2016-12-07 02:28:22 +00:00
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/**
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2017-02-13 12:01:19 +00:00
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* @author Richard Davey (@photonstorm)
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* @author Felipe Alfonso (@bitnenfer)
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* @copyright 2017 Photon Storm Ltd.
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2016-12-07 02:28:22 +00:00
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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2016-12-07 03:42:41 +00:00
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var CONST = require('../../const');
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2016-12-07 02:28:22 +00:00
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var CreateEmptyTexture = require('./utils/CreateEmptyTexture');
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2017-01-19 23:20:36 +00:00
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var CreateTexture2DImage = require('./utils/texture/CreateTexture2DImage');
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2017-01-19 22:43:41 +00:00
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var BlitterBatch = require('./batches/blitter/BlitterBatch');
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2017-02-10 00:48:32 +00:00
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var AAQuadBatch = require('./batches/aaquad/AAQuadBatch');
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2017-02-13 15:27:32 +00:00
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var SpriteBatch = require('./batches/sprite/SpriteBatch');
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2017-02-27 20:41:52 +00:00
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var ShapeBatch = require('./batches/shape/ShapeBatch');
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2017-01-23 21:42:47 +00:00
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var BlendModes = require('../BlendModes');
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2016-12-07 02:28:22 +00:00
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var WebGLRenderer = function (game)
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{
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this.game = game;
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2016-12-07 03:42:41 +00:00
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this.type = CONST.WEBGL;
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this.width = game.config.width * game.config.resolution;
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this.height = game.config.height * game.config.resolution;
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this.resolution = game.config.resolution;
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2016-12-07 02:28:22 +00:00
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this.view = game.canvas;
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2017-01-16 15:53:34 +00:00
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// All of these settings will be able to be controlled via the Game Config
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this.config = {
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clearBeforeRender: true,
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transparent: false,
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autoResize: false,
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preserveDrawingBuffer: false,
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2016-12-07 02:28:22 +00:00
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2017-01-16 15:53:34 +00:00
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WebGLContextOptions: {
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alpha: true,
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antialias: true,
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premultipliedAlpha: true,
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stencil: true,
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preserveDrawingBuffer: false
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}
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2016-12-07 02:28:22 +00:00
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};
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this.contextLost = false;
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2017-01-16 15:53:34 +00:00
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this.maxTextures = 1;
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this.multiTexture = false;
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this.blendModes = [];
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this.gl = null;
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2017-02-13 15:27:32 +00:00
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this.extensions = null;
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this.batches = [];
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this.blitterBatch = null;
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this.aaQuadBatch = null;
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2017-01-20 22:02:12 +00:00
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this.spriteBatch = null;
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2017-02-27 20:41:52 +00:00
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this.shapeBatch = null;
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2017-01-19 17:53:20 +00:00
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this.batch = null;
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this.currentTexture2D = null;
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2017-02-13 15:27:32 +00:00
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this.init();
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2016-12-07 02:28:22 +00:00
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};
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WebGLRenderer.prototype.constructor = WebGLRenderer;
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WebGLRenderer.prototype = {
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init: function ()
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{
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2017-01-25 12:02:18 +00:00
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console.log('WebGLRenderer.init');
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2017-01-16 15:53:34 +00:00
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this.gl = this.view.getContext('webgl', this.config.WebGLContextOptions) || this.view.getContext('experimental-webgl', this.config.WebGLContextOptions);
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2016-12-07 02:28:22 +00:00
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if (!this.gl)
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{
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this.contextLost = true;
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throw new Error('This browser does not support WebGL. Try using the Canvas renderer.');
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}
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var gl = this.gl;
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2017-02-13 15:27:32 +00:00
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var color = this.game.config.backgroundColor;
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2016-12-07 02:28:22 +00:00
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gl.disable(gl.DEPTH_TEST);
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gl.disable(gl.CULL_FACE);
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gl.enable(gl.BLEND);
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2017-02-11 20:25:12 +00:00
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gl.clearColor(color.redGL, color.greenGL, color.blueGL, color.alphaGL);
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2016-12-07 02:28:22 +00:00
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this.resize(this.width, this.height);
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// Map Blend Modes
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var add = [ gl.SRC_ALPHA, gl.DST_ALPHA ];
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2017-01-24 15:21:49 +00:00
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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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2016-12-07 02:28:22 +00:00
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var multiply = [ gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA ];
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var screen = [ gl.SRC_ALPHA, gl.ONE ];
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this.blendModes = [
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normal, add, multiply, screen, normal,
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normal, normal, normal, normal,
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normal, normal, normal, normal,
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normal, normal, normal, normal
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];
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2017-01-23 21:42:47 +00:00
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this.blendMode = -1;
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2017-02-13 15:27:32 +00:00
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this.extensions = gl.getSupportedExtensions();
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this.blitterBatch = this.addBatch(new BlitterBatch(this.game, gl, this));
