phaser/src/renderer/webgl/WebGLPipeline.js

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/**
* @author Richard Davey <rich@photonstorm.com>
2018-04-05 08:02:36 +00:00
* @author Felipe Alfonso <@bitnenfer>
2020-01-15 12:07:09 +00:00
* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../../utils/Class');
var GetFastValue = require('../../utils/object/GetFastValue');
var Matrix4 = require('../../math/Matrix4');
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var Utils = require('./Utils');
var WebGLShader = require('./WebGLShader');
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/**
* @classdesc
* The `WebGLPipeline` is a base class used by all of the core Phaser pipelines.
*
* It describes the way elements will be rendered in WebGL. Internally, it handles
* compiling the shaders, creating vertex buffers, assigning primitive topology and
* binding vertex attributes, all based on the given configuration data.
*
* The pipeline is configured by passing in a `WebGLPipelineConfig` object. Please
* see the documentation for this type to fully understand the configuration options
* available to you.
*
* Usually, you would not extend from this class directly, but would instead extend
* from one of the core pipelines, such as the Multi Pipeline.
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*
* @class WebGLPipeline
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* @memberof Phaser.Renderer.WebGL
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* @constructor
* @since 3.0.0
*
* @param {Phaser.Types.Renderer.WebGL.WebGLPipelineConfig} config - The configuration object for this WebGL Pipeline.
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*/
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var WebGLPipeline = new Class({
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initialize:
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function WebGLPipeline (config)
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{
var game = config.game;
var renderer = game.renderer;
var gl = renderer.gl;
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/**
* Name of the pipeline. Used for identification and setting from Game Objects.
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*
* @name Phaser.Renderer.WebGL.WebGLPipeline#name
* @type {string}
* @since 3.0.0
*/
this.name = GetFastValue(config, 'name', 'WebGLPipeline');
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/**
* The Phaser Game instance to which this pipeline is bound.
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*
* @name Phaser.Renderer.WebGL.WebGLPipeline#game
* @type {Phaser.Game}
* @since 3.0.0
*/
this.game = game;
/**
* The WebGL Renderer instance to which this pipeline is bound.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#renderer
* @type {Phaser.Renderer.WebGL.WebGLRenderer}
* @since 3.0.0
*/
this.renderer = renderer;
/**
* The WebGL context this WebGL Pipeline uses.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#gl
* @type {WebGLRenderingContext}
* @since 3.0.0
*/
this.gl = gl;
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/**
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* The canvas which this WebGL Pipeline renders to.
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*
* @name Phaser.Renderer.WebGL.WebGLPipeline#view
* @type {HTMLCanvasElement}
* @since 3.0.0
*/
this.view = game.canvas;
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/**
* Width of the current viewport.
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*
* @name Phaser.Renderer.WebGL.WebGLPipeline#width
* @type {number}
* @since 3.0.0
*/
this.width = 0;
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/**
* Height of the current viewport.
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*
* @name Phaser.Renderer.WebGL.WebGLPipeline#height
* @type {number}
* @since 3.0.0
*/
this.height = 0;
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/**
* The current number of vertices that have been added to the pipeline batch.
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*
* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexCount
* @type {number}
* @default 0
* @since 3.0.0
*/
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this.vertexCount = 0;
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/**
* The total number of vertices that the pipeline batch can hold before it will flush.
* This defaults to `batchSize * 6`, where `batchSize` is defined in the Renderer Config.
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*
* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexCapacity
* @type {integer}
* @since 3.0.0
*/
this.vertexCapacity = GetFastValue(config, 'vertexCapacity', renderer.config.batchSize * 6);
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/**
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* The size, in bytes, of a single vertex.
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*
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* This is derived by adding together all of the vertex attributes.
*
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* For example, the Multi Pipeline has the following attributes:
*
* inPosition - (size 2 x gl.FLOAT) = 8
* inTexCoord - (size 2 x gl.FLOAT) = 8
* inTexId - (size 1 x gl.FLOAT) = 4
* inTintEffect - (size 1 x gl.FLOAT) = 4
* inTint - (size 4 x gl.UNSIGNED_BYTE) = 4
*
* The total is 8 + 8 + 4 + 4 + 4 = 28, which is the default for this property.
