UNPKG

phaser

Version:

A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

404 lines (364 loc) 13.7 kB
/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../../utils/Class'); var CONST = require('../const'); var File = require('../File'); var FileTypesManager = require('../FileTypesManager'); var GetFastValue = require('../../utils/object/GetFastValue'); var IsPlainObject = require('../../utils/object/IsPlainObject'); var Shader = require('../../display/shader/BaseShader'); /** * @classdesc * A single GLSL File suitable for loading by the Loader. * * These are created when you use the Phaser.Loader.LoaderPlugin#glsl method and are not typically created directly. * * For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#glsl. * * @class GLSLFile * @extends Phaser.Loader.File * @memberof Phaser.Loader.FileTypes * @constructor * @since 3.0.0 * * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file. * @param {(string|Phaser.Types.Loader.FileTypes.GLSLFileConfig)} key - The key to use for this file, or a file configuration object. * @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.txt`, i.e. if `key` was "alien" then the URL will be "alien.txt". * @param {string} [shaderType='fragment'] - The type of shader. Either `fragment` for a fragment shader, or `vertex` for a vertex shader. This is ignored if you load a shader bundle. * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file. */ var GLSLFile = new Class({ Extends: File, initialize: function GLSLFile (loader, key, url, shaderType, xhrSettings) { var extension = 'glsl'; if (IsPlainObject(key)) { var config = key; key = GetFastValue(config, 'key'); url = GetFastValue(config, 'url'); shaderType = GetFastValue(config, 'shaderType', 'fragment'); xhrSettings = GetFastValue(config, 'xhrSettings'); extension = GetFastValue(config, 'extension', extension); } else if (shaderType === undefined) { shaderType = 'fragment'; } var fileConfig = { type: 'glsl', cache: loader.cacheManager.shader, extension: extension, responseType: 'text', key: key, url: url, config: { shaderType: shaderType }, xhrSettings: xhrSettings }; File.call(this, loader, fileConfig); }, /** * Called automatically by Loader.nextFile. * This method controls what extra work this File does with its loaded data. * * @method Phaser.Loader.FileTypes.GLSLFile#onProcess * @since 3.7.0 */ onProcess: function () { this.state = CONST.FILE_PROCESSING; this.data = this.xhrLoader.responseText; this.onProcessComplete(); }, /** * Adds this file to its target cache upon successful loading and processing. * * @method Phaser.Loader.FileTypes.GLSLFile#addToCache * @since 3.17.0 */ addToCache: function () { var data = this.data.split('\n'); // Check to see if this is a shader bundle, or raw glsl file. var block = this.extractBlock(data, 0); if (block) { while (block) { var key = this.getShaderName(block.header); var shaderType = this.getShaderType(block.header); var uniforms = this.getShaderUniforms(block.header); var shaderSrc = block.shader; if (this.cache.has(key)) { var shader = this.cache.get(key); if (shaderType === 'fragment') { shader.fragmentSrc = shaderSrc; } else { shader.vertexSrc = shaderSrc; } if (!shader.uniforms) { shader.uniforms = uniforms; } } else if (shaderType === 'fragment') { this.cache.add(key, new Shader(key, shaderSrc, '', uniforms)); } else { this.cache.add(key, new Shader(key, '', shaderSrc, uniforms)); } block = this.extractBlock(data, block.offset); } } else if (this.config.shaderType === 'fragment') { // Single shader this.cache.add(this.key, new Shader(this.key, this.data)); } else { this.cache.add(this.key, new Shader(this.key, '', this.data)); } }, /** * Returns the name of the shader from the header block. * * @method Phaser.Loader.FileTypes.GLSLFile#getShaderName * @since 3.17.0 * * @param {string[]} headerSource - The header data. * * @return {string} The shader name. */ getShaderName: function (headerSource) { for (var i = 0; i < headerSource.length; i++) { var line = headerSource[i].trim(); if (line.substring(0, 5) === 'name:') { return line.substring(5).trim(); } } return this.key; }, /** * Returns the type of the shader from the header block. * * @method Phaser.Loader.FileTypes.GLSLFile#getShaderType * @since 3.17.0 * * @param {string[]} headerSource - The header data. * * @return {string} The shader type. Either 'fragment' or 'vertex'. */ getShaderType: function (headerSource) { for (var i = 0; i < headerSource.length; i++) { var line = headerSource[i].trim(); if (line.substring(0, 5) === 'type:') { return line.substring(5).trim(); } } return this.config.shaderType; }, /** * Returns the shader uniforms from the header block. * * @method Phaser.Loader.FileTypes.GLSLFile#getShaderUniforms * @since 3.17.0 * * @param {string[]} headerSource - The header data. * * @return {any} The shader uniforms object. */ getShaderUniforms: function (headerSource) { var uniforms = {}; for (var i = 0; i < headerSource.length; i++) { var