/** * @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) { 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; var renderer = scene.sys.renderer; this.renderer = renderer; /** * The size in bytes of the vertex. * The attribute sizes all added together (2 + 2 + 1 + 4) * * @name Phaser.Renderer.WebGL.WebGLPipeline#vertexSize * @type {integer} * @since 3.0.0 */ this.vertexSize = Float32Array.BYTES_PER_ELEMENT * 2; /** * 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(this.vertexCapacity * this.vertexSize); /** * 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; /** * Array of objects that describe the vertex attributes * * @name Phaser.Renderer.WebGL.WebGLPipeline#attributes * @type {object} * @since 3.0.0 */ this.attributes = [ { name: 'inPosition', size: 2, type: this.gl.FLOAT, normalized: false, offset: 0 } ]; /** * The primitive topology which the pipeline will use to submit draw calls * * @name Phaser.Renderer.WebGL.WebGLPipeline#topology * @type {integer} * @since 3.0.0 */ this.topology = this.gl.TRIANGLES; /** * 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 ]); this._rendererWidth = renderer.width; this._rendererHeight = renderer.height; this.setPosition(x, y); this.setSize(width, height); this.setOrigin(0.5, 0.5); 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; 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; }, load: function (matrix2D) { // ITRS var program = this.program; var x = -this._displayOriginX; var y = -this._displayOriginX; 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 attributes = this.attributes; var renderer = this.renderer; var vertexSize = this.vertexSize; renderer.setProgram(program); renderer.setVertexBuffer(vertexBuffer); for (var index = 0; index < attributes.length; index++) { var element = attributes[index]; var location = gl.getAttribLocation(program, element.name); if (location >= 0) { gl.enableVertexAttribArray(location); gl.vertexAttribPointer(location, element.size, element.type, element.normalized, vertexSize, element.offset); } else if (location !== -1) { gl.disableVertexAttribArray(location); } } this.setFloat1('time', this.renderer.game.loop.time / 1000); this.setFloat2('resolution', this.width, this.height); // 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; var topology = this.topology; gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.bytes.subarray(0, vertexCount * vertexSize)); gl.drawArrays(topology, 0, vertexCount); }, /** * Adds a description of vertex attribute to the pipeline * * @method Phaser.Renderer.WebGL.WebGLPipeline#addAttribute * @since 3.2.0 * * @param {string} name - Name of the vertex attribute * @param {integer} size - Vertex component size * @param {integer} type - Type of the attribute * @param {boolean} normalized - Is the value normalized to a range * @param {integer} offset - Byte offset to the beginning of the first element in the vertex * * @return {this} This WebGLPipeline instance. */ addAttribute: function (name, size, type, normalized, offset) { this.attributes.push({ name: name, size: size, type: this.renderer.glFormats[type], normalized: normalized, offset: offset }); return this; }, /** * Set a uniform value of the current pipeline program. * * @method Phaser.Renderer.WebGL.WebGLPipeline#setFloat1 * @since 3.2.0 * * @param {string} name - The name of the uniform to look-up and modify. * @param {number} x - The new value of the `float` uniform. * * @return {this} This WebGLPipeline instance. */ setFloat1: function (name, x) { this.renderer.setFloat1(this.program, name, x); return this; }, /** * Set a uniform value of the current pipeline program. * * @method Phaser.Renderer.WebGL.WebGLPipeline#setFloat2 * @since 3.2.0 * * @param {string} name - The name of the uniform to look-up and modify. * @param {number} x - The new X component of the `vec2` uniform. * @param {number} y - The new Y component of the `vec2` uniform. * * @return {this} This WebGLPipeline instance. */ setFloat2: function (name, x, y) { this.renderer.setFloat2(this.program, name, x, y); return this; }, /** * Set a uniform value of the current pipeline program. * * @method Phaser.Renderer.WebGL.WebGLPipeline#setFloat3 * @since 3.2.0 * * @param {string} name - The name of the uniform to look-up and modify. * @param {number} x - The new X component of the `vec3` uniform. * @param {number} y - The new Y component of the `vec3` uniform. * @param {number} z - The new Z component of the `vec3` uniform. * * @return {this} This WebGLPipeline instance. */ setFloat3: function (name, x, y, z) { this.renderer.setFloat3(this.program, name, x, y, z); return this; }, /** * Set a uniform value of the current pipeline program. * * @method Phaser.Renderer.WebGL.WebGLPipeline#setFloat4 * @since 3.2.0 * * @param {string} name - The name of the uniform to look-up and modify. * @param {number} x - X component of the uniform * @param {number} y - Y component of the uniform * @param {number} z - Z component of the uniform * @param {number} w - W component of the uniform * * @return {this} This WebGLPipeline instance. */ setFloat4: function (name, x, y, z, w) { this.renderer.setFloat4(this.program, name, x, y, z, w); return this; }, /** * Set a uniform value of the current pipeline program. * * @method Phaser.Renderer.WebGL.WebGLPipeline#setFloat1v * @since 3.13.0 * * @param {string} name - The name of the uniform to look-up and modify. * @param {Float32Array} arr - The new value to be used for the uniform variable. * * @return {this} This WebGLPipeline instance. */ setFloat1v: function (name, arr) { this.renderer.setFloat1v(this.program, name, arr); return this; }, /** * Set a uniform value of the current pipeline program. * * @method Phaser.Renderer.WebGL.WebGLPipeline#setFloat2v * @since 3.13.0 * * @param {string} name - The name of the uniform to look-up and modify. * @param {Float32Array} arr - The new value to be used for the uniform variable. * * @return {this} This WebGLPipeline instance. */ setFloat2v: function (name, arr) { this.renderer.setFloat2v(this.program, name, arr); return this; }, /** * Set a uniform value of the current pipeline program. * * @method Phaser.Renderer.WebGL.WebGLPipeline#setFloat3v * @since 3.13.0 * * @param {string} name - The name of the uniform to look-up and modify. * @param {Float32Array} arr - The new value to be used for the uniform variable. * * @return {this} This WebGLPipeline instance. */ setFloat3v: function (name, arr) { this.renderer.setFloat3v(this.program, name, arr); return this; }, /** * Set a uniform value of the current pipeline program. * * @method Phaser.Renderer.WebGL.WebGLPipeline#setFloat4v * @since 3.13.0 * * @param {string} name - The name of the uniform to look-up and modify. * @param {Float32Array} arr - The new value to be used for the uniform variable. * * @return {this} This WebGLPipeline instance. */ setFloat4v: function (name, arr) { this.renderer.setFloat4v(this.program, name, arr); return this; }, /** * Set a uniform value of the current pipeline program. * * @method Phaser.Renderer.WebGL.WebGLPipeline#setInt1 * @since 3.2.0 * * @param {string} name - The name of the uniform to look-up and modify. * @param {integer} x - The new value of the `int` uniform. * * @return {this} This WebGLPipeline instance. */ setInt1: function (name, x) { this.renderer.setInt1(this.program, name, x); return this; }, /** * Set a uniform value of the current pipeline program. * * @method Phaser.Renderer.WebGL.WebGLPipeline#setInt2 * @since 3.2.0 * * @param {string} name - The name of the uniform to look-up and modify. * @param {integer} x - The new X component of the `ivec2` uniform. * @param {integer} y - The new Y component of the `ivec2` uniform. * * @return {this} This WebGLPipeline instance. */ setInt2: function (name, x, y) { this.renderer.setInt2(this.program, name, x, y); return this; }, /** * Set a uniform value of the current pipeline program. * * @method Phaser.Renderer.WebGL.WebGLPipeline#setInt3 * @since 3.2.0 * * @param {string} name - The name of the uniform to look-up and modify. * @param {integer} x - The new X component of the `ivec3` uniform. * @param {integer} y - The new Y component of the `ivec3` uniform. * @param {integer} z - The new Z component of the `ivec3` uniform. * * @return {this} This WebGLPipeline instance. */ setInt3: function (name, x, y, z) { this.renderer.setInt3(this.program, name, x, y, z); return this; }, /** * Set a uniform value of the current pipeline program. * * @method Phaser.Renderer.WebGL.WebGLPipeline#setInt4 * @since 3.2.0 * * @param {string} name - The name of the uniform to look-up and modify. * @param {integer} x - X component of the uniform * @param {integer} y - Y component of the uniform * @param {integer} z - Z component of the uniform * @param {integer} w - W component of the uniform * * @return {this} This WebGLPipeline instance. */ setInt4: function (name, x, y, z, w) { this.renderer.setInt4(this.program, name, x, y, z, w); return this; }, /** * Set a uniform value of the current pipeline program. * * @method Phaser.Renderer.WebGL.WebGLPipeline#setMatrix2 * @since 3.2.0 * * @param {string} name - The name of the uniform to look-up and modify. * @param {boolean} transpose - Whether to transpose the matrix. Should be `false`. * @param {Float32Array} matrix - The new values for the `mat2` uniform. * * @return {this} This WebGLPipeline instance. */ setMatrix2: function (name, transpose, matrix) { this.renderer.setMatrix2(this.program, name, transpose, matrix); return this; }, /** * Set a uniform value of the current pipeline program. * * @method Phaser.Renderer.WebGL.WebGLPipeline#setMatrix3 * @since 3.2.0 * * @param {string} name - The name of the uniform to look-up and modify. * @param {boolean} transpose - Whether to transpose the matrix. Should be `false`. * @param {Float32Array} matrix - The new values for the `mat3` uniform. * * @return {this} This WebGLPipeline instance. */ setMatrix3: function (name, transpose, matrix) { this.renderer.setMatrix3(this.program, name, transpose, matrix); return this; }, /** * Set a uniform value of the current pipeline program. * * @method Phaser.Renderer.WebGL.WebGLPipeline#setMatrix4 * @since 3.2.0 * * @param {string} name - The name of the uniform to look-up and modify. * @param {boolean} transpose - Should the matrix be transpose * @param {Float32Array} matrix - Matrix data * * @return {this} This WebGLPipeline instance. */ setMatrix4: function (name, transpose, matrix) { this.renderer.setMatrix4(this.program, name, transpose, matrix); return this; }, /** * 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;