*
* Other pipelines may require different totals. Use the config property to set it, as it can't be changed post-creation.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexSize
* @type {integer}
* @readonly
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* @since 3.0.0
*/
this.vertexSize = GetFastValue(config, 'vertexSize', 28);
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/**
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* Raw byte buffer of vertices.
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*
* Either set via the config object, or generates a new Array Buffer of size `vertexCapacity * vertexSize`.
*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexData
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* @type {ArrayBuffer}
* @readonly
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* @since 3.0.0
*/
this.vertexData = GetFastValue(config, 'vertices', new ArrayBuffer(this.vertexCapacity * this.vertexSize));
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/**
* The WebGLBuffer that holds the vertex data.
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*
* Created from the `vertices` config ArrayBuffer that was passed in, or set by default, by the pipeline.
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*
* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexBuffer
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* @type {WebGLBuffer}
* @readonly
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* @since 3.0.0
*/
if (GetFastValue(config, 'vertices', null))
{
this.vertexBuffer = this.renderer.createVertexBuffer(this.vertexData, this.gl.STREAM_DRAW);
}
else
{
this.vertexBuffer = this.renderer.createVertexBuffer(this.vertexData.byteLength, this.gl.STREAM_DRAW);
}
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/**
* The primitive topology which the pipeline will use to submit draw calls.
*
* Defaults to GL_TRIANGLES if not otherwise set in the config.
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*
* @name Phaser.Renderer.WebGL.WebGLPipeline#topology
* @type {GLenum}
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* @since 3.0.0
*/
this.topology = GetFastValue(config, 'topology', gl.TRIANGLES);
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/**
* Uint8 view to the `vertexData` ArrayBuffer. Used for uploading vertex buffer resources to the GPU.
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*
* @name Phaser.Renderer.WebGL.WebGLPipeline#bytes
* @type {Uint8Array}
* @since 3.0.0
*/
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this.bytes = new Uint8Array(this.vertexData);
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/**
* Indicates if the current pipeline is active, or not, for this frame only.
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*
* Reset to `true` in the `onRender` method.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#active
* @type {boolean}
* @since 3.10.0
*/
this.active = false;
/**
* Holds the most recently assigned texture unit.
* Treat this value as read-only.
*
* @name Phaser.Renderer.WebGL.Pipelines.WebGLPipeline#currentUnit
* @type {number}
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* @since 3.50.0
*/
this.currentUnit = 0;
/**
* Some pipelines require the forced use of texture zero (like the light pipeline).
*
* This property should be set when that is the case.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#forceZero
* @type {boolean}
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* @since 3.50.0
*/
this.forceZero = false;
/**
* Indicates if this pipeline has booted or not.
*
* A pipeline boots only when the Game instance itself, and all associated systems, is
* fully ready.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#hasBooted
* @type {boolean}
* @readonly
* @since 3.50.0
*/
this.hasBooted = false;
/**
* Array of objects that describe the vertex attributes.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#attributes
* @type {Phaser.Types.Renderer.WebGL.WebGLPipelineAttributesConfig}
* @since 3.0.0
*/
this.attributes = config.attributes;
/**
* The amount of vertex attribute components of 32 bit length.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexComponentCount
* @type {integer}
* @since 3.0.0
*/
this.vertexComponentCount = Utils.getComponentCount(this.attributes, this.gl);
/**
* An array of all the WebGLShader instances that belong to this pipeline.
*
* All shaders must use the same attributes, as set by this pipeline, but can manage their own
* uniforms.
*
* These are set in a call to the `setShadersFromConfig` method, which happens automatically,
* but can also be called at any point in your game. See the method documentation for details.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#shaders
* @type {Phaser.Renderer.WebGL.WebGLShader[]}
* @since 3.50.0
*/
this.shaders = [];
/**
* A reference to the currently bound WebGLShader instance from the `WebGLPipeline.shaders` array.
