phaser/src/renderer/webgl/pipelines/ForwardDiffuseLightPipeline.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @author Felipe Alfonso <@bitnenfer>
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* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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var Class = require('../../../utils/Class');
var ShaderSourceFS = require('../shaders/ForwardDiffuse-frag.js');
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var TextureTintPipeline = require('./TextureTintPipeline');
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var LIGHT_COUNT = 10;
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/**
* @classdesc
* ForwardDiffuseLightPipeline implements a forward rendering approach for 2D lights.
* This pipeline extends TextureTintPipeline so it implements all it's rendering functions
* and batching system.
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*
* @class ForwardDiffuseLightPipeline
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* @extends Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline
* @memberOf Phaser.Renderer.WebGL.Pipelines
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* @constructor
* @since 3.0.0
*
* @param {object} config - [description]
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*/
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var ForwardDiffuseLightPipeline = new Class({
Extends: TextureTintPipeline,
initialize:
function ForwardDiffuseLightPipeline (config)
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{
config.fragShader = ShaderSourceFS.replace('%LIGHT_COUNT%', LIGHT_COUNT.toString());
TextureTintPipeline.call(this, config);
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/**
* Default normal map texture to use.
*
* @name Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#defaultNormalMap
* @type {Phaser.Texture.Frame}
* @private
* @since 3.11.0
*/
this.defaultNormalMap;
/**
* Collection of batch information
*
* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batches
* @type {array}
* @since 3.1.0
*/
this.batches = [];
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},
/**
* Called when the Game has fully booted and the Renderer has finished setting up.
*
* By this stage all Game level systems are now in place and you can perform any final
* tasks that the pipeline may need that relied on game systems such as the Texture Manager.
*
* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#boot
* @override
* @since 3.11.0
*/
boot: function ()
{
this.defaultNormalMap = this.game.textures.getFrame('__DEFAULT');
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},
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/**
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* This function binds its base class resources and this lights 2D resources.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#onBind
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* @override
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* @since 3.0.0
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*
* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any.
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*
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* @return {Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline} [description]
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*/
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onBind: function (gameObject)
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{
TextureTintPipeline.prototype.onBind.call(this);
var renderer = this.renderer;
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var program = this.program;
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this.mvpUpdate();
if (this.batches.length === 0)
{
this.pushBatch();
}
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renderer.setInt1(program, 'uNormSampler', 1);
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renderer.setFloat2(program, 'uResolution', this.width, this.height);
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if (gameObject)
{
this.setNormalMap(gameObject);
}
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return this;
},
/**
* Creates a new batch object and pushes it to a batch array.
* The batch object contains information relevant to the current
* vertex batch like the offset in the vertex buffer, vertex count and
* the textures used by that batch.
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#pushBatch
* @since 3.1.0
*/
pushBatch: function ()
{
var batch = {
first: this.vertexCount,
texture: null,
textures: []
};
this.batches.push(batch);
},
/**
* Assigns a texture to the current batch. If a texture is already set it creates
* a new batch object.
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#setTexture2D
* @since 3.1.0
*
* @param {WebGLTexture} texture - WebGLTexture that will be assigned to the current batch.
* @param {integer} textureUnit - Texture unit to which the texture needs to be bound.
*
* @return {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline} This pipeline instance.
*/
setTexture2D: function (texture, unit)
{
if (!texture)
{
return this;
}
var batches = this.batches;
if (batches.length === 0)
{
this.pushBatch();
}
var batch = batches[batches.length - 1];
if (unit > 0)
{
if (batch.textures[unit - 1] &&
batch.textures[unit - 1] !== texture)
{
this.pushBatch();
}
batches[batches.length - 1].textures[unit - 1] = texture;
}
else
{
if (batch.texture !== null &&
batch.texture !== texture)
{
this.pushBatch();
}
batches[batches.length - 1].texture = texture;
}
return this;
},
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/**
* This function sets all the needed resources for each camera pass.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#onRender
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* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*
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* @return {Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline} [description]
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*/
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onRender: function (scene, camera)
{
this.active = false;
var lightManager = scene.sys.lights;
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if (!lightManager || lightManager.lights.length <= 0 || !lightManager.active)
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{
// Passthru
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return this;
}
var lights = lightManager.cull(camera);
var lightCount = Math.min(lights.length, LIGHT_COUNT);
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if (lightCount === 0)
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{
return this;
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}
this.active = true;
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var renderer = this.renderer;
var program = this.program;
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var cameraMatrix = camera.matrix;
var point = {x: 0, y: 0};
var height = renderer.height;
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var index;
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for (index = 0; index < LIGHT_COUNT; ++index)
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{
// Reset lights
renderer.setFloat1(program, 'uLights[' + index + '].radius', 0);
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}
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renderer.setFloat4(program, 'uCamera', camera.x, camera.y, camera.rotation, camera.zoom);
renderer.setFloat3(program, 'uAmbientLightColor', lightManager.ambientColor.r, lightManager.ambientColor.g, lightManager.ambientColor.b);
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for (index = 0; index < lightCount; ++index)
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{
var light = lights[index];
var lightName = 'uLights[' + index + '].';
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cameraMatrix.transformPoint(light.x, light.y, point);
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renderer.setFloat2(program, lightName + 'position', point.x - (camera.scrollX * light.scrollFactorX * camera.zoom), height - (point.y - (camera.scrollY * light.scrollFactorY) * camera.zoom));
renderer.setFloat3(program, lightName + 'color', light.r, light.g, light.b);
renderer.setFloat1(program, lightName + 'intensity', light.intensity);
renderer.setFloat1(program, lightName + 'radius', light.radius);
}
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return this;
},
/**
* Binds, uploads resources and processes all batches generating draw calls.
