mirror of
https://github.com/photonstorm/phaser
synced 2024-12-26 13:03:36 +00:00
760 lines
24 KiB
JavaScript
760 lines
24 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../../utils/Class');
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/**
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* @classdesc
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* TODO
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*
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* @class WebGLShader
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* @memberof Phaser.Renderer.WebGL
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* @constructor
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* @since 3.50.0
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*
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* @param {Phaser.Renderer.WebGL.WebGLPipeline} pipeline - The WebGLPipeline to which this Shader belongs.
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* @param {string} name - The name of this Shader.
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* @param {string} vertexShader - The vertex shader source code as a single string.
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* @param {string} fragmentShader - The fragment shader source code as a single string.
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* @param {Phaser.Types.Renderer.WebGL.WebGLPipelineAttributesConfig[]} attributes - An array of attributes.
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* @param {string[]} [uniforms] - An array of shader uniform names that will be looked-up to get the locations for.
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*/
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var WebGLShader = new Class({
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initialize:
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function WebGLShader (pipeline, name, vertexShader, fragmentShader, attributes, uniforms)
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{
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/**
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* A reference to the WebGLPipeline that owns this Shader.
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*
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* A Shader class can only belong to a single pipeline.
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*
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* @name Phaser.Renderer.WebGL.WebGLShader#pipeline
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* @type {Phaser.Renderer.WebGL.WebGLPipeline}
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* @since 3.50.0
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*/
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this.pipeline = pipeline;
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/**
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* The name of this shader.
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*
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* @name Phaser.Renderer.WebGL.WebGLShader#name
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* @type {string}
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* @since 3.50.0
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*/
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this.name = name;
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/**
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* A reference to the WebGLRenderer instance.
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*
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* @name Phaser.Renderer.WebGL.WebGLShader#renderer
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* @type {Phaser.Renderer.WebGL.WebGLRenderer}
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* @since 3.50.0
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*/
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this.renderer = pipeline.renderer;
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/**
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* A reference to the WebGL Rendering Context the WebGL Renderer is using.
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*
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* @name Phaser.Renderer.WebGL.WebGLShader#gl
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* @type {WebGLRenderingContext}
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* @since 3.50.0
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*/
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this.gl = this.renderer.gl;
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/**
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* The WebGLProgram created from the vertex and fragment shaders.
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*
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* @name Phaser.Renderer.WebGL.WebGLShader#program
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* @type {WebGLProgram}
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* @since 3.50.0
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*/
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this.program = this.renderer.createProgram(vertexShader, fragmentShader);
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/**
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* Array of objects that describe the vertex attributes.
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*
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* @name Phaser.Renderer.WebGL.WebGLShader#attributes
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* @type {Phaser.Types.Renderer.WebGL.WebGLPipelineAttribute[]}
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* @since 3.50.0
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*/
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this.attributes;
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/**
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* The amount of vertex attribute components of 32 bit length.
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*
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* @name Phaser.Renderer.WebGL.WebGLShader#vertexComponentCount
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* @type {integer}
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* @since 3.50.0
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*/
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this.vertexComponentCount = 0;
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/**
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* The size, in bytes, of a single vertex.
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*
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* This is derived by adding together all of the vertex attributes.
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*
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* For example, the Multi Pipeline has the following attributes:
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*
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* inPosition - (size 2 x gl.FLOAT) = 8
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* inTexCoord - (size 2 x gl.FLOAT) = 8
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* inTexId - (size 1 x gl.FLOAT) = 4
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* inTintEffect - (size 1 x gl.FLOAT) = 4
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* inTint - (size 4 x gl.UNSIGNED_BYTE) = 4
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*
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* The total, in this case, is 8 + 8 + 4 + 4 + 4 = 28.
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*
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* This is calculated automatically during the `createAttributes` method.
