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GLSLFile.js
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GLSLFile.js
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../utils/Class');
var CONST = require('../const');
var File = require('../File');
var FileTypesManager = require('../FileTypesManager');
var GetFastValue = require('../../utils/object/GetFastValue');
var IsPlainObject = require('../../utils/object/IsPlainObject');
var Shader = require('../../display/shader/BaseShader');
/**
* @classdesc
* A single GLSL File suitable for loading by the Loader.
*
* These are created when you use the Phaser.Loader.LoaderPlugin#glsl method and are not typically created directly.
*
* For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#glsl.
*
* @class GLSLFile
* @extends Phaser.Loader.File
* @memberof Phaser.Loader.FileTypes
* @constructor
* @since 3.0.0
*
* @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
* @param {(string|Phaser.Types.Loader.FileTypes.GLSLFileConfig)} key - The key to use for this file, or a file configuration object.
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.txt`, i.e. if `key` was "alien" then the URL will be "alien.txt".
* @param {string} [shaderType='fragment'] - The type of shader. Either `fragment` for a fragment shader, or `vertex` for a vertex shader. This is ignored if you load a shader bundle.
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
*/
var GLSLFile = new Class({
Extends: File,
initialize:
function GLSLFile (loader, key, url, shaderType, xhrSettings)
{
var extension = 'glsl';
if (IsPlainObject(key))
{
var config = key;
key = GetFastValue(config, 'key');
url = GetFastValue(config, 'url');
shaderType = GetFastValue(config, 'shaderType', 'fragment');
xhrSettings = GetFastValue(config, 'xhrSettings');
extension = GetFastValue(config, 'extension', extension);
}
else if (shaderType === undefined)
{
shaderType = 'fragment';
}
var fileConfig = {
type: 'glsl',
cache: loader.cacheManager.shader,
extension: extension,
responseType: 'text',
key: key,
url: url,
config: {
shaderType: shaderType
},
xhrSettings: xhrSettings
};
File.call(this, loader, fileConfig);
},
/**
* Called automatically by Loader.nextFile.
* This method controls what extra work this File does with its loaded data.
*
* @method Phaser.Loader.FileTypes.GLSLFile#onProcess
* @since 3.7.0
*/
onProcess: function ()
{
this.state = CONST.FILE_PROCESSING;
this.data = this.xhrLoader.responseText;
this.onProcessComplete();
},
/**
* Adds this file to its target cache upon successful loading and processing.
*
* @method Phaser.Loader.FileTypes.GLSLFile#addToCache
* @since 3.17.0
*/
addToCache: function ()
{
var data = this.data.split('\n');
// Check to see if this is a shader bundle, or raw glsl file.
var block = this.extractBlock(data, 0);
if (block)
{
while (block)
{
var key = this.getShaderName(block.header);
var shaderType = this.getShaderType(block.header);
var uniforms = this.getShaderUniforms(block.header);
var shaderSrc = block.shader;
if (this.cache.has(key))
{
var shader = this.cache.get(key);
if (shaderType === 'fragment')
{
shader.fragmentSrc = shaderSrc;
}
else
{
shader.vertexSrc = shaderSrc;
}
if (!shader.uniforms)
{
shader.uniforms = uniforms;
}
}
else if (shaderType === 'fragment')
{
this.cache.add(key, new Shader(key, shaderSrc, '', uniforms));
}
else
{
this.cache.add(key, new Shader(key, '', shaderSrc, uniforms));
}
block = this.extractBlock(data, block.offset);
}
}
else if (this.config.shaderType === 'fragment')
{
// Single shader
this.cache.add(this.key, new Shader(this.key, this.data));
}
else
{
this.cache.add(this.key, new Shader(this.key, '', this.data));
}
this.pendingDestroy();
},
/**
* Returns the name of the shader from the header block.
*
* @method Phaser.Loader.FileTypes.GLSLFile#getShaderName
* @since 3.17.0
*
* @param {string[]} headerSource - The header data.
*
* @return {string} The shader name.
*/
getShaderName: function (headerSource)
{
for (var i = 0; i < headerSource.length; i++)
{
var line = headerSource[i].trim();
if (line.substring(0, 5) === 'name:')
{
return line.substring(5).trim();
}
}
return this.key;
},
/**
* Returns the type of the shader from the header block.
*
* @method Phaser.Loader.FileTypes.GLSLFile#getShaderType
* @since 3.17.0
*
* @param {string[]} headerSource - The header data.
*
* @return {string} The shader type. Either 'fragment' or 'vertex'.
*/
getShaderType: function (headerSource)
{
for (var i = 0; i < headerSource.length; i++)
{
var line = headerSource[i].trim();
if (line.substring(0, 5) === 'type:')
{
return line.substring(5).trim();
}
}
return this.config.shaderType;
},
/**
* Returns the shader uniforms from the header block.