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#flush
* @since 3.1.0
*
* @return {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline} This pipeline instance.
*/
flush: function ()
{
if (this.flushLocked)
{
return this;
}
this.flushLocked = true;
var gl = this.gl;
var renderer = this.renderer;
var vertexCount = this.vertexCount;
var topology = this.topology;
var vertexSize = this.vertexSize;
var batches = this.batches;
var batchCount = batches.length;
var batchVertexCount = 0;
var batch = null;
var batchNext;
var textureIndex;
var nTexture;
if (batchCount === 0 || vertexCount === 0)
{
this.flushLocked = false;
return this;
}
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.bytes.subarray(0, vertexCount * vertexSize));
for (var index = 0; index < batches.length - 1; ++index)
{
batch = batches[index];
batchNext = batches[index + 1];
if (batch.textures.length > 0)
{
for (textureIndex = 0; textureIndex < batch.textures.length; ++textureIndex)
{
nTexture = batch.textures[textureIndex];
if (nTexture)
{
renderer.setTexture2D(nTexture, 1 + textureIndex);
}
}
gl.activeTexture(gl.TEXTURE0);
}
batchVertexCount = batchNext.first - batch.first;
if (batch.texture === null || batchVertexCount <= 0) { continue; }
renderer.setTexture2D(batch.texture, 0);
gl.drawArrays(topology, batch.first, batchVertexCount);
}
// Left over data
batch = batches[batches.length - 1];
if (batch.textures.length > 0)
{
for (textureIndex = 0; textureIndex < batch.textures.length; ++textureIndex)
{
nTexture = batch.textures[textureIndex];
if (nTexture)
{
renderer.setTexture2D(nTexture, 1 + textureIndex);
}
}
gl.activeTexture(gl.TEXTURE0);
}
batchVertexCount = vertexCount - batch.first;
if (batch.texture && batchVertexCount > 0)
{
renderer.setTexture2D(batch.texture, 0);
gl.drawArrays(topology, batch.first, batchVertexCount);
}
this.vertexCount = 0;
batches.length = 0;
this.pushBatch();
this.flushLocked = false;
return this;
},
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/**
* Generic function for batching a textured quad
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchTexture
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - Source GameObject
* @param {WebGLTexture} texture - Raw WebGLTexture associated with the quad
* @param {integer} textureWidth - Real texture width
* @param {integer} textureHeight - Real texture height
* @param {number} srcX - X coordinate of the quad
* @param {number} srcY - Y coordinate of the quad
* @param {number} srcWidth - Width of the quad
* @param {number} srcHeight - Height of the quad
* @param {number} scaleX - X component of scale
* @param {number} scaleY - Y component of scale
* @param {number} rotation - Rotation of the quad
* @param {boolean} flipX - Indicates if the quad is horizontally flipped
* @param {boolean} flipY - Indicates if the quad is vertically flipped
* @param {number} scrollFactorX - By which factor is the quad affected by the camera horizontal scroll
* @param {number} scrollFactorY - By which factor is the quad effected by the camera vertical scroll
* @param {number} displayOriginX - Horizontal origin in pixels
* @param {number} displayOriginY - Vertical origin in pixels
* @param {number} frameX - X coordinate of the texture frame
* @param {number} frameY - Y coordinate of the texture frame
* @param {number} frameWidth - Width of the texture frame
* @param {number} frameHeight - Height of the texture frame
* @param {integer} tintTL - Tint for top left
* @param {integer} tintTR - Tint for top right
* @param {integer} tintBL - Tint for bottom left
* @param {integer} tintBR - Tint for bottom right
* @param {number} tintEffect - The tint effect (0 for additive, 1 for replacement)
* @param {number} uOffset - Horizontal offset on texture coordinate
* @param {number} vOffset - Vertical offset on texture coordinate
* @param {Phaser.Cameras.Scene2D.Camera} camera - Current used camera
* @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - Parent container
*/
batchTexture: function (
gameObject,
texture,
textureWidth, textureHeight,
srcX, srcY,
srcWidth, srcHeight,
scaleX, scaleY,
rotation,
flipX, flipY,
scrollFactorX, scrollFactorY,
displayOriginX, displayOriginY,
frameX, frameY, frameWidth, frameHeight,
tintTL, tintTR, tintBL, tintBR, tintEffect,
uOffset, vOffset,
camera,
parentTransformMatrix)
{
if (!this.active)
{
return;
}
this.renderer.setPipeline(this);
var normalTexture;
if (gameObject.texture)
{
normalTexture = gameObject.texture.dataSource[gameObject.frame.sourceIndex];
}
else if (gameObject.tileset)
{
normalTexture = gameObject.tileset.image.dataSource[0];
}
if (!normalTexture)
{
normalTexture = this.defaultNormalMap;
}
this.setTexture2D(normalTexture.glTexture, 1);
var camMatrix = this._tempMatrix1;
