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PixiShader.js
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PixiShader.js
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/**
* @author Mat Groves http://matgroves.com/ @Doormat23
* @author Richard Davey http://www.photonstorm.com @photonstorm
*/
/**
* @class PIXI.PixiShader
* @constructor
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.PixiShader = function(gl)
{
/**
* @property _UID
* @type Number
* @private
*/
this._UID = Phaser._UID++;
/**
* @property gl
* @type WebGLContext
*/
this.gl = gl;
/**
* The WebGL program.
* @property program
* @type Any
*/
this.program = null;
/**
* The fragment shader.
* @property fragmentSrc
* @type Array
*/
this.fragmentSrc = null;
/**
* A local texture counter for multi-texture shaders.
* @property textureCount
* @type Number
*/
this.textureCount = 0;
/**
* A local flag
* @property firstRun
* @type Boolean
* @private
*/
this.firstRun = true;
/**
* A dirty flag
* @property dirty
* @type Boolean
*/
this.dirty = true;
/**
* Uniform attributes cache.
* @property attributes
* @type Array
* @private
*/
this.attributes = [];
this.init();
};
PIXI.PixiShader.prototype.constructor = PIXI.PixiShader;
PIXI.PixiShader.prototype.initMultitexShader = function () {
var gl = this.gl;
this.MAX_TEXTURES = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
var dynamicIfs = '\tif (vTextureIndex == 0.0) { gl_FragColor = texture2D(uSamplerArray[0], vTextureCoord) * vColor;return;}\n'
for (var index = 1; index < this.MAX_TEXTURES; ++index)
{
dynamicIfs += '\tif (vTextureIndex == ' +
index + '.0) {gl_FragColor = texture2D(uSamplerArray[' +
index + '], vTextureCoord) * vColor;return;}\n'
}
this.fragmentSrc = [
'// PixiShader Fragment Shader.',
'precision lowp float;',
'bool isnan( float val ) { return ( val < 0.0 || 0.0 < val || val == 0.0 ) ? false : true; }',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'varying float vTextureIndex;',
'uniform sampler2D uSamplerArray[' + this.MAX_TEXTURES + '];',
// Blue color means that you are trying to bound
// a texture out of the limits of the hardware.
'const vec4 BLUE = vec4(1.0, 0.0, 1.0, 1.0);',
// If you get a red color means you are out of memory
// or in some way corrupted the vertex buffer.
'const vec4 RED = vec4(1.0, 0.0, 0.0, 1.0);',
'void main(void) {',
dynamicIfs,
' if(vTextureIndex >= ' + this.MAX_TEXTURES + '.0) { gl_FragColor = BLUE;return;}',
' if(isnan(vTextureIndex)) { gl_FragColor = RED;return;}',
'}'
];
var program = PIXI.compileProgram(gl, this.vertexSrc || PIXI.PixiShader.defaultVertexSrc, this.fragmentSrc);
gl.useProgram(program);
// get and store the uniforms for the shader
//this.uSampler = gl.getUniformLocation(program, 'uSampler');
this.uSamplerArray = gl.getUniformLocation(program, 'uSamplerArray[0]');
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
this.dimensions = gl.getUniformLocation(program, 'dimensions');
// get and store the attributes
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
this.colorAttribute = gl.getAttribLocation(program, 'aColor');
this.aTextureIndex = gl.getAttribLocation(program, 'aTextureIndex');
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.MAX_TEXTURES; ++i) {
gl.activeTexture(gl.TEXTURE0 + i);
gl.bindTexture(gl.TEXTURE_2D, tempTexture);
indices.push(i);
}
gl.activeTexture(gl.TEXTURE0);
gl.uniform1iv(this.uSamplerArray, indices);
// Begin worst hack eva //
// WHY??? ONLY on my chrome pixel the line above returns -1 when using filters?
// maybe its something to do with the current state of the gl context.
