mirror of
https://github.com/photonstorm/phaser
synced 2024-12-26 04:53:38 +00:00
196 lines
5.9 KiB
JavaScript
196 lines
5.9 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @author Mat Groves (@Doormat23)
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* New version of PIXI.StripShader
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*
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* @class Phaser.Renderer.Canvas
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* @constructor
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* @param {Phaser.Game} game - Game reference to the currently running game.
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*/
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Phaser.Renderer.WebGL.Shaders.Strip = function (renderer)
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{
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this.renderer = renderer;
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// WebGLContext
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this.gl = renderer.gl;
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/**
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* @property _UID
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* @type Number
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* @private
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*/
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this._UID = renderer.getShaderID(this);
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/**
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* The WebGL program.
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* @property program
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* @type Any
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*/
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this.program = null;
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/**
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* The vertex shader.
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* @property vertexSrc
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* @type Array
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*/
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this.fragmentSrc = [];
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this.vertexSrc = [];
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this.attributes = [];
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// @type {WebGLUniformLocation }
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this.uSampler;
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// @type {WebGLUniformLocation }
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this.projectionVector;
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// @type {WebGLUniformLocation }
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this.offsetVector;
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// @type {GLint}
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this.colorAttribute;
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// @type {GLint}
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this.aTextureIndex;
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// @type {GLint}
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this.aVertexPosition;
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// @type {GLint}
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this.aTextureCoord;
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// @type {WebGLUniformLocation }
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this.translationMatrix;
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// @type {WebGLUniformLocation }
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this.alpha;
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this.init();
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};
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Phaser.Renderer.WebGL.Shaders.Strip.prototype.constructor = Phaser.Renderer.WebGL.Shaders.Strip;
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Phaser.Renderer.WebGL.Shaders.Strip.prototype = {
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init: function ()
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{
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if (this.renderer.enableMultiTextureToggle)
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{
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var dynamicIfs = '\tif (vTextureIndex == 0.0) gl_FragColor = texture2D(uSamplerArray[0], vTextureCoord);\n'
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for (var index = 1; index < this.renderer.getMaxTextureUnits(); ++index)
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{
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dynamicIfs += '\telse if (vTextureIndex == ' +
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index + '.0) gl_FragColor = texture2D(uSamplerArray[' +
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index + '], vTextureCoord) ;\n'
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}
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this.fragmentSrc = [
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'precision mediump float;',
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'varying vec2 vTextureCoord;',
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'varying float vTextureIndex;',
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'uniform float alpha;',
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'uniform sampler2D uSamplerArray[' + this.renderer.getMaxTextureUnits() + '];',
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'const vec4 PINK = vec4(1.0, 0.0, 1.0, 1.0);',
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'const vec4 GREEN = vec4(0.0, 1.0, 0.0, 1.0);',
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'void main(void) {',
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dynamicIfs,
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'else gl_FragColor = PINK;',
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'}'
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];
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}
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else
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{
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this.fragmentSrc = [
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'precision mediump float;',
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'varying vec2 vTextureCoord;',
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'varying float vTextureIndex;',
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'uniform float alpha;',
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'uniform sampler2D uSampler;',
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'void main(void) {',
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' gl_FragColor = texture2D(uSampler, vTextureCoord);',
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'}'
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];
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}
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this.vertexSrc = [
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'attribute vec2 aVertexPosition;',
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'attribute vec2 aTextureCoord;',
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'attribute float aTextureIndex;',
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'uniform mat3 translationMatrix;',
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'uniform vec2 projectionVector;',
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'uniform vec2 offsetVector;',
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'varying vec2 vTextureCoord;',
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'varying float vTextureIndex;',
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'void main(void) {',
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' vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);',
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' v -= offsetVector.xyx;',
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' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);',
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' vTextureCoord = aTextureCoord;',
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' vTextureIndex = aTextureIndex;',
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'}'
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];
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var program = this.renderer.compileProgram(this.vertexSrc, this.fragmentSrc);
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var gl = this.gl;
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gl.useProgram(program);
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// get and store the uniforms for the shader
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this.uSampler = (this.renderer.enableMultiTextureToggle) ? gl.getUniformLocation(program, 'uSamplerArray[0]') : gl.getUniformLocation(program, 'uSampler');
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if (this.renderer.enableMultiTextureToggle)
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{
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var indices = [];
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// HACK: we bind an empty texture to avoid WebGL warning spam.
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var tempTexture = gl.createTexture();
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, tempTexture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, null);
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for (var i = 0; i < this.renderer.getMaxTextureUnits(); ++i)
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{
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gl.activeTexture(gl.TEXTURE0 + i);
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gl.bindTexture(gl.TEXTURE_2D, tempTexture);
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indices.push(i);
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}
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gl.activeTexture(gl.TEXTURE0);
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gl.uniform1iv(this.uSampler, indices);
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}
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this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
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this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
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this.colorAttribute = gl.getAttribLocation(program, 'aColor');
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this.aTextureIndex = gl.getAttribLocation(program, 'aTextureIndex');
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// get and store the attributes
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this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
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this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
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this.attributes = [this.aVertexPosition, this.aTextureCoord, this.aTextureIndex];
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this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix');
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this.alpha = gl.getUniformLocation(program, 'alpha');
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this.program = program;
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},
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destroy: function ()
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{
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this.gl.deleteProgram(this.program);
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this.gl = null;
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this.renderer = null;
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this.attributes = null;
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}
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};
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