Source: packages/core/src/shader/ShaderSystem.js

packages/core/src/shader/ShaderSystem.js

import { System } from '../System';
import { GLProgram } from './GLProgram';
import { generateUniformsSync, unsafeEvalSupported, defaultValue, compileProgram } from './utils';
let UID = 0;
// defualt sync data so we don't create a new one each time!
const defaultSyncData = { textureCount: 0 };
/**
 * System plugin to the renderer to manage shaders.
 *
 * @class
 * @memberof PIXI.systems
 * @extends PIXI.System
 */
export class ShaderSystem extends System {
    /**
     * @param {PIXI.Renderer} renderer - The renderer this System works for.
     */
    constructor(renderer) {
        super(renderer);
        this.destroyed = false;
        // Validation check that this environment support `new Function`
        this.systemCheck();
        /**
         * The current WebGL rendering context
         *
         * @member {WebGLRenderingContext}
         */
        this.gl = null;
        this.shader = null;
        this.program = null;
        /**
         * Cache to holds the generated functions. Stored against UniformObjects unique signature
         * @type {Object}
         * @private
         */
        this.cache = {};
        this.id = UID++;
    }
    /**
     * Overrideable function by `@pixi/unsafe-eval` to silence
     * throwing an error if platform doesn't support unsafe-evals.
     *
     * @private
     */
    systemCheck() {
        if (!unsafeEvalSupported()) {
            throw new Error('Current environment does not allow unsafe-eval, '
                + 'please use @pixi/unsafe-eval module to enable support.');
        }
    }
    contextChange(gl) {
        this.gl = gl;
        this.reset();
    }
    /**
     * 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.GLProgram} the glProgram that belongs to the shader.
     */
    bind(shader, dontSync) {
        shader.uniforms.globals = this.renderer.globalUniforms;
        const program = shader.program;
        const glProgram = program.glPrograms[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;
            this.gl.useProgram(glProgram.program);
        }
        if (!dontSync) {
            defaultSyncData.textureCount = 0;
            this.syncUniformGroup(shader.uniformGroup, defaultSyncData);
        }
        return glProgram;
    }
    /**
     * Uploads the uniforms values to the currently bound shader.
     *
     * @param {object} uniforms - the uniforms values that be applied to the current shader
     */
    setUniforms(uniforms) {
        const shader = this.shader.program;
        const glProgram = shader.glPrograms[this.renderer.CONTEXT_UID];
        shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer);
    }
    /* eslint-disable @typescript-eslint/explicit-module-boundary-types */
    /**
     *
     * syncs uniforms on the group
     * @param {*} group - the uniform group to sync
     * @param {*} [syncData] - this is data that is passed to the sync function and any nested sync functions
     */
    syncUniformGroup(group, syncData) {
        const glProgram = this.getglProgram();
        if (!group.static || group.dirtyId !== glProgram.uniformGroups[group.id]) {
            glProgram.uniformGroups[group.id] = group.dirtyId;
            this.syncUniforms(group, glProgram, syncData);
        }
    }
    /**
     * Overrideable by the @pixi/unsafe-eval package to use static
     * syncUnforms instead.
     *
     * @private
     */
    syncUniforms(group, glProgram, syncData) {
        const syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group);
        syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData);
    }
    /* eslint-enable @typescript-eslint/explicit-module-boundary-types */
    createSyncGroups(group) {
        const id = this.getSignature(group, this.shader.program.uniformData);
        if (!this.cache[id]) {
            this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData);
        }
        group.syncUniforms[this.shader.program.id] = this.cache[id];
        return group.syncUniforms[this.shader.program.id];
    }
    /**
     * Takes a uniform group and data and generates a unique signature for them.
     *
     * @param {PIXI.UniformGroup} group - the uniform group to get signature of
     * @param {Object} uniformData - uniform information generated by the shader
     * @returns {String} Unique signature of the uniform group
     * @private
     */
    getSignature(group, uniformData) {
        const uniforms = group.uniforms;
        const strings = [];
        for (const i in uniforms) {
            strings.push(i);
            if (uniformData[i]) {
                strings.push(uniformData[i].type);
            }
        }
        return strings.join('-');
    }
    /**
     * 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.GLProgram} the glProgram for the currently bound Shader for this context
     */
    getglProgram() {
        if (this.shader) {
            return this.shader.program.glPrograms[this.renderer.CONTEXT_UID];
        }
        return null;
    }
    /**
     * Generates a glProgram version of the Shader provided.
     *
     * @private
     * @param {PIXI.Shader} shader - the shader that the glProgram will be based on.
     * @return {PIXI.GLProgram} A shiny new glProgram!
     */
    generateShader(shader) {
        const gl = this.gl;
        const program = shader.program;
        const attribMap = {};
        for (const i in program.attributeData) {
            attribMap[i] = program.attributeData[i].location;
        }
        const shaderProgram = compileProgram(gl, program.vertexSrc, program.fragmentSrc, attribMap);
        const uniformData = {};
        for (const i in program.uniformData) {
            const data = program.uniformData[i];
            uniformData[i] = {
                location: gl.getUniformLocation(shaderProgram, i),
                value: defaultValue(data.type, data.size),
            };
        }
        const glProgram = new GLProgram(shaderProgram, uniformData);
        program.glPrograms[this.renderer.CONTEXT_UID] = glProgram;
        return glProgram;
    }
    /**
     * Resets ShaderSystem state, does not affect WebGL state
     */
    reset() {
        this.program = null;
        this.shader = null;
    }
    /**
     * Destroys this System and removes all its textures
     */
    destroy() {
        // TODO implement destroy method for ShaderSystem
        this.destroyed = true;
    }
}