phaser/src/renderer/webgl/WebGLRenderer.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @author Felipe Alfonso <@bitnenfer>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
var ArrayRemove = require('../../utils/array/Remove');
var BaseCamera = require('../../cameras/2d/BaseCamera');
var CameraEvents = require('../../cameras/2d/events');
var Class = require('../../utils/Class');
var CONST = require('../../const');
var GameEvents = require('../../core/events');
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var IsSizePowerOfTwo = require('../../math/pow2/IsSizePowerOfTwo');
var NOOP = require('../../utils/NOOP');
var PipelineManager = require('./PipelineManager');
var ScaleEvents = require('../../scale/events');
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var TextureEvents = require('../../textures/events');
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var Utils = require('./Utils');
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var WebGLSnapshot = require('../snapshot/WebGLSnapshot');
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/**
* @callback WebGLContextCallback
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - The WebGL Renderer which owns the context.
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*/
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/**
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* @classdesc
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* WebGLRenderer is a class that contains the needed functionality to keep the
* WebGLRenderingContext state clean. The main idea of the WebGLRenderer is to keep track of
* any context change that happens for WebGL rendering inside of Phaser. This means
* if raw webgl functions are called outside the WebGLRenderer of the Phaser WebGL
* rendering ecosystem they might pollute the current WebGLRenderingContext state producing
* unexpected behavior. It's recommended that WebGL interaction is done through
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* WebGLRenderer and/or WebGLPipeline.
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*
* @class WebGLRenderer
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* @memberof Phaser.Renderer.WebGL
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* @constructor
* @since 3.0.0
*
* @param {Phaser.Game} game - The Game instance which owns this WebGL Renderer.
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*/
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var WebGLRenderer = new Class({
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initialize:
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function WebGLRenderer (game)
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{
var gameConfig = game.config;
var contextCreationConfig = {
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alpha: gameConfig.transparent,
desynchronized: gameConfig.desynchronized,
depth: false,
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antialias: gameConfig.antialiasGL,
premultipliedAlpha: gameConfig.premultipliedAlpha,
stencil: true,
failIfMajorPerformanceCaveat: gameConfig.failIfMajorPerformanceCaveat,
powerPreference: gameConfig.powerPreference
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};
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/**
* The local configuration settings of this WebGL Renderer.
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#config
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* @type {object}
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* @since 3.0.0
*/
this.config = {
clearBeforeRender: gameConfig.clearBeforeRender,
antialias: gameConfig.antialias,
backgroundColor: gameConfig.backgroundColor,
contextCreation: contextCreationConfig,
roundPixels: gameConfig.roundPixels,
maxTextures: gameConfig.maxTextures,
maxTextureSize: gameConfig.maxTextureSize,
batchSize: gameConfig.batchSize,
maxLights: gameConfig.maxLights,
mipmapFilter: gameConfig.mipmapFilter
};
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/**
* The Game instance which owns this WebGL Renderer.
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#game
* @type {Phaser.Game}
* @since 3.0.0
*/
this.game = game;
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/**
* A constant which allows the renderer to be easily identified as a WebGL Renderer.
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#type
* @type {integer}
* @since 3.0.0
*/
this.type = CONST.WEBGL;
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/**
* An instance of the Pipeline Manager class, that handles all WebGL Pipelines.
*
* Use this to manage all of your interactions with pipelines, such as adding, getting,
* setting and rendering them.
*
* The Pipeline Manager class is created in the `init` method and then populated
* with pipelines during the `boot` method.
*
* Prior to Phaser v3.50.0 this was just a plain JavaScript object, not a class.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#pipelines
* @type {Phaser.Renderer.WebGL.PipelineManager}
* @since 3.50.0
*/
this.pipelines = null;
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/**
* The width of the canvas being rendered to.
* This is populated in the onResize event handler.
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#width
* @type {integer}
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* @since 3.0.0
*/
this.width = 0;
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/**
* The height of the canvas being rendered to.
* This is populated in the onResize event handler.
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#height
* @type {integer}
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* @since 3.0.0
*/
this.height = 0;
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/**
* The canvas which this WebGL Renderer draws to.
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#canvas
* @type {HTMLCanvasElement}
* @since 3.0.0
*/
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this.canvas = game.canvas;
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/**
* An array of blend modes supported by the WebGL Renderer.
*
* This array includes the default blend modes as well as any custom blend modes added through {@link #addBlendMode}.
