phaser/v3/src/renderer/webgl/WebGLRenderer.js

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/**
* @author Richard Davey (@photonstorm)
* @author Felipe Alfonso (@bitnenfer)
* @copyright 2017 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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var CONST = require('../../const');
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var CreateEmptyTexture = require('./utils/CreateEmptyTexture');
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var CreateTexture2DImage = require('./utils/texture/CreateTexture2DImage');
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var BlitterBatch = require('./batches/blitter/BlitterBatch');
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var AAQuadBatch = require('./batches/aaquad/AAQuadBatch');
var SpriteBatch = require('./batches/sprite/SpriteBatch');
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var BlendModes = require('../BlendModes');
var Transform = require('../../components/Transform');
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var WebGLRenderer = function (game)
{
this.game = game;
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this.type = CONST.WEBGL;
this.width = game.config.width * game.config.resolution;
this.height = game.config.height * game.config.resolution;
this.resolution = game.config.resolution;
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this.view = game.canvas;
// All of these settings will be able to be controlled via the Game Config
this.config = {
clearBeforeRender: true,
transparent: false,
autoResize: false,
preserveDrawingBuffer: false,
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WebGLContextOptions: {
alpha: true,
antialias: true,
premultipliedAlpha: true,
stencil: true,
preserveDrawingBuffer: false
}
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};
this.contextLost = false;
this.maxTextures = 1;
this.multiTexture = false;
this.blendModes = [];
this.gl = null;
this.extensions = null;
this.batches = [];
this.blitterBatch = null;
this.aaQuadBatch = null;
this.spriteBatch = null;
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this.batch = null;
this.currentTexture2D = null;
this.init();
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};
WebGLRenderer.prototype.constructor = WebGLRenderer;
WebGLRenderer.prototype = {
init: function ()
{
console.log('WebGLRenderer.init');
this.gl = this.view.getContext('webgl', this.config.WebGLContextOptions) || this.view.getContext('experimental-webgl', this.config.WebGLContextOptions);
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if (!this.gl)
{
this.contextLost = true;
throw new Error('This browser does not support WebGL. Try using the Canvas renderer.');
}
var gl = this.gl;
var color = this.game.config.backgroundColor;
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gl.disable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE);
gl.enable(gl.BLEND);
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gl.clearColor(color.redGL, color.greenGL, color.blueGL, color.alphaGL);
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this.resize(this.width, this.height);
// Map Blend Modes
var add = [ gl.SRC_ALPHA, gl.DST_ALPHA ];
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var normal = [ gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ];
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var multiply = [ gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA ];
var screen = [ gl.SRC_ALPHA, gl.ONE ];
this.blendModes = [
normal, add, multiply, screen, normal,
normal, normal, normal, normal,
normal, normal, normal, normal,
normal, normal, normal, normal
];
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this.blendMode = -1;
this.extensions = gl.getSupportedExtensions();
this.blitterBatch = this.addBatch(new BlitterBatch(this.game, gl, this));
this.aaQuadBatch = this.addBatch(new AAQuadBatch(this.game, gl, this));
this.spriteBatch = this.addBatch(new SpriteBatch(this.game, gl, this));
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},
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createTexture2D: function (source)
{
var gl = this.gl;
if (!source.glTexture)
{
source.glTexture = CreateTexture2DImage(gl, source.image, gl.NEAREST, 0);
}
this.currentTexture2D = source.glTexture;
},
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setTexture2D: function (texture2D)
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{
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if (this.currentTexture2D !== texture2D)
{
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if (this.batch)
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{
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this.batch.flush();
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}
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var gl = this.gl;
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture2D);
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this.currentTexture2D = texture2D;
}
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},
setBatch: function (batch, texture2D)
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{
this.setTexture2D(texture2D);
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if (this.batch !== batch)
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{
if (this.batch)
{
this.batch.flush();
}
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batch.bind();
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this.batch = batch;
}
},
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resize: function (width, height)
{
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var res = this.game.config.resolution;
this.width = width * res;
this.height = height * res;
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this.view.width = this.width;
this.view.height = this.height;
if (this.autoResize)
{
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this.view.style.width = (this.width / res) + 'px';
this.view.style.height = (this.height / res) + 'px';
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}
this.gl.viewport(0, 0, this.width, this.height);
for (var i = 0, l = this.batches.length; i < l; ++i)
{
this.batches[i].bind();
this.batches[i].resize(width, height, resolution);
}
if (this.batch)
{
this.batch.bind();
}
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},
// Call at the start of the render loop
preRender: function ()
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{
// No point rendering if our context has been blown up!