*
* For lots of pipelines, this is the only shader, so it is a quick way to reference it without
* an array look-up.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#currentShader
* @type {Phaser.Renderer.WebGL.WebGLShader}
* @since 3.50.0
*/
this.currentShader;
/**
* The Model matrix, used by shaders as 'uModelMatrix' uniform.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#modelMatrix
* @type {Phaser.Math.Matrix4}
* @since 3.50.0
*/
this.modelMatrix = new Matrix4().identity();
/**
* The View matrix, used by shaders as 'uViewMatrix' uniform.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#viewMatrix
* @type {Phaser.Math.Matrix4}
* @since 3.50.0
*/
this.viewMatrix = new Matrix4().identity();
/**
* The Projection matrix, used by shaders as 'uProjectionMatrix' uniform.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#projectionMatrix
* @type {Phaser.Math.Matrix4}
* @since 3.50.0
*/
this.projectionMatrix = new Matrix4().identity();
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/**
* A flag indicating if the MVP matrices are dirty, or not.
*
* Used by WebGLShader when binding the uniforms.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#mvpDirty
* @type {boolean}
* @since 3.50.0
*/
this.mvpDirty = true;
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/**
* The configuration object that was used to create this pipeline.
*
* Treat this object as 'read only', because changing it post-creation will not
* impact this pipeline in any way. However, it is used internally for cloning
* and post-boot set-up.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#config
* @type {Phaser.Types.Renderer.WebGL.WebGLPipelineConfig}
* @since 3.50.0
*/
this.config = config;
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},
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/**
* Called when the Game has fully booted and the Renderer has finished setting up.
*
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* By this stage all Game level systems are now in place. You can perform any final tasks that the
* pipeline may need, that relies on game systems such as the Texture Manager being ready.
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*
* @method Phaser.Renderer.WebGL.WebGLPipeline#boot
* @since 3.11.0
*/
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boot: function ()
{
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this.setShadersFromConfig(this.config);
this.renderer.setVertexBuffer(this.vertexBuffer);
this.setAttribPointers(true);
this.hasBooted = true;
return this;
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},
/**
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* Resets the model, projection and view matrices to identity matrices.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#mvpInit
* @since 3.50.0
*/
mvpInit: function ()
{
this.modelMatrix.identity();
this.projectionMatrix.identity();
this.viewMatrix.identity();
},
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/**
* Creates a brand new WebGLPipeline instance based on the configuration object that
* was used to create this one.
*
* The new instance is returned by this method. Note that the new instance is _not_
* added to the Pipeline Manager. You will need to add it yourself should you require so.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#mvpInit
* @since 3.50.0
*
* @param {string} name - The new name to give the cloned pipeline.
*
* @return {Phaser.Renderer.WebGL.WebGLPipeline} A clone of this WebGLPipeline instance.
*/
clone: function (name)
{
var clone = new WebGLPipeline(this.config);
clone.name = name;
return clone;
},
/**
* Sets the currently active shader within this pipeline.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#setShader
* @since 3.50.0
*
* @param {number} index - The index of the shader to set.
*
* @return {this} This WebGLPipeline instance.
*/
setShader: function (index)
{
var shader = this.shaders[index];
if (shader)
{
shader.bind();
this.currentShader = shader;
}
return this;
},
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/**
* Searches all shaders in this pipeline for one matching the given name, then returns it.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#getShaderByName
* @since 3.50.0
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*
* @param {string} name - The index of the shader to set.
*
* @return {Phaser.Renderer.WebGL.WebGLShader} The WebGLShader instance, if found.
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*/
getShaderByName: function (name)
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{
var shaders = this.shaders;
for (var i = 0; i < shaders.length; i++)
{
if (shaders[i].name === name)
{
return shaders[i];
}
}
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},
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/**
* Destroys all shaders currently set in the `WebGLPipeline.shaders` array and then parses the given
* `config` object, extracting the shaders from it, creating `WebGLShader` instances and finally
* setting them into the `shaders` array of this pipeline.
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*
* This is a destructive process. Be very careful when you call it, should you need to.
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*
* @method Phaser.Renderer.WebGL.WebGLPipeline#setShadersFromConfig
* @since 3.50.0
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*
* @param {Phaser.Types.Renderer.WebGL.WebGLPipelineConfig} config - The configuration object for this WebGL Pipeline.