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#blendModes
* @type {array}
* @default []
* @since 3.0.0
*/
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this.blendModes = [];
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/**
* This property is set to `true` if the WebGL context of the renderer is lost.
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#contextLost
* @type {boolean}
* @default false
* @since 3.0.0
*/
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this.contextLost = false;
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/**
* Details about the currently scheduled snapshot.
*
* If a non-null `callback` is set in this object, a snapshot of the canvas will be taken after the current frame is fully rendered.
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#snapshotState
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* @type {Phaser.Types.Renderer.Snapshot.SnapshotState}
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* @since 3.0.0
*/
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this.snapshotState = {
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x: 0,
y: 0,
width: 1,
height: 1,
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getPixel: false,
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callback: null,
type: 'image/png',
encoder: 0.92,
isFramebuffer: false,
bufferWidth: 0,
bufferHeight: 0
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};
/**
* Cached value for the last texture unit that was used.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentActiveTexture
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* @type {integer}
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* @since 3.1.0
*/
this.currentActiveTexture = 0;
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/**
* Contains the current starting active texture unit.
* This value is constantly updated and should be treated as read-only by your code.
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#startActiveTexture
* @type {integer}
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* @since 3.50.0
*/
this.startActiveTexture = 0;
/**
* The maximum number of textures the GPU can handle. The minimum under the WebGL1 spec is 8.
* This is set via the Game Config `maxTextures` property and should never be changed after boot.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#maxTextures
* @type {integer}
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* @since 3.50.0
*/
this.maxTextures = 0;
/**
* An array of the available WebGL texture units, used to populate the uSampler uniforms.
*
* This array is populated during the init phase and should never be changed after boot.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#textureIndexes
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* @type {array}
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* @since 3.50.0
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*/
this.textureIndexes;
/**
* An array of default temporary WebGL Textures.
*
* This array is populated during the init phase and should never be changed after boot.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#tempTextures
* @type {array}
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* @since 3.50.0
*/
this.tempTextures;
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/**
* The currently bound texture at texture unit zero, if any.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#textureZero
* @type {?WebGLTexture}
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* @since 3.50.0
*/
this.textureZero;
/**
* The currently bound normal map texture at texture unit one, if any.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#normalTexture
* @type {?WebGLTexture}
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* @since 3.50.0
*/
this.normalTexture;
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/**
* The currently bound framebuffer in use.
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentFramebuffer
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* @type {WebGLFramebuffer}
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* @default null
* @since 3.0.0
*/
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this.currentFramebuffer = null;
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/**
* A stack into which the frame buffer objects are pushed and popped.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#fboStack
* @type {WebGLFramebuffer[]}
* @since 3.50.0
*/
this.fboStack = [];
/**
* Current WebGLProgram in use.
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentProgram
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* @type {WebGLProgram}
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* @default null
* @since 3.0.0
*/
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this.currentProgram = null;
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/**
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* Current WebGLBuffer (Vertex buffer) in use
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentVertexBuffer
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* @type {WebGLBuffer}
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* @default null
* @since 3.0.0
*/
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this.currentVertexBuffer = null;
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/**
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* Current WebGLBuffer (Index buffer) in use
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentIndexBuffer
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* @type {WebGLBuffer}
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* @default null
* @since 3.0.0
*/
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this.currentIndexBuffer = null;
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/**
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* Current blend mode in use
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentBlendMode
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* @type {integer}
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* @since 3.0.0
*/
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this.currentBlendMode = Infinity;
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/**
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* Indicates if the the scissor state is enabled in WebGLRenderingContext
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentScissorEnabled
* @type {boolean}
* @default false
* @since 3.0.0
*/
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this.currentScissorEnabled = false;
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/**
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* Stores the current scissor data
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentScissor
* @type {Uint32Array}
* @since 3.0.0
*/
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this.currentScissor = null;
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/**
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* Stack of scissor data
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#scissorStack
* @type {Uint32Array}
* @since 3.0.0
*/
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this.scissorStack = [];
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/**
* The handler to invoke when the context is lost.
* This should not be changed and is set in the boot method.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#contextLostHandler
* @type {function}
* @since 3.19.0
*/
this.contextLostHandler = NOOP;
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/**
* The handler to invoke when the context is restored.
* This should not be changed and is set in the boot method.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#contextRestoredHandler
* @type {function}
* @since 3.19.0
*/
this.contextRestoredHandler = NOOP;
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/**
* The underlying WebGL context of the renderer.
