mirror of
https://github.com/photonstorm/phaser
synced 2024-12-29 22:43:08 +00:00
146 lines
3.9 KiB
JavaScript
146 lines
3.9 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.ComplexPrimitiveShader
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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.ComplexPrimitiveGraphics = 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.projectionVector;
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// @type {WebGLUniformLocation }
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this.offsetVector;
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// @type {WebGLUniformLocation }
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this.tintColor;
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// @type {WebGLUniformLocation }
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this.color;
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// @type {WebGLUniformLocation }
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this.flipY;
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// @type {GLint}
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this.aVertexPosition;
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// @type {GLint}
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this.colorAttribute;
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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.ComplexPrimitiveGraphics.prototype.constructor = Phaser.Renderer.WebGL.Shaders.ComplexPrimitiveGraphics;
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Phaser.Renderer.WebGL.Shaders.ComplexPrimitiveGraphics.prototype = {
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init: function ()
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{
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this.fragmentSrc = [
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'precision mediump float;',
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'varying vec4 vColor;',
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'void main(void) {',
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' gl_FragColor = vColor;',
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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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'uniform mat3 translationMatrix;',
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'uniform vec2 projectionVector;',
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'uniform vec2 offsetVector;',
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'uniform vec3 tint;',
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'uniform float alpha;',
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'uniform vec3 color;',
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'uniform float flipY;',
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'varying vec4 vColor;',
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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 * -flipY) + flipY , 0.0, 1.0);',
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' vColor = vec4(color * alpha * tint, alpha);',
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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.projectionVector = gl.getUniformLocation(program, 'projectionVector');
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this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
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this.tintColor = gl.getUniformLocation(program, 'tint');
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this.flipY = gl.getUniformLocation(program, 'flipY');
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this.color = gl.getUniformLocation(program, 'color');
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// get and store the attributes
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this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
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this.colorAttribute = gl.getAttribLocation(program, 'aColor');
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// this.attributes = [ this.aVertexPosition, this.colorAttribute ];
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this.attributes = [ this.aVertexPosition ];
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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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