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*
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* @name Phaser.Renderer.WebGL.WebGLShader#vertexSize
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* @type {integer}
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* @readonly
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* @since 3.50.0
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*/
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this.vertexSize = 0;
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/**
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* The uniforms that this shader requires, as set via the configuration object.
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*
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* This is an object that maps the uniform names to their WebGL location.
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*
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* It is populated with their locations via the `setUniformLocations` method.
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*
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* @name Phaser.Renderer.WebGL.WebGLShader#uniforms
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* @type {Phaser.Types.Renderer.WebGL.WebGLPipelineUniformsConfig}
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* @since 3.50.0
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*/
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this.uniforms = {};
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this.createAttributes(attributes);
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if (uniforms)
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{
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this.setUniformLocations(uniforms);
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}
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},
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/**
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* Takes the vertex attributes config and parses it, creating the resulting array that is stored
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* in this shaders `attributes` property, calculating the offset, normalization and location
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* in the process.
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*
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* Calling this method resets `WebGLShader.attributes`, `WebGLShader.vertexSize` and
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* `WebGLShader.vertexComponentCount`.
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*
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* It is called automatically when this class is created, but can be called manually if required.
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*
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* @method Phaser.Renderer.WebGL.WebGLShader#createAttributes
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* @since 3.50.0
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*
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* @param {Phaser.Types.Renderer.WebGL.WebGLPipelineAttributesConfig[]} attributes - An array of attributes configs.
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*/
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createAttributes: function (attributes)
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{
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var count = 0;
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var offset = 0;
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var result = [];
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this.vertexComponentCount = 0;
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for (var i = 0; i < attributes.length; i++)
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{
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var element = attributes[i];
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var name = element.name;
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var size = element.size; // i.e. 1 for a float, 2 for a vec2, 4 for a vec4, etc
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var type = element.type.enum; // The GLenum
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var typeSize = element.type.size; // The size in bytes of the type
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var normalized = (element.normalized) ? true : false;
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result.push({
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name: name,
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size: size,
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type: type,
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normalized: normalized,
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offset: offset,
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enabled: false,
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location: -1
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});
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if (typeSize === 4)
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{
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count += size;
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}
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else
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{
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count++;
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}
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offset += size * typeSize;
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}
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this.vertexSize = offset;
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this.vertexComponentCount = count;
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this.attributes = result;
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},
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/**
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* Sets the program this shader uses as being the active shader in the WebGL Renderer.
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*
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* This method is called every time the parent pipeline is made the current active pipeline.
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*
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* @method Phaser.Renderer.WebGL.WebGLShader#bind
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* @since 3.50.0
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*
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* @param {boolean} [setAttributes=false] - Should the vertex attribute pointers be set?
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*
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* @return {this} This WebGLShader instance.
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*/
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bind: function (setAttributes)
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{
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this.renderer.setProgram(this.program);
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if (setAttributes)
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{
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this.setAttribPointers();
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}
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return this;
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},
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/**
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* Sets the vertex attribute pointers.
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*
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* This should only be called after the vertex buffer has been bound.
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*
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* It is called automatically during the `bind` method.
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*
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* @method Phaser.Renderer.WebGL.WebGLShader#setAttribPointers
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* @since 3.50.0
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*
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* @param {boolean} [reset=false] - Reset the vertex attribute locations?
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*
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* @return {this} This WebGLShader instance.
