import WebGLSystem from '../WebGLSystem';
import GLShader from './GLShader';
import settings from '../../../../settings';
import generateUniformsSync from '../../../../shader/generateUniformsSync';
let UID = 0;
/**
* Helper class to create a webGL Texture
*
* @class
* @memberof PIXI
*/
export default class ShaderSystem extends WebGLSystem
{
/**
* @param {PIXI.WebGLRenderer} renderer - A reference to the current renderer
*/
constructor(renderer)
{
super(renderer);
/**
* The current WebGL rendering context
*
* @member {WebGLRenderingContext}
*/
this.gl = null;
this.shader = null;
this.program = null;
this.id = UID++;
}
contextChange(gl)
{
this.gl = gl;
}
/**
* Changes the current shader to the one given in parameter
*
* @param {PIXI.Shader} shader - the new shader
* @param {boolean} dontSync - false if the shader should automatically sync its uniforms.
* @returns {PIXI.glCore.GLShader} the glShader that belongs to the shader.
*/
bind(shader, dontSync)
{
// maybe a better place for this...
shader.uniforms.globals = this.renderer.globalUniforms;
const program = shader.program;
const glShader = program.glShaders[this.renderer.CONTEXT_UID] || this.generateShader(shader);
this.shader = shader;
// TODO - some current pixi plugins bypass this.. so it not safe to use yet..
if (this.program !== program)
{
this.program = program;
glShader.bind();
}
if (!dontSync)
{
this.syncUniformGroup(shader.uniformGroup);
}
return glShader;
}
/**
* Uploads the uniforms values to the currently bound shader.
*
* @param {object} uniforms - the uniforms valiues that be applied to the current shader
*/
setUniforms(uniforms)
{
const shader = this.shader.program;
const glShader = shader.glShaders[this.renderer.CONTEXT_UID];
shader.syncUniforms(glShader.uniformData, uniforms, this.renderer);
}
syncUniformGroup(group)
{
const glShader = this.getGLShader();
if (!group.static || group.dirtyId !== glShader.uniformGroups[group.id])
{
glShader.uniformGroups[group.id] = group.dirtyId;
const syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group);
syncFunc(glShader.uniformData, group.uniforms, this.renderer);
}
}
createSyncGroups(group)
{
group.syncUniforms[this.shader.program.id] = generateUniformsSync(group, this.shader.program.uniformData);
return group.syncUniforms[this.shader.program.id];
}
/**
* Returns the underlying GLShade rof the currently bound shader.
* This can be handy for when you to have a little more control over the setting of your uniforms.
*
* @return {PIXI.glCore.Shader} the glShader for the currently bound Shader for this context
*/
getGLShader()
{
if (this.shader)
{
return this.shader.program.glShaders[this.renderer.CONTEXT_UID];
}
return null;
}
/**
* Generates a GLShader verion of the Shader provided.
*
* @private
* @param {PIXI.Shader} shader the shader that the glShader will be based on.
* @return {PIXI.glCore.GLShader} A shiney new GLShader
*/
generateShader(shader)
{
const program = shader.program;
const attribMap = {};
// insert the global properties too!
for (const i in program.attributeData)
{
attribMap[i] = program.attributeData[i].location;
}
const glShader = new GLShader(this.gl,
program.vertexSrc,
program.fragmentSrc,
settings.PRECISION_FRAGMENT,
attribMap);
program.glShaders[this.renderer.CONTEXT_UID] = glShader;
return glShader;
}
/**
* Destroys this System and removes all its textures
*/
destroy()
{
// TODO implement destroy method for ShaderSystem
this.destroyed = true;
}
}