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#gl
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* @type {WebGLRenderingContext}
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* @default null
* @since 3.0.0
*/
this.gl = null;
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/**
* Array of strings that indicate which WebGL extensions are supported by the browser.
* This is populated in the `boot` method.
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#supportedExtensions
* @type {string[]}
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* @default null
* @since 3.0.0
*/
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this.supportedExtensions = null;
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/**
* If the browser supports the `ANGLE_instanced_arrays` extension, this property will hold
* a reference to the glExtension for it.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#instancedArraysExtension
* @type {ANGLE_instanced_arrays}
* @default null
* @since 3.50.0
*/
this.instancedArraysExtension = null;
/**
* If the browser supports the `OES_vertex_array_object` extension, this property will hold
* a reference to the glExtension for it.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#vaoExtension
* @type {OES_vertex_array_object}
* @default null
* @since 3.50.0
*/
this.vaoExtension = null;
/**
* The WebGL Extensions loaded into the current context.
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#extensions
* @type {object}
* @default {}
* @since 3.0.0
*/
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this.extensions = {};
/**
* Stores the current WebGL component formats for further use.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#glFormats
* @type {array}
* @default []
* @since 3.2.0
*/
this.glFormats = [];
/**
* Stores the supported WebGL texture compression formats.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#compression
* @type {object}
* @since 3.8.0
*/
this.compression = {
ETC1: false,
PVRTC: false,
S3TC: false
};
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/**
* Cached drawing buffer height to reduce gl calls.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#drawingBufferHeight
* @type {number}
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* @readonly
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* @since 3.11.0
*/
this.drawingBufferHeight = 0;
/**
* A blank 32x32 transparent texture, as used by the Graphics system where needed.
* This is set in the `boot` method.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#blankTexture
* @type {WebGLTexture}
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* @readonly
* @since 3.12.0
*/
this.blankTexture = null;
/**
* A pure white 4x4 texture, as used by the Graphics system where needed.
* This is set in the `boot` method.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#whiteTexture
* @type {WebGLTexture}
* @readonly
* @since 3.50.0
*/
this.whiteTexture = null;
/**
* A default Camera used in calls when no other camera has been provided.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#defaultCamera
* @type {Phaser.Cameras.Scene2D.BaseCamera}
* @since 3.12.0
*/
this.defaultCamera = new BaseCamera(0, 0, 0, 0);
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/**
* The total number of masks currently stacked.
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*
* @name Phaser.Renderer.WebGL.WebGLRenderer#maskCount
* @type {integer}
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* @since 3.17.0
*/
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this.maskCount = 0;
/**
* The mask stack.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#maskStack
* @type {Phaser.Display.Masks.GeometryMask[]}
* @since 3.17.0
*/
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this.maskStack = [];
/**
* Internal property that tracks the currently set mask.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentMask
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* @type {any}
* @since 3.17.0
*/
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this.currentMask = { mask: null, camera: null };
/**
* Internal property that tracks the currently set camera mask.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentCameraMask
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* @type {any}
* @since 3.17.0
*/
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this.currentCameraMask = { mask: null, camera: null };
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/**
* Internal gl function mapping for uniform look-up.
* https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniform
*
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* @name Phaser.Renderer.WebGL.WebGLRenderer#glFuncMap
* @type {any}
* @since 3.17.0
*/
this.glFuncMap = null;
/**
* The `type` of the Game Object being currently rendered.
* This can be used by advanced render functions for batching look-ahead.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentType
* @type {string}
* @since 3.19.0
*/
this.currentType = '';
/**
* Is the `type` of the Game Object being currently rendered different than the
* type of the object before it in the display list? I.e. it's a 'new' type.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#newType
* @type {boolean}
* @since 3.19.0
*/
this.newType = false;
/**
* Does the `type` of the next Game Object in the display list match that
* of the object being currently rendered?
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#nextTypeMatch
* @type {boolean}
* @since 3.19.0
*/
this.nextTypeMatch = false;
/**
* Is the Game Object being currently rendered the final one in the list?
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#finalType
* @type {boolean}
* @since 3.50.0
*/
this.finalType = false;
/**
* The mipmap magFilter to be used when creating textures.