*
* @method Phaser.Loader.FileTypes.GLSLFile#getShaderUniforms
* @since 3.17.0
*
* @param {string[]} headerSource - The header data.
*
* @return {any} The shader uniforms object.
*/
getShaderUniforms: function (headerSource)
{
var uniforms = {};
for (var i = 0; i < headerSource.length; i++)
{
var line = headerSource[i].trim();
if (line.substring(0, 8) === 'uniform.')
{
var pos = line.indexOf(':');
if (pos)
{
var key = line.substring(8, pos);
try
{
uniforms[key] = JSON.parse(line.substring(pos + 1));
}
catch (e)
{
console.warn('Invalid uniform JSON: ' + key);
}
}
}
}
return uniforms;
},
/**
* Processes the shader file and extracts the relevant data.
*
* @method Phaser.Loader.FileTypes.GLSLFile#extractBlock
* @private
* @since 3.17.0
*
* @param {string[]} data - The array of shader data to process.
* @param {number} offset - The offset to start processing from.
*
* @return {any} The processed shader block, or null.
*/
extractBlock: function (data, offset)
{
var headerStart = -1;
var headerEnd = -1;
var blockEnd = -1;
var headerOpen = false;
var captureSource = false;
var headerSource = [];
var shaderSource = [];
for (var i = offset; i < data.length; i++)
{
var line = data[i].trim();
if (line === '---')
{
if (headerStart === -1)
{
headerStart = i;
headerOpen = true;
}
else if (headerOpen)
{
headerEnd = i;
headerOpen = false;
captureSource = true;
}
else
{
// We've hit another --- delimiter, break out
captureSource = false;
break;
}
}
else if (headerOpen)
{
headerSource.push(line);
}
else if (captureSource)
{
shaderSource.push(line);
blockEnd = i;
}
}
if (!headerOpen && headerEnd !== -1)
{
return { header: headerSource, shader: shaderSource.join('\n'), offset: blockEnd };
}
else
{
return null;
}
}
});
/**
* Adds a GLSL file, or array of GLSL files, to the current load queue.
* In Phaser 3 GLSL files are just plain Text files at the current moment in time.
*
* You can call this method from within your Scene's `preload`, along with any other files you wish to load:
*
* ```javascript
* function preload ()
* {
* this.load.glsl('plasma', 'shaders/Plasma.glsl');
* }
* ```
*
* The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
* or if it's already running, when the next free load slot becomes available. This happens automatically if you
* are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
* it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
* The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
* Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
* loaded.
*
* The key must be a unique String. It is used to add the file to the global Shader Cache upon a successful load.
* The key should be unique both in terms of files being loaded and files already present in the Shader Cache.
* Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
* then remove it from the Shader Cache first, before loading a new one.
*
* Instead of passing arguments you can pass a configuration object, such as:
*
* ```javascript
* this.load.glsl({
* key: 'plasma',
* shaderType: 'fragment',
* url: 'shaders/Plasma.glsl'
* });
* ```
*
* See the documentation for `Phaser.Types.Loader.FileTypes.GLSLFileConfig` for more details.
*
* Once the file has finished loading you can access it from its Cache using its key:
*
* ```javascript
* this.load.glsl('plasma', 'shaders/Plasma.glsl');
* // and later in your game ...
* var data = this.cache.shader.get('plasma');
* ```
*
* If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files
* key. For example, if the prefix was `FX.` and the key was `Plasma` the final key will be `FX.Plasma` and
* this is what you would use to retrieve the text from the Shader Cache.
*
* The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
*
* If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "plasma"
* and no URL is given then the Loader will set the URL to be "plasma.glsl". It will always add `.glsl` as the extension, although
* this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
*
* Note: The ability to load this type of file will only be available if the GLSL File type has been built into Phaser.
* It is available in the default build but can be excluded from custom builds.
*
* @method Phaser.Loader.LoaderPlugin#glsl
* @fires Phaser.Loader.LoaderPlugin#ADD
* @since 3.0.0
*
* @param {(string|Phaser.Types.Loader.FileTypes.GLSLFileConfig|Phaser.Types.Loader.FileTypes.GLSLFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.glsl`, i.e. if `key` was "alien" then the URL will be "alien.glsl".
* @param {string} [shaderType='fragment'] - The type of shader. Either `fragment` for a fragment shader, or `vertex` for a vertex shader. This is ignored if you load a shader bundle.
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
*
* @return {this} The Loader instance.
*/
FileTypesManager.register('glsl', function (key, url, shaderType, xhrSettings)
{
if (Array.isArray(key))
{
for (var i = 0; i < key.length; i++)
{
// If it's an array it has to be an array of Objects, so we get everything out of the 'key' object
this.addFile(new GLSLFile(this, key[i]));
}
}
else
{
this.addFile(new GLSLFile(this, key, url, shaderType, xhrSettings));
}
return this;
});
module.exports = GLSLFile;