line = headerSource[i].trim(); if (line.substring(0, 8) === 'uniform.') { var pos = line.indexOf(':'); if (pos) { var key = line.substring(8, pos); try { uniforms[key] = JSON.parse(line.substring(pos + 1)); } catch (e) { console.warn('Invalid uniform JSON: ' + key); } } } } return uniforms; }, /** * Processes the shader file and extracts the relevant data. * * @method Phaser.Loader.FileTypes.GLSLFile#extractBlock * @private * @since 3.17.0 * * @param {string[]} data - The array of shader data to process. * @param {number} offset - The offset to start processing from. * * @return {any} The processed shader block, or null. */ extractBlock: function (data, offset) { var headerStart = -1; var headerEnd = -1; var blockEnd = -1; var headerOpen = false; var captureSource = false; var headerSource = []; var shaderSource = []; for (var i = offset; i < data.length; i++) { var line = data[i].trim(); if (line === '---') { if (headerStart === -1) { headerStart = i; headerOpen = true; } else if (headerOpen) { headerEnd = i; headerOpen = false; captureSource = true; } else { // We've hit another --- delimiter, break out captureSource = false; break; } } else if (headerOpen) { headerSource.push(line); } else if (captureSource) { shaderSource.push(line); blockEnd = i; } } if (!headerOpen && headerEnd !== -1) { return { header: headerSource, shader: shaderSource.join('\n'), offset: blockEnd }; } else { return null; } } }); /** * Adds a GLSL file, or array of GLSL files, to the current load queue. * In Phaser 3 GLSL files are just plain Text files at the current moment in time. * * You can call this method from within your Scene's `preload`, along with any other files you wish to load: * * ```javascript * function preload () * { * this.load.glsl('plasma', 'shaders/Plasma.glsl'); * } * ``` * * The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts, * or if it's already running, when the next free load slot becomes available. This happens automatically if you * are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued * it means you cannot use the file immediately after calling this method, but must wait for the file to complete. * The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the * Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been * loaded. * * The key must be a unique String. It is used to add the file to the global Shader Cache upon a successful load. * The key should be unique both in terms of files being loaded and files already present in the Shader Cache. * Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file * then remove it from the Shader Cache first, before loading a new one. * * Instead of passing arguments you can pass a configuration object, such as: * * ```javascript * this.load.glsl({ * key: 'plasma', * shaderType: 'fragment', * url: 'shaders/Plasma.glsl' * }); * ``` * * See the documentation for `Phaser.Types.Loader.FileTypes.GLSLFileConfig` for more details. * * Once the file has finished loading you can access it from its Cache using its key: * * ```javascript * this.load.glsl('plasma', 'shaders/Plasma.glsl'); * // and later in your game ... * var data = this.cache.shader.get('plasma'); * ``` * * If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files * key. For example, if the prefix was `FX.` and the key was `Plasma` the final key will be `FX.Plasma` and * this is what you would use to retrieve the text from the Shader Cache. * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "plasma" * and no URL is given then the Loader will set the URL to be "plasma.glsl". It will always add `.glsl` as the extension, although * this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL. * * Note: The ability to load this type of file will only be available if the GLSL File type has been built into Phaser. * It is available in the default build but can be excluded from custom builds. * * @method Phaser.Loader.LoaderPlugin#glsl * @fires Phaser.Loader.Events#ADD * @since 3.0.0 * * @param {(string|Phaser.Types.Loader.FileTypes.GLSLFileConfig|Phaser.Types.Loader.FileTypes.GLSLFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them. * @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.glsl`, i.e. if `key` was "alien" then the URL will be "alien.glsl". * @param {string} [shaderType='fragment'] - The type of shader. Either `fragment` for a fragment shader, or `vertex` for a vertex shader. This is ignored if you load a shader bundle. * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings. * * @return {this} The Loader instance. */ FileTypesManager.register('glsl', function (key, url, shaderType, xhrSettings) { if (Array.isArray(key)) { for (var i = 0; i < key.length; i++) { // If it's an array it has to be an array of Objects, so we get everything out of the 'key' object this.addFile(new GLSLFile(this, key[i])); } } else { this.addFile(new GLSLFile(this, key, url, shaderType, xhrSettings)); } return this; }); module.exports = GLSLFile;