*
* You can specify this as a string in the game config, i.e.:
*
* `renderer: { mipmapFilter: 'NEAREST_MIPMAP_LINEAR' }`
*
* The 6 options for WebGL1 are, in order from least to most computationally expensive:
*
* NEAREST (for pixel art)
* LINEAR (the default)
* NEAREST_MIPMAP_NEAREST
* LINEAR_MIPMAP_NEAREST
* NEAREST_MIPMAP_LINEAR
* LINEAR_MIPMAP_LINEAR
*
* Mipmaps only work with textures that are fully power-of-two in size.
*
* For more details see https://webglfundamentals.org/webgl/lessons/webgl-3d-textures.html
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#mipmapFilter
* @type {GLenum}
* @since 3.21.0
*/
this.mipmapFilter = null;
/**
* The number of times the renderer had to flush this frame, due to running out of texture units.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#textureFlush
* @type {number}
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* @since 3.50.0
*/
this.textureFlush = 0;
/**
* The default scissor, set during `preRender` and modified during `resize`.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#defaultScissor
* @type {number[]}
* @private
* @since 3.50.0
*/
this.defaultScissor = [ 0, 0, 0, 0 ];
this.init(this.config);
},
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/**
* Creates a new WebGLRenderingContext and initializes all internal state.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#init
* @since 3.0.0
*
* @param {object} config - The configuration object for the renderer.
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*
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* @return {this} This WebGLRenderer instance.
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*/
init: function (config)
{
var gl;
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var game = this.game;
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var canvas = this.canvas;
var clearColor = config.backgroundColor;
// Did they provide their own context?
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if (game.config.context)
{
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gl = game.config.context;
}
else
{
gl = canvas.getContext('webgl', config.contextCreation) || canvas.getContext('experimental-webgl', config.contextCreation);
}
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if (!gl || gl.isContextLost())
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{
this.contextLost = true;
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throw new Error('WebGL unsupported');
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}
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this.gl = gl;
var _this = this;
this.contextLostHandler = function (event)
{
_this.contextLost = true;
_this.game.events.emit(GameEvents.CONTEXT_LOST, _this);
event.preventDefault();
};
this.contextRestoredHandler = function ()
{
_this.contextLost = false;
_this.init(_this.config);
_this.game.events.emit(GameEvents.CONTEXT_RESTORED, _this);
};
canvas.addEventListener('webglcontextlost', this.contextLostHandler, false);
canvas.addEventListener('webglcontextrestored', this.contextRestoredHandler, false);
// Set it back into the Game, so developers can access it from there too
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game.context = gl;
for (var i = 0; i <= 27; i++)
{
this.blendModes.push({ func: [ gl.ONE, gl.ONE_MINUS_SRC_ALPHA ], equation: gl.FUNC_ADD });
}
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// ADD
this.blendModes[1].func = [ gl.ONE, gl.DST_ALPHA ];
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// MULTIPLY
this.blendModes[2].func = [ gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA ];
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// SCREEN
this.blendModes[3].func = [ gl.ONE, gl.ONE_MINUS_SRC_COLOR ];
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// ERASE
this.blendModes[17] = { func: [ gl.ZERO, gl.ONE_MINUS_SRC_ALPHA ], equation: gl.FUNC_REVERSE_SUBTRACT };
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this.glFormats[0] = gl.BYTE;
this.glFormats[1] = gl.SHORT;
this.glFormats[2] = gl.UNSIGNED_BYTE;
this.glFormats[3] = gl.UNSIGNED_SHORT;
this.glFormats[4] = gl.FLOAT;
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// Set the gl function map
this.glFuncMap = {
mat2: { func: gl.uniformMatrix2fv, length: 1, matrix: true },
mat3: { func: gl.uniformMatrix3fv, length: 1, matrix: true },
mat4: { func: gl.uniformMatrix4fv, length: 1, matrix: true },
'1f': { func: gl.uniform1f, length: 1 },
'1fv': { func: gl.uniform1fv, length: 1 },
'1i': { func: gl.uniform1i, length: 1 },
'1iv': { func: gl.uniform1iv, length: 1 },
'2f': { func: gl.uniform2f, length: 2 },
'2fv': { func: gl.uniform2fv, length: 1 },
'2i': { func: gl.uniform2i, length: 2 },
'2iv': { func: gl.uniform2iv, length: 1 },
'3f': { func: gl.uniform3f, length: 3 },
'3fv': { func: gl.uniform3fv, length: 1 },
'3i': { func: gl.uniform3i, length: 3 },
'3iv': { func: gl.uniform3iv, length: 1 },