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this.aaQuadBatch = this.addBatch(new AAQuadBatch(this.game, gl, this));
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this.spriteBatch = this.addBatch(new SpriteBatch(this.game, gl, this));
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2017-02-27 20:41:52 +00:00
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this.shapeBatch = this.addBatch(new ShapeBatch(this.game, gl, this));
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2016-12-07 02:28:22 +00:00
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},
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2017-01-19 23:20:36 +00:00
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createTexture2D: function (source)
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{
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var gl = this.gl;
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if (!source.glTexture)
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{
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source.glTexture = CreateTexture2DImage(gl, source.image, gl.NEAREST, 0);
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}
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this.currentTexture2D = source.glTexture;
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},
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2017-01-19 22:43:41 +00:00
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setTexture2D: function (texture2D)
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2017-01-19 17:53:20 +00:00
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{
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2017-01-20 18:53:53 +00:00
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if (this.currentTexture2D !== texture2D)
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2017-01-20 18:13:24 +00:00
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{
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2017-01-20 18:53:53 +00:00
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if (this.batch)
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2017-01-20 18:51:00 +00:00
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{
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2017-01-20 18:53:53 +00:00
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this.batch.flush();
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2017-01-20 18:51:00 +00:00
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}
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2017-01-20 18:53:53 +00:00
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var gl = this.gl;
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2017-01-20 18:13:24 +00:00
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, texture2D);
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2017-01-20 18:53:53 +00:00
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2017-01-20 18:13:24 +00:00
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this.currentTexture2D = texture2D;
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}
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2017-01-19 17:53:20 +00:00
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},
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2017-03-06 18:13:39 +00:00
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setBatch: function (batch, texture2D, camera)
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2017-01-19 22:43:41 +00:00
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{
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2017-03-06 18:13:39 +00:00
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var gl = this.gl;
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2017-01-20 18:13:24 +00:00
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this.setTexture2D(texture2D);
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2017-01-20 18:53:53 +00:00
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if (this.batch !== batch)
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2017-01-19 22:43:41 +00:00
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{
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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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2017-01-20 18:53:53 +00:00
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2017-01-19 22:43:41 +00:00
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batch.bind();
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2017-01-20 18:53:53 +00:00
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2017-01-19 22:43:41 +00:00
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this.batch = batch;
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}
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},
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2016-12-07 02:28:22 +00:00
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resize: function (width, height)
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{
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2016-12-07 03:42:41 +00:00
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var res = this.game.config.resolution;
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this.width = width * res;
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this.height = height * res;
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2016-12-07 02:28:22 +00:00
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this.view.width = this.width;
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this.view.height = this.height;
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if (this.autoResize)
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{
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2016-12-07 03:42:41 +00:00
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this.view.style.width = (this.width / res) + 'px';
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this.view.style.height = (this.height / res) + 'px';
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2016-12-07 02:28:22 +00:00
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}
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this.gl.viewport(0, 0, this.width, this.height);
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2017-02-13 15:27:32 +00:00
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for (var i = 0, l = this.batches.length; i < l; ++i)
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{
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this.batches[i].bind();
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this.batches[i].resize(width, height, resolution);
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}
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if (this.batch)
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{
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this.batch.bind();
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}
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2016-12-07 02:28:22 +00:00
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},
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2017-01-25 17:10:19 +00:00
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// Call at the start of the render loop
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preRender: function ()
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2016-12-07 02:28:22 +00:00
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{
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// No point rendering if our context has been blown up!
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if (this.contextLost)
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{
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return;
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}
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// Add Pre-render hook
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var gl = this.gl;
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2017-02-11 20:25:12 +00:00
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var color = this.game.config.backgroundColor;
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gl.clearColor(color.redGL, color.greenGL, color.blueGL, color.alphaGL);
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2017-02-13 15:27:32 +00:00
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// Some drivers require to call glClear
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
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2016-12-07 02:28:22 +00:00
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2017-01-23 21:42:47 +00:00
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this.setBlendMode(BlendModes.NORMAL);
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2017-01-25 17:10:19 +00:00
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},
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/**
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* Renders a single State.
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*
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* @method render
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* @param {Phaser.State} state - The State to be rendered.
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* @param {number} interpolationPercentage - The cumulative amount of time that hasn't been simulated yet, divided
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* by the amount of time that will be simulated the next time update()
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* runs. Useful for interpolating frames.