// I'm convinced this is a bug in the chrome browser as there is NO reason why this should be returning -1 especially as it only manifests on my chrome pixel
// If theres any webGL people that know why could happen please help :)
if(this.colorAttribute === -1)
{
this.colorAttribute = 2;
}
this.attributes = [this.aVertexPosition, this.aTextureCoord, this.colorAttribute, this.aTextureIndex];
// End worst hack eva //
// add those custom shaders!
for (var key in this.uniforms)
{
// get the uniform locations..
this.uniforms[key].uniformLocation = gl.getUniformLocation(program, key);
}
this.initUniforms();
this.program = program;
};
PIXI.PixiShader.prototype.initDefaultShader = function () {
if (this.fragmentSrc === null) {
this.fragmentSrc = [
'precision lowp float;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'varying float vTextureIndex;',
'uniform sampler2D uSampler;',
'void main(void) {',
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;',
'}'
];
}
var gl = this.gl;
var program = PIXI.compileProgram(gl, this.vertexSrc || PIXI.PixiShader.defaultVertexSrc, this.fragmentSrc);
gl.useProgram(program);
// get and store the uniforms for the shader
this.uSampler = gl.getUniformLocation(program, 'uSampler');
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
this.dimensions = gl.getUniformLocation(program, 'dimensions');
// get and store the attributes
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
this.colorAttribute = gl.getAttribLocation(program, 'aColor');
this.aTextureIndex = gl.getAttribLocation(program, 'aTextureIndex');
// Begin worst hack eva //
// WHY??? ONLY on my chrome pixel the line above returns -1 when using filters?
// maybe its something to do with the current state of the gl context.
// I'm convinced this is a bug in the chrome browser as there is NO reason why this should be returning -1 especially as it only manifests on my chrome pixel
// If theres any webGL people that know why could happen please help :)
if(this.colorAttribute === -1)
{
this.colorAttribute = 2;
}
this.attributes = [this.aVertexPosition, this.aTextureCoord, this.colorAttribute, this.aTextureIndex];
// End worst hack eva //
// add those custom shaders!
for (var key in this.uniforms)
{
// get the uniform locations..
this.uniforms[key].uniformLocation = gl.getUniformLocation(program, key);
}
this.initUniforms();
this.program = program;
};
/**
* Initialises the shader.
*
* @method PIXI.PixiShader#init
*/
PIXI.PixiShader.prototype.init = function(usingFilter)
{
if (PIXI._enableMultiTextureToggle && !usingFilter) {
this.initMultitexShader();
} else {
this.initDefaultShader();
}
};
/**
* Initialises the shader uniform values.
*
* 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
*
* @method PIXI.PixiShader#initUniforms
*/
PIXI.PixiShader.prototype.initUniforms = function()
{
this.textureCount = 1;
var gl = this.gl;
var uniform;
for (var key in this.uniforms)
{
uniform = this.uniforms[key];
var type = uniform.type;
if (type === 'sampler2D')
{
uniform._init = false;
if (uniform.value !== null)
{
this.initSampler2D(uniform);
}
}
else if (type === 'mat2' || type === 'mat3' || type === 'mat4')
{
// These require special handling
uniform.glMatrix = true;
uniform.glValueLength = 1;
if (type === 'mat2')
{
uniform.glFunc = gl.uniformMatrix2fv;
}
else if (type === 'mat3')
{
uniform.glFunc = gl.uniformMatrix3fv;
}
else if (type === 'mat4')
{
uniform.glFunc = gl.uniformMatrix4fv;
}
}
else
{
// GL function reference
uniform.glFunc = gl['uniform' + type];
if (type === '2f' || type === '2i')
{
uniform.glValueLength = 2;
}
else if (type === '3f' || type === '3i')
{
uniform.glValueLength = 3;
}
else if (type === '4f' || type === '4i')
{
uniform.glValueLength = 4;
}
else
{
uniform.glValueLength = 1;
}
}
}
};
/**
* Initialises a Sampler2D uniform (which may only be available later on after initUniforms once the texture has loaded)
*
* @method PIXI.PixiShader#initSampler2D
*/
PIXI.PixiShader.prototype.initSampler2D = function(uniform)
{
if (!uniform.value || !uniform.value.baseTexture || !uniform.value.baseTexture.hasLoaded)
{
return;
}
var gl = this.gl;
// No need to do string manipulation for this.
