pixi.js/docs/files/src_pixi_renderers_webgl_shaders_PixiShader.js.html
Mat Groves 847eb6c48e Docs updated
Fixed issue where alpha not being set correctly in canvas spriteBatch
Fixed issue where previous stage events did not get removed correctly
2014-01-28 00:08:50 +00:00

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18 KiB
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<h1 class="file-heading">File: src/pixi/renderers/webgl/shaders/PixiShader.js</h1>
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<pre class="code prettyprint linenums">
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
* @author Richard Davey http://www.photonstorm.com @photonstorm
*/
/**
* @class PIXI.PixiShader
* @constructor
*/
PIXI.PixiShader = function(gl)
{
this.gl = gl;
/**
* @property {any} program - The WebGL program.
*/
this.program = null;
/**
* @property {array} fragmentSrc - The fragment shader.
*/
this.fragmentSrc = [
&#x27;precision lowp float;&#x27;,
&#x27;varying vec2 vTextureCoord;&#x27;,
&#x27;varying vec4 vColor;&#x27;,
&#x27;uniform sampler2D uSampler;&#x27;,
&#x27;void main(void) {&#x27;,
&#x27; gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;&#x27;,
&#x27;}&#x27;
];
/**
* @property {number} textureCount - A local texture counter for multi-texture shaders.
*/
this.textureCount = 0;
this.attributes = [];
this.init();
};
/**
* @method PIXI.PixiShader#init
*/
PIXI.PixiShader.prototype.init = function()
{
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, &#x27;uSampler&#x27;);
this.projectionVector = gl.getUniformLocation(program, &#x27;projectionVector&#x27;);
this.offsetVector = gl.getUniformLocation(program, &#x27;offsetVector&#x27;);
this.dimensions = gl.getUniformLocation(program, &#x27;dimensions&#x27;);
// get and store the attributes
this.aVertexPosition = gl.getAttribLocation(program, &#x27;aVertexPosition&#x27;);
this.aTextureCoord = gl.getAttribLocation(program, &#x27;aTextureCoord&#x27;);
this.colorAttribute = gl.getAttribLocation(program, &#x27;aColor&#x27;);
// 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.
// Im 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];
// 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 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 === &#x27;sampler2D&#x27;)
{
uniform._init = false;
if (uniform.value !== null)
{
this.initSampler2D(uniform);
}
}
else if (type === &#x27;mat2&#x27; || type === &#x27;mat3&#x27; || type === &#x27;mat4&#x27;)
{
// These require special handling
uniform.glMatrix = true;
uniform.glValueLength = 1;
if (type === &#x27;mat2&#x27;)
{
uniform.glFunc = gl.uniformMatrix2fv;
}
else if (type === &#x27;mat3&#x27;)
{
uniform.glFunc = gl.uniformMatrix3fv;
}
else if (type === &#x27;mat4&#x27;)
{
uniform.glFunc = gl.uniformMatrix4fv;
}
}
else
{
// GL function reference
uniform.glFunc = gl[&#x27;uniform&#x27; + type];
if (type === &#x27;2f&#x27; || type === &#x27;2i&#x27;)
{
uniform.glValueLength = 2;
}
else if (type === &#x27;3f&#x27; || type === &#x27;3i&#x27;)
{
uniform.glValueLength = 3;
}
else if (type === &#x27;4f&#x27; || type === &#x27;4i&#x27;)
{
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;
gl.activeTexture(gl[&#x27;TEXTURE&#x27; + this.textureCount]);
gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTexture);
// 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, false);
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 === &#x27;sampler2D&#x27;)
{
if (uniform._init)
{
gl.activeTexture(gl[&#x27;TEXTURE&#x27; + this.textureCount]);
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);
}
}
}
};
PIXI.PixiShader.prototype.destroy = function()
{
this.gl.deleteProgram( this.program );
this.uniforms = null;
this.gl = null;
this.attributes = null;
};
PIXI.PixiShader.defaultVertexSrc = [
&#x27;attribute vec2 aVertexPosition;&#x27;,
&#x27;attribute vec2 aTextureCoord;&#x27;,
&#x27;attribute vec2 aColor;&#x27;,
&#x27;uniform vec2 projectionVector;&#x27;,
&#x27;uniform vec2 offsetVector;&#x27;,
&#x27;varying vec2 vTextureCoord;&#x27;,
&#x27;varying vec4 vColor;&#x27;,
&#x27;const vec2 center = vec2(-1.0, 1.0);&#x27;,
&#x27;void main(void) {&#x27;,
&#x27; gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);&#x27;,
&#x27; vTextureCoord = aTextureCoord;&#x27;,
&#x27; vec3 color = mod(vec3(aColor.y/65536.0, aColor.y/256.0, aColor.y), 256.0) / 256.0;&#x27;,
&#x27; vColor = vec4(color * aColor.x, aColor.x);&#x27;,
&#x27;}&#x27;
];
</pre>
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