mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 17:16:03 +00:00
260 lines
7.8 KiB
JavaScript
260 lines
7.8 KiB
JavaScript
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @author Mat Groves (@Doormat23)
|
|
* @copyright 2016 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* New version of PIXI.PixiFastShader
|
|
*
|
|
* @class Phaser.Renderer.Canvas
|
|
* @constructor
|
|
* @param {Phaser.Game} game - Game reference to the currently running game.
|
|
*/
|
|
Phaser.Renderer.WebGL.Shaders.SpriteBatch = function (renderer)
|
|
{
|
|
this.renderer = renderer;
|
|
|
|
// WebGLContext
|
|
this.gl = renderer.gl;
|
|
|
|
/**
|
|
* @property _UID
|
|
* @type Number
|
|
* @private
|
|
*/
|
|
this._UID = renderer.getShaderID(this);
|
|
|
|
/**
|
|
* The WebGL program.
|
|
* @property program
|
|
* @type Any
|
|
*/
|
|
this.program = null;
|
|
|
|
/**
|
|
* The vertex shader.
|
|
* @property vertexSrc
|
|
* @type Array
|
|
*/
|
|
this.fragmentSrc = [];
|
|
|
|
this.vertexSrc = [];
|
|
|
|
this.attributes = [];
|
|
|
|
// @type {WebGLUniformLocation }
|
|
this.uSampler;
|
|
|
|
// @type {WebGLUniformLocation }
|
|
this.projectionVector;
|
|
|
|
// @type {WebGLUniformLocation }
|
|
this.offsetVector;
|
|
|
|
// @type {WebGLUniformLocation }
|
|
this.dimensions;
|
|
|
|
// @type {WebGLUniformLocation }
|
|
this.uMatrix;
|
|
|
|
// @type {GLint}
|
|
this.aVertexPosition;
|
|
|
|
// @type {GLint}
|
|
this.aPositionCoord;
|
|
|
|
// @type {GLint}
|
|
this.aScale;
|
|
|
|
// @type {GLint}
|
|
this.aRotation;
|
|
|
|
// @type {GLint}
|
|
this.aTextureCoord;
|
|
|
|
// @type {GLint}
|
|
this.colorAttribute;
|
|
|
|
// @type {GLint}
|
|
this.aTextureIndex;
|
|
|
|
this.init();
|
|
};
|
|
|
|
Phaser.Renderer.WebGL.Shaders.SpriteBatch.prototype.constructor = Phaser.Renderer.WebGL.Shaders.SpriteBatch;
|
|
|
|
Phaser.Renderer.WebGL.Shaders.SpriteBatch.prototype = {
|
|
|
|
init: function ()
|
|
{
|
|
if (this.renderer.enableMultiTextureToggle)
|
|
{
|
|
var dynamicIfs = '\tif (vTextureIndex == 0.0) gl_FragColor = texture2D(uSamplerArray[0], vTextureCoord) * vColor;\n';
|
|
|
|
for (var index = 1; index < this.renderer.getMaxTextureUnits(); ++index)
|
|
{
|
|
dynamicIfs += '\telse if (vTextureIndex == ' +
|
|
index + '.0) gl_FragColor = texture2D(uSamplerArray[' +
|
|
index + '], vTextureCoord) * vColor;\n';
|
|
}
|
|
|
|
this.fragmentSrc = [
|
|
'precision lowp float;',
|
|
'varying vec2 vTextureCoord;',
|
|
'varying float vColor;',
|
|
'varying float vTextureIndex;',
|
|
'uniform sampler2D uSamplerArray[' + this.renderer.getMaxTextureUnits() + '];',
|
|
'const vec4 PINK = vec4(1.0, 0.0, 1.0, 1.0);',
|
|
'const vec4 GREEN = vec4(0.0, 1.0, 0.0, 1.0);',
|
|
'void main(void) {',
|
|
dynamicIfs,
|
|
'else gl_FragColor = PINK;',
|
|
'}'
|
|
];
|
|
}
|
|
else
|
|
{
|
|
this.fragmentSrc = [
|
|
'precision lowp float;',
|
|
'varying vec2 vTextureCoord;',
|
|
'varying float vColor;',
|
|
'varying float vTextureIndex;',
|
|
'uniform sampler2D uSampler;',
|
|
'void main(void) {',
|
|
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor;',
|
|
'}'
|
|
];
|
|
}
|
|
|
|
this.vertexSrc = [
|
|
'attribute vec2 aVertexPosition;',
|
|
'attribute vec2 aTextureCoord;',
|
|
'attribute vec4 aColor;',
|
|
'attribute float aTextureIndex;',
|
|
|
|
'uniform vec2 projectionVector;',
|
|
'uniform vec2 offsetVector;',
|
|
|
|
'varying vec2 vTextureCoord;',
|
|
'varying vec4 vColor;',
|
|
'varying float vTextureIndex;',
|
|
|
|
'const vec2 center = vec2(-1.0, 1.0);',
|
|
|
|
'void main(void) {',
|
|
' gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center, 0.0, 1.0);',
|
|
' vTextureCoord = aTextureCoord;',
|
|
' vTextureIndex = aTextureIndex;',
|
|
' vColor = vec4(aColor.rgb * aColor.a, aColor.a);',
|
|
'}'
|
|
];
|
|
|
|
// ' vec3 color = mod(vec3(aColor.y / 65536.0, aColor.y / 256.0, aColor.y), 256.0) / 256.0;',
|
|
// ' vColor = vec4(color * aColor.x, aColor.x);',
|
|
|
|
|
|
/*
|
|
this.vertexSrc = [
|
|
'attribute vec2 aVertexPosition;',
|
|
'attribute vec2 aPositionCoord;',
|
|
'attribute vec2 aScale;',
|
|
'attribute float aRotation;',
|
|
'attribute vec2 aTextureCoord;',
|
|
'attribute float aColor;',
|
|
'attribute float aTextureIndex;',
|
|
|
|
'uniform vec2 projectionVector;',
|
|
'uniform vec2 offsetVector;',
|
|
'uniform mat3 uMatrix;',
|
|
|
|
'varying vec2 vTextureCoord;',
|
|
'varying float vColor;',
|
|
'varying float vTextureIndex;',
|
|
|
|
'const vec2 center = vec2(-1.0, 1.0);',
|
|
|
|
'void main(void) {',
|
|
' vec2 v;',
|
|
' vec2 sv = aVertexPosition * aScale;',
|
|
' v.x = (sv.x) * cos(aRotation) - (sv.y) * sin(aRotation);',
|
|
' v.y = (sv.x) * sin(aRotation) + (sv.y) * cos(aRotation);',
|
|
' v = (uMatrix * vec3(v + aPositionCoord , 1.0)).xy ;',
|
|
' gl_Position = vec4((v / projectionVector) + center , 0.0, 1.0);',
|
|
' vTextureCoord = aTextureCoord;',
|
|
' vTextureIndex = aTextureIndex;',
|
|
' vColor = aColor;',
|
|
'}'
|
|
];
|
|
*/
|
|
|
|
var program = this.renderer.compileProgram(this.vertexSrc, this.fragmentSrc);
|
|
|
|
var gl = this.gl;
|
|
|
|
gl.useProgram(program);
|
|
|
|
// get and store the uniforms for the shader
|
|
this.uSampler = (this.renderer.enableMultiTextureToggle) ? gl.getUniformLocation(program, 'uSamplerArray[0]') : gl.getUniformLocation(program, 'uSampler');
|
|
|
|
if (this.renderer.enableMultiTextureToggle)
|
|
{
|
|
var indices = [];
|
|
|
|
// HACK: we bind an empty texture to avoid WebGL warning spam.
|
|
var tempTexture = gl.createTexture();
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
gl.bindTexture(gl.TEXTURE_2D, tempTexture);
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, null);
|
|
|
|
for (var i = 0; i < this.renderer.getMaxTextureUnits(); ++i)
|
|
{
|
|
gl.activeTexture(gl.TEXTURE0 + i);
|
|
gl.bindTexture(gl.TEXTURE_2D, tempTexture);
|
|
indices.push(i);
|
|
}
|
|
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
gl.uniform1iv(this.uSampler, indices);
|
|
}
|
|
|
|
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
|
|
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
|
|
this.dimensions = gl.getUniformLocation(program, 'dimensions');
|
|
this.uMatrix = gl.getUniformLocation(program, 'uMatrix');
|
|
|
|
// get and store the attributes
|
|
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
|
|
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
|
|
|
|
this.aScale = gl.getAttribLocation(program, 'aScale');
|
|
this.aRotation = gl.getAttribLocation(program, 'aRotation');
|
|
|
|
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
|
|
this.colorAttribute = gl.getAttribLocation(program, 'aColor');
|
|
|
|
this.aTextureIndex = gl.getAttribLocation(program, 'aTextureIndex');
|
|
|
|
this.attributes = [
|
|
this.aVertexPosition,
|
|
this.aPositionCoord,
|
|
this.aScale,
|
|
this.aRotation,
|
|
this.aTextureCoord,
|
|
this.colorAttribute,
|
|
this.aTextureIndex
|
|
];
|
|
|
|
this.program = program;
|
|
},
|
|
|
|
destroy: function ()
|
|
{
|
|
this.gl.deleteProgram(this.program);
|
|
this.gl = null;
|
|
this.renderer = null;
|
|
this.attributes = null;
|
|
}
|
|
|
|
};
|