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*/
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setAttribPointers: function (reset)
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{
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if (reset === undefined) { reset = false; }
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var gl = this.gl;
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var vertexSize = this.vertexSize;
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var attributes = this.attributes;
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var program = this.program;
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for (var i = 0; i < attributes.length; i++)
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{
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var element = attributes[i];
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var size = element.size;
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var type = element.type;
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var offset = element.offset;
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var enabled = element.enabled;
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var location = element.location;
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var normalized = (element.normalized) ? true : false;
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if (reset)
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{
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var attribLocation = gl.getAttribLocation(program, element.name);
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if (attribLocation >= 0)
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{
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gl.enableVertexAttribArray(attribLocation);
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gl.vertexAttribPointer(attribLocation, size, type, normalized, vertexSize, offset);
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element.enabled = true;
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element.location = attribLocation;
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}
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else if (attribLocation !== -1)
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{
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gl.disableVertexAttribArray(attribLocation);
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}
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}
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else if (enabled)
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{
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gl.vertexAttribPointer(location, size, type, normalized, vertexSize, offset);
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}
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else if (!enabled && location > -1)
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{
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gl.disableVertexAttribArray(location);
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element.location = -1;
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}
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}
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return this;
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},
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/**
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* Sets up the `WebGLShader.uniforms` object, populating it with the names
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* and locations of the shader uniforms this shader requires.
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*
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* This method is called automatically when this class is created.
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*
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* @method Phaser.Renderer.WebGL.WebGLShader#setUniformLocations
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* @since 3.50.0
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*
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* @param {string[]} uniformNames - An array of the uniform names to get the locations for.
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*
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* @return {this} This WebGLShader instance.
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*/
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setUniformLocations: function (uniformNames)
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{
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var gl = this.gl;
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var program = this.program;
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var uniforms = this.uniforms;
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for (var i = 0; i < uniformNames.length; i++)
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{
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var name = uniformNames[i];
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var location = gl.getUniformLocation(program, name);
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if (location !== null)
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{
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uniforms[name] = location;
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}
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}
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return this;
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},
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/**
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* Sets a 1f uniform value based on the given name on this shader.
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*
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* This shader program must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLShader#set1f
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number} x - The new value of the `float` uniform.
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*
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* @return {this} This WebGLShader instance.
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*/
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set1f: function (name, x)
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{
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this.gl.uniform1f(this.uniforms[name], x);
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return this;
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},
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/**
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* Sets a 2f uniform value based on the given name on this shader.
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*
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* This shader program must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLShader#set2f
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number} x - The new X component of the `vec2` uniform.
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* @param {number} y - The new Y component of the `vec2` uniform.
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*
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* @return {this} This WebGLShader instance.
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*/
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set2f: function (name, x, y)
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{
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this.gl.uniform2f(this.uniforms[name], x, y);
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return this;
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},
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/**
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* Sets a 3f uniform value based on the given name on this shader.
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*
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* This shader program must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLShader#set3f
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number} x - The new X component of the `vec3` uniform.
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* @param {number} y - The new Y component of the `vec3` uniform.
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* @param {number} z - The new Z component of the `vec3` uniform.
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*
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* @return {this} This WebGLShader instance.
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*/
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set3f: function (name, x, y, z)
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{
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this.gl.uniform3f(this.uniforms[name], x, y, z);
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return this;
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},
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/**
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* Sets a 4f uniform value based on the given name on this shader.
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*
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* This shader program must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLShader#set4f
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number} x - X component of the uniform
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* @param {number} y - Y component of the uniform
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* @param {number} z - Z component of the uniform
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* @param {number} w - W component of the uniform
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*
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* @return {this} This WebGLShader instance.
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*/
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set4f: function (name, x, y, z, w)
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{
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this.gl.uniform4f(this.uniforms[name], x, y, z, w);
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return this;
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},
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/**
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* Sets a 1fv uniform value based on the given name on this shader.
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*
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* This shader program must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLShader#set1fv
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
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*
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* @return {this} This WebGLShader instance.
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*/
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set1fv: function (name, arr)
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{
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this.gl.uniform1fv(this.uniforms[name], arr);
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return this;
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},
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/**
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* Sets a 2fv uniform value based on the given name on this shader.
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*
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* This shader program must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLShader#set2fv
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
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*
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* @return {this} This WebGLShader instance.
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*/
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set2fv: function (name, arr)
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{
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this.gl.uniform2fv(this.uniforms[name], arr);
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return this;
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},
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/**
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* Sets a 3fv uniform value based on the given name on this shader.