'4f': { func: gl.uniform4f, length: 4 },
'4fv': { func: gl.uniform4fv, length: 1 },
'4i': { func: gl.uniform4i, length: 4 },
'4iv': { func: gl.uniform4iv, length: 1 }
};
// Load supported extensions
var exts = gl.getSupportedExtensions();
if (!config.maxTextures || config.maxTextures === -1)
{
config.maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
}
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if (!config.maxTextureSize)
{
config.maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
}
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var extString = 'WEBGL_compressed_texture_';
var wkExtString = 'WEBKIT_' + extString;
this.compression.ETC1 = gl.getExtension(extString + 'etc1') || gl.getExtension(wkExtString + 'etc1');
this.compression.PVRTC = gl.getExtension(extString + 'pvrtc') || gl.getExtension(wkExtString + 'pvrtc');
this.compression.S3TC = gl.getExtension(extString + 's3tc') || gl.getExtension(wkExtString + 's3tc');
this.supportedExtensions = exts;
var angleString = 'ANGLE_instanced_arrays';
this.instancedArraysExtension = (exts.indexOf(angleString) > -1) ? gl.getExtension(angleString) : null;
var vaoString = 'OES_vertex_array_object';
this.vaoExtension = (exts.indexOf(vaoString) > -1) ? gl.getExtension(vaoString) : null;
// Setup initial WebGL state
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gl.disable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE);
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gl.enable(gl.BLEND);
gl.clearColor(clearColor.redGL, clearColor.greenGL, clearColor.blueGL, clearColor.alphaGL);
// Mipmaps
this.mipmapFilter = gl[config.mipmapFilter];
// Check maximum supported textures
this.maxTextures = Utils.checkShaderMax(gl, config.maxTextures);
this.textureIndexes = [];
// Create temporary WebGL textures
var tempTextures = this.tempTextures;
if (Array.isArray(tempTextures))
{
for (var t = 0; i < this.maxTextures; t++)
{
gl.deleteTexture(tempTextures[t]);
}
}
else
{
tempTextures = new Array(this.maxTextures);
}
// Create temp textures to stop WebGL errors on mac os
for (var index = 0; index < this.maxTextures; index++)
{
var tempTexture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0 + index);
gl.bindTexture(gl.TEXTURE_2D, tempTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([ 0, 0, 255, 255 ]));
tempTextures[index] = tempTexture;
this.textureIndexes.push(index);
}
this.tempTextures = tempTextures;
// Reset to texture 1 (texture zero is reserved for framebuffers)
this.currentActiveTexture = 1;
this.startActiveTexture++;
gl.activeTexture(gl.TEXTURE1);
this.pipelines = new PipelineManager(this);
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this.setBlendMode(CONST.BlendModes.NORMAL);
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game.textures.once(TextureEvents.READY, this.boot, this);
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return this;
},
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/**
* Internal boot handler. Calls 'boot' on each pipeline.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#boot
* @private
* @since 3.11.0
*/
boot: function ()
{
var game = this.game;
var pipelineManager = this.pipelines;
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var baseSize = game.scale.baseSize;
this.width = baseSize.width;
this.height = baseSize.height;
// Set-up pipelines
// First, default ones
pipelineManager.boot();
var pipelines = game.config.pipeline;
// Then, custom ones
if (pipelines)
{
for (var pipelineName in pipelines)
{
var pipelineInstance = pipelines[pipelineName];
pipelineManager.add(pipelineName, new pipelineInstance(game));
}
}
// Set-up default textures, fbo and scissor
this.blankTexture = game.textures.getFrame('__DEFAULT');
this.whiteTexture = game.textures.getFrame('__WHITE');
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var gl = this.gl;
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.enable(gl.SCISSOR_TEST);
game.scale.on(ScaleEvents.RESIZE, this.onResize, this);
this.resize(baseSize.width, baseSize.height);
},
/**
* The event handler that manages the `resize` event dispatched by the Scale Manager.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#onResize
* @since 3.16.0
*
* @param {Phaser.Structs.Size} gameSize - The default Game Size object. This is the un-modified game dimensions.
* @param {Phaser.Structs.Size} baseSize - The base Size object. The game dimensions. The canvas width / height values match this.
*/
onResize: function (gameSize, baseSize)
{
// Has the underlying canvas size changed?
if (baseSize.width !== this.width || baseSize.height !== this.height)
{
this.resize(baseSize.width, baseSize.height);
}
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},
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/**
* Resizes the drawing buffer to match that required by the Scale Manager.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#resize
* @since 3.0.0
*
* @param {number} [width] - The new width of the renderer.
