phaser/src/renderer/webgl/Pipeline.js

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var Class = require('../../../utils/Class');
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var Pipeline = new Class({
initialize:
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function Pipeline(config)
{
this.name = config.name;
this.game = config.game;
this.view = config.game.canvas;
this.resolution = config.game.config.resolution;
this.width = config.game.config.width * this.resolution;
this.height = config.game.config.height * this.resolution;
this.glContext = config.gl;
this.vertexCount = 0;
this.vertexCapacity = config.vertexCapacity;
this.manager = config.manager;
this.resources = config.manager.resourceManager;
this.vertexData = new ArrayBuffer(config.vertexCapacity * config.vertexSize);
this.vertexBuffer = null;
this.program = null;
this.vertexLayout = config.vertexLayout;
this.vertexSize = config.vertexSize;
this.currentRenderTarget = null;
this.currentProgram = null;
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this.topology = config.topology;
// Initialize Shaders and Buffers
{
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var gl = this.glContext;
var resources = this.resources;
var vertexSize = this.vertexSize;
var vertexLayout = this.vertexLayout;
var program = resources.createShader(this.name, config.shader);
var vertexBuffer = resources.createBuffer(gl.ARRAY_BUFFER, this.vertexCapacity, gl.STREAM_DRAW);
for (var key in vertexLayout)
{
var element = vertexLayout[key];
vertexBuffer.addAttribute(
program.getAttribLocation(key),
element.size,
element.type,
element.normalize,
vertexSize,
element.offset
);
}
this.vertexBuffer = vertexBuffer;
this.program = program;
}
},
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beginDraw: function (renderTarget, program)
{
if (this.currentRenderTarget !== null ||
this.currentProgram !== null)
{
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this.draw();
this.endDraw();
}
this.currentRenderTarget = (renderTarget || null);
this.currentProgram = (program || this.program);
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this.currentProgram.bind();
this.vertexBuffer.bind();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.currentRenderTarget.framebufferObject);
return this;
},
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draw: function ()
{
var gl = this.glContext;
var vertexCount = this.vertexCount;
var vertexBuffer = this.vertexBuffer;
var vertexData = this.vertexData;
var topology = this.topology;
if (vertexCount === 0) return;
vertexBuffer.updateResource(vertexData, 0);
gl.drawArrays(topology, 0, vertexCount);
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this.vertexCount = 0;
return this;
},
endDraw: function ()
{
var renderTarget = this.currentRenderTarget;
var program = this.currentProgram;
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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this.currentRenderTarget = null;
this.program = null;
this.vertexCount = 0;
return this;
},
destroy: function ()
{
var resources = this.resources;
resources.deleteShader(this.program);
resources.deleteBuffer(this.vertexBuffer);
this.program = null;
this.vertexBuffer = null;
return this;
}
});
module.exports = BaseRenderer;