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*
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* This shader program must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLShader#set3fv
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
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*
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* @return {this} This WebGLShader instance.
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*/
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set3fv: function (name, arr)
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{
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this.gl.uniform3fv(this.uniforms[name], arr);
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return this;
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},
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/**
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* Sets a 4fv uniform value based on the given name on this shader.
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*
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* This shader program must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLShader#set4fv
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
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*
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* @return {this} This WebGLShader instance.
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*/
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set4fv: function (name, arr)
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{
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this.gl.uniform4fv(this.uniforms[name], arr);
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return this;
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},
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/**
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* Sets a 1iv uniform value based on the given name on this shader.
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*
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* This shader program must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLShader#set1iv
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
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*
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* @return {this} This WebGLShader instance.
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*/
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set1iv: function (name, arr)
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{
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this.gl.uniform1iv(this.uniforms[name], arr);
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return this;
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},
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/**
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* Sets a 2iv uniform value based on the given name on this shader.
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*
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* This shader program must be currently active. You can safely call this method from
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* pipeline methods such as `bind`, `onBind` and batch related calls.
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*
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* @method Phaser.Renderer.WebGL.WebGLShader#set2iv
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* @since 3.50.0
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*
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* @param {string} name - The name of the uniform to set.
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* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
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*
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* @return {this} This WebGLShader instance.
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*/
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set2iv: function (name, arr)
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{
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this.gl.uniform2iv(this.uniforms[name], arr);
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return this;
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},
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/**
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* Sets a 3iv uniform value based on the given name on this shader.
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*
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* This shader program must be currently active. You can safely call this method from
|
|
* pipeline methods such as `bind`, `onBind` and batch related calls.
|
|
*
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set3iv
|
|
* @since 3.50.0
|
|
*
|
|
* @param {string} name - The name of the uniform to set.
|
|
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
|
|
*
|
|
* @return {this} This WebGLShader instance.
|
|
*/
|
|
set3iv: function (name, arr)
|
|
{
|
|
this.gl.uniform3iv(this.uniforms[name], arr);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets a 4iv uniform value based on the given name on this shader.
|
|
*
|
|
* This shader program must be currently active. You can safely call this method from
|
|
* pipeline methods such as `bind`, `onBind` and batch related calls.
|
|
*
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set4iv
|
|
* @since 3.50.0
|
|
*
|
|
* @param {string} name - The name of the uniform to set.
|
|
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
|
|
*
|
|
* @return {this} This WebGLShader instance.
|
|
*/
|
|
set4iv: function (name, arr)
|
|
{
|
|
this.gl.uniform4iv(this.uniforms[name], arr);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets a 1i uniform value based on the given name on this shader.
|
|
*
|
|
* This shader program must be currently active. You can safely call this method from
|
|
* pipeline methods such as `bind`, `onBind` and batch related calls.
|
|
*
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set1i
|
|
* @since 3.50.0
|
|
*
|
|
* @param {string} name - The name of the uniform to set.
|
|
* @param {integer} x - The new value of the `int` uniform.
|
|
*
|
|
* @return {this} This WebGLShader instance.
|
|
*/
|
|
set1i: function (name, x)
|
|
{
|
|
this.gl.uniform1i(this.uniforms[name], x);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets a 2i uniform value based on the given name on this shader.
|
|
*
|
|
* This shader program must be currently active. You can safely call this method from
|
|
* pipeline methods such as `bind`, `onBind` and batch related calls.
|
|
*
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set2i
|
|
* @since 3.50.0
|
|
*
|
|
* @param {string} name - The name of the uniform to set.
|
|
* @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 WebGLShader instance.
|
|
*/
|
|
set2i: function (name, x, y)
|
|
{
|
|
this.gl.uniform2i(this.uniforms[name], x, y);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets a 3i uniform value based on the given name on this shader.
