import Shader from '../shader/Shader';
import Program from '../shader/Program';
import UniformGroup from '../shader/UniformGroup';
import vertex from './texture.vert';
import { Matrix } from '@pixi/math';
const fragTemplate = [
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'varying float vTextureId;',
'uniform sampler2D uSamplers[%count%];',
'void main(void){',
'vec4 color;',
'float textureId = floor(vTextureId+0.5);',
'%forloop%',
'gl_FragColor = color * vColor;',
'}',
].join('\n');
const defaultGroupCache = {};
const programCache = {};
export default function generateMultiTextureShader(gl, maxTextures)
{
if (!programCache[maxTextures])
{
const sampleValues = new Int32Array(maxTextures);
for (let i = 0; i < maxTextures; i++)
{
sampleValues[i] = i;
}
defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true);
let fragmentSrc = fragTemplate;
fragmentSrc = fragmentSrc.replace(/%count%/gi, maxTextures);
fragmentSrc = fragmentSrc.replace(/%forloop%/gi, generateSampleSrc(maxTextures));
programCache[maxTextures] = new Program(vertex, fragmentSrc);
}
const uniforms = {
tint: new Float32Array([1, 1, 1, 1]),
translationMatrix: new Matrix(),
default: defaultGroupCache[maxTextures],
};
const shader = new Shader(programCache[maxTextures], uniforms);
return shader;
}
function generateSampleSrc(maxTextures)
{
let src = '';
src += '\n';
src += '\n';
for (let i = 0; i < maxTextures; i++)
{
if (i > 0)
{
src += '\nelse ';
}
if (i < maxTextures - 1)
{
src += `if(textureId == ${i}.0)`;
}
src += '\n{';
src += `\n\tcolor = texture2D(uSamplers[${i}], vTextureCoord);`;
src += '\n}';
}
src += '\n';
src += '\n';
return src;
}