforms(); }, /** * Called automatically during render. * * Sets the active shader, loads the vertex buffer and then draws. * * @method Phaser.GameObjects.Shader#flush * @since 3.17.0 */ flush: function () { // Bind var width = this.width; var height = this.height; var program = this.program; var gl = this.gl; var vertexBuffer = this.vertexBuffer; var renderer = this.renderer; var vertexSize = Float32Array.BYTES_PER_ELEMENT * 2; if (this.renderToTexture) { renderer.setFramebuffer(this.framebuffer); gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT); } 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); } // Draw 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); if (this.renderToTexture) { renderer.setFramebuffer(null, false); } }, /** * A NOOP method so you can pass a Shader to a Container. * Calling this method will do nothing. It is intentionally empty. * * @method Phaser.GameObjects.Shader#setAlpha * @private * @since 3.17.0 */ setAlpha: function () { }, /** * A NOOP method so you can pass a Shader to a Container. * Calling this method will do nothing. It is intentionally empty. * * @method Phaser.GameObjects.Shader#setBlendMode * @private * @since 3.17.0 */ setBlendMode: function () { }, /** * Internal destroy handler, called as part of the destroy process. * * @method Phaser.GameObjects.Shader#preDestroy * @protected * @since 3.17.0 */ preDestroy: function () { var gl = this.gl; gl.deleteProgram(this.program); gl.deleteBuffer(this.vertexBuffer); if (this.renderToTexture) { this.renderer.deleteFramebuffer(this.framebuffer); this.texture.destroy(); this.framebuffer = null; this.glTexture = null; this.texture = null; } } }); module.exports = Shader;