var spriteMatrix = this._tempMatrix2;
var calcMatrix = this._tempMatrix3;
var width = srcWidth;
var height = srcHeight;
var x = -displayOriginX;
var y = -displayOriginY;
// Invert the flipY if this is a RenderTexture
flipY = flipY ^ (texture.isRenderTexture ? 1 : 0);
if (flipX)
{
width *= -1;
x += srcWidth;
}
if (flipY)
{
height *= -1;
y += srcHeight;
}
if (camera.roundPixels)
{
x |= 0;
y |= 0;
}
var xw = x + width;
var yh = y + height;
spriteMatrix.applyITRS(srcX, srcY, rotation, scaleX, scaleY);
camMatrix.copyFrom(camera.matrix);
if (parentTransformMatrix)
{
// Multiply the camera by the parent matrix
camMatrix.multiplyWithOffset(parentTransformMatrix, -camera.scrollX * scrollFactorX, -camera.scrollY * scrollFactorY);
// Undo the camera scroll
spriteMatrix.e = srcX;
spriteMatrix.f = srcY;
// Multiply by the Sprite matrix, store result in calcMatrix
camMatrix.multiply(spriteMatrix, calcMatrix);
}
else
{
spriteMatrix.e -= camera.scrollX * scrollFactorX;
spriteMatrix.f -= camera.scrollY * scrollFactorY;
// Multiply by the Sprite matrix, store result in calcMatrix
camMatrix.multiply(spriteMatrix, calcMatrix);
}
var tx0 = x * calcMatrix.a + y * calcMatrix.c + calcMatrix.e;
var ty0 = x * calcMatrix.b + y * calcMatrix.d + calcMatrix.f;
var tx1 = x * calcMatrix.a + yh * calcMatrix.c + calcMatrix.e;
var ty1 = x * calcMatrix.b + yh * calcMatrix.d + calcMatrix.f;
var tx2 = xw * calcMatrix.a + yh * calcMatrix.c + calcMatrix.e;
var ty2 = xw * calcMatrix.b + yh * calcMatrix.d + calcMatrix.f;
var tx3 = xw * calcMatrix.a + y * calcMatrix.c + calcMatrix.e;
var ty3 = xw * calcMatrix.b + y * calcMatrix.d + calcMatrix.f;
if (camera.roundPixels)
{
tx0 |= 0;
ty0 |= 0;
tx1 |= 0;
ty1 |= 0;
tx2 |= 0;
ty2 |= 0;
tx3 |= 0;
ty3 |= 0;
}
var u0 = (frameX / textureWidth) + uOffset;
var v0 = (frameY / textureHeight) + vOffset;
var u1 = (frameX + frameWidth) / textureWidth + uOffset;
var v1 = (frameY + frameHeight) / textureHeight + vOffset;
this.setTexture2D(texture, 0);
this.batchVertices(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect);
},
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/**
* Sets the Game Objects normal map as the active texture.
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*
* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#setNormalMap
* @since 3.11.0
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*
* @param {Phaser.GameObjects.GameObject} gameObject - [description]
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*/
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setNormalMap: function (gameObject)
{
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if (!this.active || !gameObject)
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{
return;
}
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var normalTexture;
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if (gameObject.texture)
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{
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normalTexture = gameObject.texture.dataSource[gameObject.frame.sourceIndex];
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}
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if (!normalTexture)
{
normalTexture = this.defaultNormalMap;
}
this.setTexture2D(normalTexture.glTexture, 1);
this.renderer.setPipeline(gameObject.defaultPipeline);
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},
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/**
* [description]
*
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* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#batchSprite
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* @since 3.0.0
*
* @param {Phaser.GameObjects.Sprite} sprite - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
* @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - [description]
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*
*/
batchSprite: function (sprite, camera, parentTransformMatrix)
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{
if (!this.active)
{
return;
}
var normalTexture = sprite.texture.dataSource[sprite.frame.sourceIndex];
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if (normalTexture)
{
this.renderer.setPipeline(this);
this.setTexture2D(normalTexture.glTexture, 1);
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TextureTintPipeline.prototype.batchSprite.call(this, sprite, camera, parentTransformMatrix);
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}
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}
});
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ForwardDiffuseLightPipeline.LIGHT_COUNT = LIGHT_COUNT;
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module.exports = ForwardDiffuseLightPipeline;