* @param {number} [height] - The new height of the renderer.
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*
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* @return {this} This WebGLRenderer instance.
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*/
resize: function (width, height)
{
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var gl = this.gl;
this.width = width;
this.height = height;
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gl.viewport(0, 0, width, height);
this.pipelines.resize(width, height);
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this.drawingBufferHeight = gl.drawingBufferHeight;
gl.scissor(0, (gl.drawingBufferHeight - height), width, height);
this.defaultCamera.setSize(width, height);
this.defaultScissor[2] = width;
this.defaultScissor[3] = height;
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return this;
},
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/**
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* Checks if a WebGL extension is supported
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#hasExtension
* @since 3.0.0
*
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* @param {string} extensionName - Name of the WebGL extension
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*
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* @return {boolean} `true` if the extension is supported, otherwise `false`.
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*/
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hasExtension: function (extensionName)
{
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return this.supportedExtensions ? this.supportedExtensions.indexOf(extensionName) : false;
},
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/**
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* Loads a WebGL extension
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#getExtension
* @since 3.0.0
*
* @param {string} extensionName - The name of the extension to load.
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*
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* @return {object} WebGL extension if the extension is supported
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*/
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getExtension: function (extensionName)
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{
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if (!this.hasExtension(extensionName)) { return null; }
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if (!(extensionName in this.extensions))
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{
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this.extensions[extensionName] = this.gl.getExtension(extensionName);
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}
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return this.extensions[extensionName];
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},
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/**
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* Flushes the current pipeline if the pipeline is bound
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#flush
* @since 3.0.0
*/
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flush: function ()
{
this.pipelines.flush();
},
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/**
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* Pushes a new scissor state. This is used to set nested scissor states.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#pushScissor
* @since 3.0.0
*
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* @param {integer} x - The x position of the scissor.
* @param {integer} y - The y position of the scissor.
* @param {integer} width - The width of the scissor.
* @param {integer} height - The height of the scissor.
* @param {integer} [drawingBufferHeight] - Optional drawingBufferHeight override value.
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*
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* @return {integer[]} An array containing the scissor values.
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*/
pushScissor: function (x, y, width, height, drawingBufferHeight)
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{
if (drawingBufferHeight === undefined) { drawingBufferHeight = this.drawingBufferHeight; }
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var scissorStack = this.scissorStack;
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var scissor = [ x, y, width, height ];
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scissorStack.push(scissor);
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this.setScissor(x, y, width, height, drawingBufferHeight);
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this.currentScissor = scissor;
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return scissor;
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},
/**
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* Sets the current scissor state.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setScissor
* @since 3.0.0
*
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* @param {integer} x - The x position of the scissor.
* @param {integer} y - The y position of the scissor.
* @param {integer} width - The width of the scissor.
* @param {integer} height - The height of the scissor.
* @param {integer} [drawingBufferHeight] - Optional drawingBufferHeight override value.
*/
setScissor: function (x, y, width, height, drawingBufferHeight)
{
if (drawingBufferHeight === undefined) { drawingBufferHeight = this.drawingBufferHeight; }
var gl = this.gl;
var current = this.currentScissor;
var setScissor = (width > 0 && height > 0);
if (current && setScissor)
{
var cx = current[0];
var cy = current[1];
var cw = current[2];
var ch = current[3];
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setScissor = (cx !== x || cy !== y || cw !== width || ch !== height);
}
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if (setScissor)
{
this.flush();
// https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/scissor
gl.scissor(x, (drawingBufferHeight - y - height), width, height);
}
},
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/**
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* Pops the last scissor state and sets it.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#popScissor
* @since 3.0.0
*/
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popScissor: function ()
{
var scissorStack = this.scissorStack;
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// Remove the current scissor
scissorStack.pop();
// Reset the previous scissor
var scissor = scissorStack[scissorStack.length - 1];
if (scissor)
{
this.setScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
}
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this.currentScissor = scissor;
},
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/**
* Is there an active stencil mask?
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#hasActiveStencilMask
* @since 3.17.0
*
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* @return {boolean} `true` if there is an active stencil mask, otherwise `false`.
*/
hasActiveStencilMask: function ()
{
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var mask = this.currentMask.mask;
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var camMask = this.currentCameraMask.mask;
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return ((mask && mask.isStencil) || (camMask && camMask.isStencil));
},
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/**
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* Sets the blend mode to the value given.