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*/
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2017-02-21 00:38:22 +00:00
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render: function (state, children, interpolationPercentage, camera)
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2017-01-25 17:10:19 +00:00
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{
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2016-12-07 02:28:22 +00:00
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// Could move to the State Systems or MainLoop
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2017-01-31 23:06:13 +00:00
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var gl = this.gl;
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2017-02-07 19:30:50 +00:00
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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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2017-02-07 16:12:20 +00:00
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2017-02-07 19:30:50 +00:00
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if (scissor)
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{
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gl.enable(gl.SCISSOR_TEST);
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gl.scissor(camera.x, (gl.drawingBufferHeight - camera.y - camera.height), camera.width, camera.height);
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}
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2017-02-07 16:12:20 +00:00
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// We could either clear color or render a quad
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gl.clear(gl.COLOR_BUFFER_BIT);
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2017-02-21 20:05:18 +00:00
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var list = children.list;
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2017-01-31 21:40:29 +00:00
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var length = list.length;
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for (var index = 0; index < length; ++index)
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2017-01-19 17:53:20 +00:00
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{
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2017-01-31 21:40:29 +00:00
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var child = list[index];
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2017-01-31 23:06:13 +00:00
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// Setting blend mode if needed
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2017-01-31 20:24:51 +00:00
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var batch = this.batch;
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2017-02-22 16:44:14 +00:00
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var newBlendMode = child.blendMode;
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2017-01-31 23:06:13 +00:00
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if (this.blendMode !== newBlendMode)
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{
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if (batch)
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{
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batch.flush();
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}
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var blend = this.blendModes[newBlendMode];
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gl.enable(gl.BLEND);
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if (blend.length > 2)
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{
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gl.blendFuncSeparate(blend[0], blend[1], blend[2], blend[3]);
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}
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else
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{
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gl.blendFunc(blend[0], blend[1]);
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}
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this.blendMode = newBlendMode;
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}
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// drawing child
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2017-02-21 00:38:22 +00:00
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child.renderWebGL(this, child, interpolationPercentage, camera);
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2017-01-31 23:06:13 +00:00
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batch = this.batch;
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2017-01-24 13:15:25 +00:00
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if (batch && batch.isFull())
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2017-01-25 17:10:19 +00:00
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{
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2017-01-20 19:43:36 +00:00
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batch.flush();
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2017-01-25 17:10:19 +00:00
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}
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2017-01-19 17:53:20 +00:00
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}
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2017-01-25 17:10:19 +00:00
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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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2017-02-10 00:48:32 +00:00
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if (camera._fadeAlpha > 0 || camera._flashAlpha > 0)
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{
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var aaQuadBatch = this.aaQuadBatch;
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aaQuadBatch.bind();
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// fade rendering
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aaQuadBatch.add(
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camera.x, camera.y, camera.width, camera.height,
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camera._fadeRed,
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camera._fadeGreen,
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camera._fadeBlue,
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camera._fadeAlpha
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);
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// flash rendering
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aaQuadBatch.add(
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camera.x, camera.y, camera.width, camera.height,
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camera._flashRed,
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camera._flashGreen,
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camera._flashBlue,
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camera._flashAlpha
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);
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aaQuadBatch.flush();
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this.batch.bind();
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}
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2017-02-07 19:30:50 +00:00
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if (scissor)
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{
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gl.disable(gl.SCISSOR_TEST);
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}
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},
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2016-12-07 02:28:22 +00:00
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2017-02-07 19:30:50 +00:00
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// Called at the end of the render loop (tidy things up, etc)
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postRender: function ()
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{
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2017-02-08 00:08:09 +00:00
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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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2017-01-25 17:10:19 +00:00
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// Add Post-render hook
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2016-12-07 02:28:22 +00:00
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// console.log('%c render end ', 'color: #ffffff; background: #ff0000;');
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},
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destroy: function ()
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{
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this.gl = null;
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2017-01-19 17:53:20 +00:00
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},
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2017-01-23 21:42:47 +00:00
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createFBO: function () {},
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setBlendMode: function (newBlendMode)
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{
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var gl = this.gl;
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var batch = this.batch;
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var blend = null;
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if (this.blendMode !== newBlendMode)
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{
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if (batch)
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batch.flush();
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blend = this.blendModes[newBlendMode];
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gl.enable(gl.BLEND);
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2017-01-24 15:21:49 +00:00
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if (blend.length > 2)
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{
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gl.blendFuncSeparate(blend[0], blend[1], blend[2], blend[3]);
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}
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else
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{
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gl.blendFunc(blend[0], blend[1]);
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}
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2017-01-23 21:42:47 +00:00
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this.blendMode = newBlendMode;
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}
|
2017-02-13 15:27:32 +00:00
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},
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addBatch: function (batchInstance)
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{
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var index = this.batches.indexOf(batchInstance);
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if (index < 0)
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{
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this.batches.push(batchInstance);
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return batchInstance;
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}
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return null;
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2017-01-23 21:42:47 +00:00
|
|
|
}
|
2016-12-07 02:28:22 +00:00
|
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};
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module.exports = WebGLRenderer;
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