phaser/src/gameobjects/shader/Shader.js

1210 lines
40 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @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);
},
/**
* Compares the renderMask with the renderFlags to see if this Game Object will render or not.
* Also checks the Game Object against the given Cameras exclusion list.
*
* @method Phaser.GameObjects.Shader#willRender
* @since 3.0.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to check against this Game Object.
*
* @return {boolean} True if the Game Object should be rendered, otherwise false.
*/
willRender: function (camera)
{
if (this.renderToTexture)
{
return true;
}
else
{
return !(GameObject.RENDER_MASK !== this.renderFlags || (this.cameraFilter !== 0 && (this.cameraFilter & camera.id)));
}
},
/**
* 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 where the source texture is a WebGLTexture.
*
* This allows you to feed the output from one Shader into another:
*
* ```javascript
* let shader1 = this.add.shader(baseShader1, 0, 0, 512, 512).setRenderToTexture();
* let shader2 = this.add.shader(baseShader2, 0, 0, 512, 512).setRenderToTexture('output');
*
* shader1.setSampler2DBuffer('iChannel0', shader2.glTexture, 512, 512);
* shader2.setSampler2DBuffer('iChannel0', shader1.glTexture, 512, 512);
* ```
*
* In the above code, the result of baseShader1 is fed into Shader2 as the `iChannel0` sampler2D uniform.
* The result of baseShader2 is then fed back into shader1 again, creating a feedback loop.
*
* If you wish to use an image from the Texture Manager as a sampler2D input for this shader,
* see the `Shader.setSampler2D` method.
*
* @method Phaser.GameObjects.Shader#setSampler2DBuffer
* @since 3.19.0
*
* @param {string} uniformKey - The key of the sampler2D uniform to be updated, i.e. `iChannel0`.
* @param {WebGLTexture} texture - A WebGLTexture reference.
* @param {integer} width - The width of the texture.
* @param {integer} height - The height of the texture.
* @param {integer} [textureIndex=0] - The texture index.
* @param {any} [textureData] - Additional texture data.
*
* @return {this} This Shader instance.
*/
setSampler2DBuffer: function (uniformKey, texture, width, height, textureIndex, textureData)
{
if (textureIndex === undefined) { textureIndex = 0; }
if (textureData === undefined) { textureData = {}; }
var uniform = this.uniforms[uniformKey];
uniform.value = texture;
textureData.width = width;
textureData.height = height;
uniform.textureData = textureData;
this._textureCount = textureIndex;
this.initSampler2D(uniform);
return this;
},
/**
* 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.
*
* If you wish to use another Shader as a sampler2D input for this shader, see the `Shader.setSampler2DBuffer` method.
*
* @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 (value === null)
{
continue;
}
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;