import { Runner } from '@pixi/runner';
import { Program } from './Program';
import { UniformGroup } from './UniformGroup';
import type { Dict } from '@pixi/utils';
/**
* A helper class for shaders.
* @memberof PIXI
*/
export class Shader
{
/** Program that the shader uses. */
public program: Program;
public uniformGroup: UniformGroup;
/**
* Used internally to bind uniform buffer objects.
* @ignore
*/
uniformBindCount = 0;
disposeRunner: Runner;
/**
* @param program - The program the shader will use.
* @param uniforms - Custom uniforms to use to augment the built-in ones.
*/
constructor(program: Program, uniforms?: Dict<any>)
{
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({});
}
this.disposeRunner = new Runner('disposeShader');
}
// TODO move to shader system..
checkUniformExists(name: string, group: UniformGroup): boolean
{
if (group.uniforms[name])
{
return true;
}
for (const i in group.uniforms)
{
const uniform = group.uniforms[i];
if (uniform.group === true) // strict check to desambiguate from Array.group
{
if (this.checkUniformExists(name, uniform))
{
return true;
}
}
}
return false;
}
destroy(): void
{
// usage count on programs?
// remove if not used!
this.uniformGroup = null;
this.disposeRunner.emit(this);
this.disposeRunner.destroy();
}
/**
* Shader uniform values, shortcut for `uniformGroup.uniforms`.
* @readonly
*/
get uniforms(): Dict<any>
{
return this.uniformGroup.uniforms;
}
/**
* A short hand function to create a shader based of a vertex and fragment shader.
* @param vertexSrc - The source of the vertex shader.
* @param fragmentSrc - The source of the fragment shader.
* @param uniforms - Custom uniforms to use to augment the built-in ones.
* @returns A shiny new PixiJS shader!
*/
static from(vertexSrc?: string, fragmentSrc?: string, uniforms?: Dict<any>): Shader
{
const program = Program.from(vertexSrc, fragmentSrc);
return new Shader(program, uniforms);
}
}