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*
* @return {this} This WebGLPipeline instance.
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*/
setShadersFromConfig: function (config)
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{
var i;
var shaders = this.shaders;
for (i = 0; i < shaders.length; i++)
{
shaders[i].destroy();
}
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var defaultVertShader = GetFastValue(config, 'vertShader', null);
var defaultFragShader = GetFastValue(config, 'fragShader', null);
var defaultUniforms = GetFastValue(config, 'uniforms', null);
var configShaders = GetFastValue(config, 'shaders', []);
var len = configShaders.length;
if (len === 0)
{
this.shaders = [ new WebGLShader(this, 'default', defaultVertShader, defaultFragShader, defaultUniforms) ];
}
else
{
for (i = 0; i < len; i++)
{
var shaderEntry = configShaders[i];
var name = GetFastValue(shaderEntry, 'name', 'default');
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var vertShader = GetFastValue(shaderEntry, 'vertShader', defaultVertShader);
var fragShader = GetFastValue(shaderEntry, 'fragShader', defaultFragShader);
var uniforms = GetFastValue(shaderEntry, 'uniforms', defaultUniforms);
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configShaders.push(new WebGLShader(this, name, vertShader, fragShader, uniforms));
}
this.shaders = configShaders;
}
this.currentShader = this.shaders[0];
return this;
},
/**
* Adds a description of vertex attribute to the pipeline.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#addAttribute
* @since 3.2.0
*
* @param {string} name - Name of the vertex attribute
* @param {integer} size - Vertex component size
* @param {integer} type - Type of the attribute
* @param {boolean} normalized - Is the value normalized to a range
* @param {integer} offset - Byte offset to the beginning of the first element in the vertex
*
* @return {this} This WebGLPipeline instance.
*/
addAttribute: function (name, size, type, normalized, offset)
{
this.attributes.push({
name: name,
size: size,
type: this.renderer.glFormats[type],
normalized: normalized,
offset: offset,
enabled: false,
location: -1
});
this.vertexComponentCount = Utils.getComponentCount(this.attributes, this.gl);
return this;
},
/**
* Sets the vertex attribute pointers.
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*
* This should only be called after the vertex buffer has been bound.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#setAttribPointers
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* @since 3.50.0
*
* @param {boolean} [reset=false] - Reset the vertex attribute locations?
*
* @return {this} This WebGLPipeline instance.
*/
setAttribPointers: function (reset)
{
if (reset === undefined) { reset = false; }
var gl = this.gl;
var attributes = this.attributes;
var vertexSize = this.vertexSize;
var program = this.currentShader.program;
for (var i = 0; i < attributes.length; i++)
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{
var element = attributes[i];
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if (reset)
{
var location = gl.getAttribLocation(program, element.name);
if (location >= 0)
{
gl.enableVertexAttribArray(location);
gl.vertexAttribPointer(location, element.size, element.type, element.normalized, vertexSize, element.offset);
element.enabled = true;
element.location = location;
}
else if (location !== -1)
{
gl.disableVertexAttribArray(location);
}
}
else if (element.enabled)
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{
gl.vertexAttribPointer(element.location, element.size, element.type, element.normalized, vertexSize, element.offset);
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}
else if (!element.enabled && element.location > -1)
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{
gl.disableVertexAttribArray(element.location);
element.location = -1;
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}
}
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},
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/**
* Custom pipelines can use this method in order to perform any required pre-batch tasks
* for the given Game Object. It must return the texture unit the Game Object was assigned.
*
* @method Phaser.Renderer.WebGL.Pipelines.WebGLPipeline#setGameObject
* @since 3.50.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object being rendered or added to the batch.
* @param {Phaser.Textures.Frame} [frame] - Optional frame to use. Can override that of the Game Object.
*
* @return {number} The texture unit the Game Object has been assigned.
*/
setGameObject: function (gameObject, frame)
{
if (frame === undefined) { frame = gameObject.frame; }
this.currentUnit = this.renderer.setTextureSource(frame.source);
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return this.currentUnit;
},
/**
* Check if the current batch of vertices is full.