gl.activeTexture(gl.TEXTURE0 + this.textureCount);
gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTextures[gl.id]);
// Extended texture data
if (uniform.textureData)
{
var data = uniform.textureData;
// GLTexture = mag linear, min linear_mipmap_linear, wrap repeat + gl.generateMipmap(gl.TEXTURE_2D);
// GLTextureLinear = mag/min linear, wrap clamp
// GLTextureNearestRepeat = mag/min NEAREST, wrap repeat
// GLTextureNearest = mag/min nearest, wrap clamp
// AudioTexture = whatever + luminance + width 512, height 2, border 0
// KeyTexture = whatever + luminance + width 256, height 2, border 0
// magFilter can be: gl.LINEAR, gl.LINEAR_MIPMAP_LINEAR or gl.NEAREST
// wrapS/T can be: gl.CLAMP_TO_EDGE or gl.REPEAT
var magFilter = (data.magFilter) ? data.magFilter : gl.LINEAR;
var minFilter = (data.minFilter) ? data.minFilter : gl.LINEAR;
var wrapS = (data.wrapS) ? data.wrapS : gl.CLAMP_TO_EDGE;
var wrapT = (data.wrapT) ? data.wrapT : gl.CLAMP_TO_EDGE;
var format = (data.luminance) ? gl.LUMINANCE : gl.RGBA;
if (data.repeat)
{
wrapS = gl.REPEAT;
wrapT = gl.REPEAT;
}
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, !!data.flipY);
if (data.width)
{
var width = (data.width) ? data.width : 512;
var height = (data.height) ? data.height : 2;
var border = (data.border) ? data.border : 0;
// void 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
{
// void 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.value.baseTexture.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);
}
gl.uniform1i(uniform.uniformLocation, this.textureCount);
uniform._init = true;
this.textureCount++;
};
/**
* Updates the shader uniform values.
*
* @method PIXI.PixiShader#syncUniforms
*/
PIXI.PixiShader.prototype.syncUniforms = function()
{
this.textureCount = 1;
var uniform;
var gl = this.gl;
// This would probably be faster in an array and it would guarantee key order
for (var key in this.uniforms)
{
uniform = this.uniforms[key];
if (uniform.glValueLength === 1)
{
if (uniform.glMatrix === true)
{
uniform.glFunc.call(gl, uniform.uniformLocation, uniform.transpose, uniform.value);
}
else
{
uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value);
}
}
else if (uniform.glValueLength === 2)
{
uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y);
}
else if (uniform.glValueLength === 3)
{
uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z);
}
else if (uniform.glValueLength === 4)
{
uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z, uniform.value.w);
}
else if (uniform.type === 'sampler2D')
{
if (uniform._init)
{
gl.activeTexture(gl['TEXTURE' + this.textureCount]);
if(uniform.value.baseTexture._dirty[gl.id])
{
PIXI.instances[gl.id].updateTexture(uniform.value.baseTexture);
}
else
{
// bind the current texture
gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTextures[gl.id]);
}
// gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTextures[gl.id] || PIXI.createWebGLTexture( uniform.value.baseTexture, gl));
gl.uniform1i(uniform.uniformLocation, this.textureCount);
this.textureCount++;
}
else
{
this.initSampler2D(uniform);
}
}
}
};
/**
* Destroys the shader.
*
* @method PIXI.PixiShader#destroy
*/
PIXI.PixiShader.prototype.destroy = function()
{
this.gl.deleteProgram( this.program );
this.uniforms = null;
this.gl = null;
this.attributes = null;
};
/**
* The Default Vertex shader source.
*
* @property defaultVertexSrc
* @type String
*/
PIXI.PixiShader.defaultVertexSrc = [
'// PixiShader Vertex Shader',
'// With multi-texture rendering',
'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) {',
' if (aTextureIndex > 0.0) gl_Position = vec4(0.0);',
' gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);',
' vTextureCoord = aTextureCoord;',
' vColor = vec4(aColor.rgb * aColor.a, aColor.a);',
' vTextureIndex = aTextureIndex;',
'}'
];