if (this.contextLost)
{
return;
}
// Add Pre-render hook
var gl = this.gl;
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var color = this.game.config.backgroundColor;
gl.clearColor(color.redGL, color.greenGL, color.blueGL, color.alphaGL);
// Some drivers require to call glClear
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
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this.setBlendMode(BlendModes.NORMAL);
},
/**
* Renders a single State.
*
* @method render
* @param {Phaser.State} state - The State to be rendered.
* @param {number} interpolationPercentage - The cumulative amount of time that hasn't been simulated yet, divided
* by the amount of time that will be simulated the next time update()
* runs. Useful for interpolating frames.
*/
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render: function (state, flatRenderArray, interpolationPercentage, camera)
{
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// Could move to the State Systems or MainLoop
var gl = this.gl;
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var scissor = (camera.x !== 0 || camera.y !== 0 || camera.width !== gl.canvas.width || camera.height !== gl.canvas.height);
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if (scissor)
{
gl.enable(gl.SCISSOR_TEST);
gl.scissor(camera.x, (gl.drawingBufferHeight - camera.y - camera.height), camera.width, camera.height);
}
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// We could either clear color or render a quad
gl.clear(gl.COLOR_BUFFER_BIT);
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var list = state.sys.children.list;
var length = list.length;
for (var index = 0; index < length; ++index)
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{
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var child = list[index];
// Setting blend mode if needed
var batch = this.batch;
var newBlendMode = child.color._blendMode;
if (this.blendMode !== newBlendMode)
{
if (batch)
{
batch.flush();
}
var blend = this.blendModes[newBlendMode];
gl.enable(gl.BLEND);
if (blend.length > 2)
{
gl.blendFuncSeparate(blend[0], blend[1], blend[2], blend[3]);
}
else
{
gl.blendFunc(blend[0], blend[1]);
}
this.blendMode = newBlendMode;
}
// drawing child
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child.renderWebGL(this, child, interpolationPercentage);
batch = this.batch;
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if (batch && batch.isFull())
{
batch.flush();
}
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}
if (this.batch)
{
this.batch.flush();
}
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if (camera._fadeAlpha > 0 || camera._flashAlpha > 0)
{
var aaQuadBatch = this.aaQuadBatch;
aaQuadBatch.bind();
// fade rendering
aaQuadBatch.add(
camera.x, camera.y, camera.width, camera.height,
camera._fadeRed,
camera._fadeGreen,
camera._fadeBlue,
camera._fadeAlpha
);
// flash rendering
aaQuadBatch.add(
camera.x, camera.y, camera.width, camera.height,
camera._flashRed,
camera._flashGreen,
camera._flashBlue,
camera._flashAlpha
);
aaQuadBatch.flush();
this.batch.bind();
}
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if (scissor)
{
gl.disable(gl.SCISSOR_TEST);
}
},
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// Called at the end of the render loop (tidy things up, etc)
postRender: function ()
{
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if (this.batch)
{
this.batch.flush();
}
// Add Post-render hook
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// console.log('%c render end ', 'color: #ffffff; background: #ff0000;');
},
destroy: function ()
{
this.gl = null;
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},
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createFBO: function () {},
setBlendMode: function (newBlendMode)
{
var gl = this.gl;
var batch = this.batch;
var blend = null;
if (this.blendMode !== newBlendMode)
{
if (batch)
batch.flush();
blend = this.blendModes[newBlendMode];
gl.enable(gl.BLEND);
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if (blend.length > 2)
{
gl.blendFuncSeparate(blend[0], blend[1], blend[2], blend[3]);
}
else
{
gl.blendFunc(blend[0], blend[1]);
}
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this.blendMode = newBlendMode;
}
},
addBatch: function (batchInstance)
{
var index = this.batches.indexOf(batchInstance);
if (index < 0)
{
this.batches.push(batchInstance);
return batchInstance;
}
return null;
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}
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};
module.exports = WebGLRenderer;