*
* You can optionally provide an `amount` parameter. If given, it will check if the batch
* needs to flush _if_ the `amount` is added to it. This allows you to test if you should
* flush before populating the batch.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#shouldFlush
* @since 3.0.0
*
* @param {integer} [amount=0] - Will the batch need to flush if this many vertices are added to it?
*
* @return {boolean} `true` if the current batch should be flushed, otherwise `false`.
*/
shouldFlush: function (amount)
{
if (amount === undefined) { amount = 0; }
return (this.vertexCount + amount >= this.vertexCapacity);
},
/**
* Resizes the properties used to describe the viewport.
*
* This method is called automatically by the renderer during its resize handler.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#resize
* @since 3.0.0
*
* @param {number} width - The new width of this WebGL Pipeline.
* @param {number} height - The new height of this WebGL Pipeline.
*
* @return {this} This WebGLPipeline instance.
*/
resize: function (width, height)
{
this.width = width;
this.height = height;
this.projectionMatrix.ortho(0, width, height, 0, -1000, 1000);
this.mvpDirty = true;
return this;
},
/**
* Binds the pipeline resources, including the give shader, vertex buffer and attribute pointers.
*
* This method is called every time this pipeline is made the current active pipeline.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#bind
* @since 3.0.0
*
* @param {boolean} [reset=false] - Should the pipeline be fully re-bound after a renderer pipeline clear?
* @param {number} [shader=0] - If this is a multi-shader pipeline, which shader should be bound?
*
* @return {this} This WebGLPipeline instance.
*/
bind: function (reset, shader)
{
if (reset === undefined) { reset = false; }
if (shader !== undefined)
{
this.setShader(shader);
}
this.currentShader.bind();
this.renderer.setVertexBuffer(this.vertexBuffer);
this.setAttribPointers(reset);
return this;
},
/**
* This method is called every time a **Game Object** asks the Pipeline Manager to use this pipeline.
*
* Unlike the `bind` method, which is only called once per frame, this is called for every object
* that requests use of this pipeline, allowing you to perform per-object set-up, such as loading
* shader uniform data.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#onBind
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any.
*
* @return {this} This WebGLPipeline instance.
*/
onBind: function ()
{
return this;
},
/**
* This method is called once per frame, right before anything has been rendered, but after the canvas
* has been cleared.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#onPreRender
* @since 3.0.0
*
* @return {this} This WebGLPipeline instance.
*/
onPreRender: function ()
{
return this;
},
/**
* This method is called once per frame, for every Camera in a Scene that wants to render.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#onRender
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene being rendered.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Scene Camera being rendered with.
*
* @return {this} This WebGLPipeline instance.
*/
onRender: function ()
{
return this;
},
/**
* This method is called once per frame, after all rendering has happened and snapshots have been taken.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#onPostRender
* @since 3.0.0
*
* @return {this} This WebGLPipeline instance.
*/
onPostRender: function ()
{
return this;
},
/**
* Uploads the vertex data and emits a draw call for the current batch of vertices.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#flush
* @since 3.0.0
*
* @return {this} This WebGLPipeline instance.
*/
flush: function ()
{
var gl = this.gl;
var vertexCount = this.vertexCount;
var topology = this.topology;
var vertexSize = this.vertexSize;
if (vertexCount === 0)
{
return;
}
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.bytes.subarray(0, vertexCount * vertexSize));
gl.drawArrays(topology, 0, vertexCount);
this.vertexCount = 0;
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return this;
},
/**
* Destroys all shader instances, removes all object references and nulls all external references.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#destroy
* @since 3.0.0
*
* @return {this} This WebGLPipeline instance.
*/
destroy: function ()
{
var shaders = this.shaders;
for (var i = 0; i < shaders.length; i++)
{
shaders[i].destroy();
}
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this.gl.deleteBuffer(this.vertexBuffer);
this.game = null;
this.renderer = null;
this.gl = null;
this.view = null;
this.shaders = null;
this.vertexData = null;
this.vertexBuffer = null;
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return this;
}
});
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module.exports = WebGLPipeline;