import Program from './Program';
import UniformGroup from './UniformGroup';
// let math = require('../../../math');
/**
* @class
* @memberof PIXI
* @extends PIXI.Shader
*/
class Shader
{
/**
* @param {PIXI.Program} [program] - The program the shader will use.
* @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.
*/
constructor(program, uniforms)
{
this.program = program;
// lets see whats been passed in
// uniforms should be converted to a uniform group
if (uniforms)
{
if (uniforms instanceof UniformGroup)
{
this.uniformGroup = uniforms;
}
else
{
this.uniformGroup = new UniformGroup(uniforms);
}
}
else
{
this.uniformGroup = new UniformGroup({});
}
// time to build some getters and setters!
// I guess down the line this could sort of generate an instruction list rather than use dirty ids?
// does the trick for now though!
for (const i in program.uniformData)
{
if (this.uniformGroup.uniforms[i] instanceof Array)
{
this.uniformGroup.uniforms[i] = new Float32Array(this.uniformGroup.uniforms[i]);
}
}
}
// TODO move to shader system..
checkUniformExists(name, group)
{
if (group.uniforms[name])
{
return true;
}
for (const i in group.uniforms)
{
const uniform = group.uniforms[i];
if (uniform.group)
{
if (this.checkUniformExists(name, uniform))
{
return true;
}
}
}
return false;
}
destroy()
{
// usage count on programs?
// remove if not used!
this.uniformGroup = null;
}
get uniforms()
{
return this.uniformGroup.uniforms;
}
/**
* A short hand function to create a shader based of a vertex and fragment shader
*
* @param {string} [vertexSrc] - The source of the vertex shader.
* @param {string} [fragmentSrc] - The source of the fragment shader.
* @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.
*
* @returns {PIXI.Shader} an shiney new pixi shader.
*/
static from(vertexSrc, fragmentSrc, uniforms)
{
const program = Program.from(vertexSrc, fragmentSrc);
return new Shader(program, uniforms);
}
}
export default Shader;