phaser/v3/merge/renderer/webgl/StencilManager.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @author Mat Groves (@Doormat23)
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* New version of PIXI.WebGLStencilManager
*
* @class Phaser.Renderer.Canvas
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
*/
Phaser.Renderer.WebGL.StencilManager = function (renderer)
{
this.renderer = renderer;
this.gl = null;
this.stencilStack = [];
this.reverse = true;
this.count = 0;
};
Phaser.Renderer.WebGL.StencilManager.prototype.constructor = Phaser.Renderer.WebGL.StencilManager;
Phaser.Renderer.WebGL.StencilManager.prototype = {
init: function ()
{
this.gl = this.renderer.gl;
},
/**
* Applies the Mask and adds it to the current filter stack.
*
* @method pushMask
* @param graphics {Graphics}
* @param webGLData {Array}
* @param renderSession {Object}
*/
pushStencil: function (graphics, webGLData)
{
var gl = this.gl;
this.bindGraphics(graphics, webGLData);
if (this.stencilStack.length === 0)
{
gl.enable(gl.STENCIL_TEST);
gl.clear(gl.STENCIL_BUFFER_BIT);
this.reverse = true;
this.count = 0;
}
this.stencilStack.push(webGLData);
var level = this.count;
gl.colorMask(false, false, false, false);
gl.stencilFunc(gl.ALWAYS, 0, 0xFF);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.INVERT);
// draw the triangle strip!
if (webGLData.mode === 1)
{
gl.drawElements(gl.TRIANGLE_FAN, webGLData.indices.length - 4, gl.UNSIGNED_SHORT, 0);
if (this.reverse)
{
gl.stencilFunc(gl.EQUAL, 0xFF - level, 0xFF);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);
}
else
{
gl.stencilFunc(gl.EQUAL, level, 0xFF);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);
}
// draw a quad to increment..
gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, (webGLData.indices.length - 4) * 2);
if (this.reverse)
{
gl.stencilFunc(gl.EQUAL, 0xFF - (level + 1), 0xFF);
}
else
{
gl.stencilFunc(gl.EQUAL, level + 1, 0xFF);
}
this.reverse = !this.reverse;
}
else
{
if (!this.reverse)
{
gl.stencilFunc(gl.EQUAL, 0xFF - level, 0xFF);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);
}
else
{
gl.stencilFunc(gl.EQUAL,level, 0xFF);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);
}
gl.drawElements(gl.TRIANGLE_STRIP, webGLData.indices.length, gl.UNSIGNED_SHORT, 0);
if (!this.reverse)
{
gl.stencilFunc(gl.EQUAL,0xFF - (level + 1), 0xFF);
}
else
{
gl.stencilFunc(gl.EQUAL,level + 1, 0xFF);
}
}
gl.colorMask(true, true, true, true);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
this.count++;
},
/**
* @method bindGraphics
* @param graphics {Graphics}
* @param webGLData {Array}
* @param renderSession {Object}
*/
bindGraphics: function (graphics, webGLData)
{
this._currentGraphics = graphics;
var gl = this.gl;
// bind the graphics object..
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var projection = this.renderer.projection;
var offset = this.renderer.offset;
var shader;
if (webGLData.mode === 1)
{
shader = this.renderer.shaderManager.complexPrimitiveShader;
this.renderer.shaderManager.setShader(shader);
gl.uniform1f(shader.flipY, this.renderer.flipY);
gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
gl.uniform3fv(shader.tintColor, Phaser.Color.hexToRGBArray(graphics.tint));
gl.uniform3fv(shader.color, webGLData.color);
gl.uniform1f(shader.alpha, graphics.worldAlpha * webGLData.alpha);
gl.bindBuffer(gl.ARRAY_BUFFER, webGLData.buffer);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 2, 0);
// now do the rest..
// set the index buffer!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGLData.indexBuffer);
}
else
{
shader = this.renderer.shaderManager.primitiveShader;
this.renderer.shaderManager.setShader(shader);
gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));
gl.uniform1f(shader.flipY, this.renderer.flipY);
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
gl.uniform3fv(shader.tintColor, Phaser.Color.hexToRGBArray(graphics.tint));
gl.uniform1f(shader.alpha, graphics.worldAlpha);
gl.bindBuffer(gl.ARRAY_BUFFER, webGLData.buffer);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 6, 0);
gl.vertexAttribPointer(shader.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4);
// set the index buffer!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGLData.indexBuffer);
}
},
/**
* @method popStencil
* @param graphics {Graphics}
* @param webGLData {Array}
* @param renderSession {Object}
*/
popStencil: function (graphics, webGLData)
{
var gl = this.gl;
this.stencilStack.pop();
this.count--;
if (this.stencilStack.length === 0)
{
// the stack is empty!
gl.disable(gl.STENCIL_TEST);
}
else
{
var level = this.count;
this.bindGraphics(graphics, webGLData);
gl.colorMask(false, false, false, false);
if (webGLData.mode === 1)
{
this.reverse = !this.reverse;
if (this.reverse)
{
gl.stencilFunc(gl.EQUAL, 0xFF - (level + 1), 0xFF);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);
}
else
{
gl.stencilFunc(gl.EQUAL, level + 1, 0xFF);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);
}
// draw a quad to increment..
gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, (webGLData.indices.length - 4) * 2);
gl.stencilFunc(gl.ALWAYS, 0, 0xFF);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.INVERT);
// draw the triangle strip!
gl.drawElements(gl.TRIANGLE_FAN, webGLData.indices.length - 4, gl.UNSIGNED_SHORT, 0);
if (!this.reverse)
{
gl.stencilFunc(gl.EQUAL, 0xFF - (level), 0xFF);
}
else
{
gl.stencilFunc(gl.EQUAL, level, 0xFF);
}
}
else
{
if (!this.reverse)
{
gl.stencilFunc(gl.EQUAL, 0xFF - (level + 1), 0xFF);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);
}
else
{
gl.stencilFunc(gl.EQUAL, level + 1, 0xFF);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);
}
gl.drawElements(gl.TRIANGLE_STRIP, webGLData.indices.length, gl.UNSIGNED_SHORT, 0);
if (!this.reverse)
{
gl.stencilFunc(gl.EQUAL, 0xFF - (level), 0xFF);
}
else
{
gl.stencilFunc(gl.EQUAL,level, 0xFF);
}
}
gl.colorMask(true, true, true, true);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
}
},
/**
* Destroys the mask stack.
*
* @method destroy
*/
destroy: function ()
{
this.stencilStack = null;
this.gl = null;
this.renderer = null;
}
};