|
|
*
|
|
* This shader program must be currently active. You can safely call this method from
|
|
* pipeline methods such as `bind`, `onBind` and batch related calls.
|
|
*
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set3i
|
|
* @since 3.50.0
|
|
*
|
|
* @param {string} name - The name of the uniform to set.
|
|
* @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 WebGLShader instance.
|
|
*/
|
|
set3i: function (name, x, y, z)
|
|
{
|
|
this.gl.uniform3i(this.uniforms[name], x, y, z);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets a 4i uniform value based on the given name on this shader.
|
|
*
|
|
* This shader program must be currently active. You can safely call this method from
|
|
* pipeline methods such as `bind`, `onBind` and batch related calls.
|
|
*
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#set4i
|
|
* @since 3.50.0
|
|
*
|
|
* @param {string} name - The name of the uniform to set.
|
|
* @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 WebGLShader instance.
|
|
*/
|
|
set4i: function (name, x, y, z, w)
|
|
{
|
|
this.gl.uniform4i(this.uniforms[name], x, y, z, w);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets a matrix 2fv uniform value based on the given name on this shader.
|
|
*
|
|
* This shader program must be currently active. You can safely call this method from
|
|
* pipeline methods such as `bind`, `onBind` and batch related calls.
|
|
*
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#setMatrix2fv
|
|
* @since 3.50.0
|
|
*
|
|
* @param {string} name - The name of the uniform to set.
|
|
* @param {boolean} transpose - Whether to transpose the matrix. Should be `false`.
|
|
* @param {number[]|Float32Array} matrix - The new values for the `mat2` uniform.
|
|
*
|
|
* @return {this} This WebGLShader instance.
|
|
*/
|
|
setMatrix2fv: function (name, transpose, matrix)
|
|
{
|
|
this.gl.uniformMatrix2fv(this.uniforms[name], transpose, matrix);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets a matrix 3fv uniform value based on the given name on this shader.
|
|
*
|
|
* This shader program must be currently active. You can safely call this method from
|
|
* pipeline methods such as `bind`, `onBind` and batch related calls.
|
|
*
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#setMatrix3fv
|
|
* @since 3.50.0
|
|
*
|
|
* @param {string} name - The name of the uniform to set.
|
|
* @param {boolean} transpose - Whether to transpose the matrix. Should be `false`.
|
|
* @param {Float32Array} matrix - The new values for the `mat3` uniform.
|
|
*
|
|
* @return {this} This WebGLShader instance.
|
|
*/
|
|
setMatrix3fv: function (name, transpose, matrix)
|
|
{
|
|
this.gl.uniformMatrix3fv(this.uniforms[name], transpose, matrix);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets a matrix 4fv uniform value based on the given name on this shader.
|
|
*
|
|
* This shader program must be currently active. You can safely call this method from
|
|
* pipeline methods such as `bind`, `onBind` and batch related calls.
|
|
*
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#setMatrix4fv
|
|
* @since 3.50.0
|
|
*
|
|
* @param {string} name - The name of the uniform to set.
|
|
* @param {boolean} transpose - Should the matrix be transpose
|
|
* @param {Float32Array} matrix - Matrix data
|
|
*
|
|
* @return {this} This WebGLShader instance.
|
|
*/
|
|
setMatrix4fv: function (name, transpose, matrix)
|
|
{
|
|
this.gl.uniformMatrix4fv(this.uniforms[name], transpose, matrix);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Removes all external references from this class and deletes the WebGL program from the WebGL context.
|
|
*
|
|
* @method Phaser.Renderer.WebGL.WebGLShader#destroy
|
|
* @since 3.50.0
|
|
*/
|
|
destroy: function ()
|
|
{
|
|
this.gl.deleteProgram(this.program);
|
|
|
|
this.gl = null;
|
|
this.program = null;
|
|
this.pipeline = null;
|
|
this.renderer = null;
|
|
this.attributes = null;
|
|
this.uniforms = null;
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = WebGLShader;
|