*
* If the current blend mode is different from the one given, the pipeline is flushed and the new
* blend mode is enabled.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setBlendMode
* @since 3.0.0
*
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* @param {integer} blendModeId - The blend mode to be set. Can be a `BlendModes` const or an integer value.
* @param {boolean} [force=false] - Force the blend mode to be set, regardless of the currently set blend mode.
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*
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* @return {boolean} `true` if the blend mode was changed as a result of this call, forcing a flush, otherwise `false`.
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*/
setBlendMode: function (blendModeId, force)
{
if (force === undefined) { force = false; }
var gl = this.gl;
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var blendMode = this.blendModes[blendModeId];
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if (force || (blendModeId !== CONST.BlendModes.SKIP_CHECK && this.currentBlendMode !== blendModeId))
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{
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this.flush();
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gl.enable(gl.BLEND);
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gl.blendEquation(blendMode.equation);
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if (blendMode.func.length > 2)
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{
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gl.blendFuncSeparate(blendMode.func[0], blendMode.func[1], blendMode.func[2], blendMode.func[3]);
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}
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else
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{
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gl.blendFunc(blendMode.func[0], blendMode.func[1]);
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}
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this.currentBlendMode = blendModeId;
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return true;
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}
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return false;
},
/**
* Creates a new custom blend mode for the renderer.
*
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* See https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Blending_modes
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#addBlendMode
* @since 3.0.0
*
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* @param {GLenum[]} func - An array containing the WebGL functions to use for the source and the destination blending factors, respectively. See the possible constants for {@link WebGLRenderingContext#blendFunc()}.
* @param {GLenum} equation - The equation to use for combining the RGB and alpha components of a new pixel with a rendered one. See the possible constants for {@link WebGLRenderingContext#blendEquation()}.
*
* @return {integer} The index of the new blend mode, used for referencing it in the future.
*/
addBlendMode: function (func, equation)
{
var index = this.blendModes.push({ func: func, equation: equation });
return index - 1;
},
/**
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* Updates the function bound to a given custom blend mode.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#updateBlendMode
* @since 3.0.0
*
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* @param {integer} index - The index of the custom blend mode.
* @param {function} func - The function to use for the blend mode.
* @param {function} equation - The equation to use for the blend mode.
*
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* @return {this} This WebGLRenderer instance.
*/
updateBlendMode: function (index, func, equation)
{
if (this.blendModes[index])
{
this.blendModes[index].func = func;
if (equation)
{
this.blendModes[index].equation = equation;
}
}
return this;
},
/**
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* Removes a custom blend mode from the renderer.
* Any Game Objects still using this blend mode will error, so be sure to clear them first.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#removeBlendMode
* @since 3.0.0
*
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* @param {integer} index - The index of the custom blend mode to be removed.
*
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* @return {this} This WebGLRenderer instance.
*/
removeBlendMode: function (index)
{
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if (index > 17 && this.blendModes[index])
{
this.blendModes.splice(index, 1);
}
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return this;
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},
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/**
* Sets the current active texture for texture unit zero to be a blank texture.
* This only happens if there isn't a texture already in use by texture unit zero.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setBlankTexture
* @private
* @since 3.12.0
*/
setBlankTexture: function ()
{
this.setTexture2D(this.blankTexture.glTexture);
},
/**
* Activates the Texture Source and assigns it the next available texture unit.
* If none are available, it will flush the current pipeline first.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setTextureSource
2020-07-31 12:41:29 +00:00
* @since 3.50.0
*
* @param {Phaser.Textures.TextureSource} textureSource - The Texture Source to be assigned the texture unit.
*
* @return {number} The texture unit that was assigned to the Texture Source.
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*/
setTextureSource: function (textureSource)
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{
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if (this.pipelines.forceZero())
{
this.setTextureZero(textureSource.glTexture, true);
return 0;
}
var gl = this.gl;
var currentActiveTexture = this.currentActiveTexture;
if (textureSource.glIndexCounter < this.startActiveTexture)
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{
textureSource.glIndexCounter = this.startActiveTexture;
if (currentActiveTexture < this.maxTextures)
{
textureSource.glIndex = currentActiveTexture;
gl.activeTexture(gl.TEXTURE0 + currentActiveTexture);
gl.bindTexture(gl.TEXTURE_2D, textureSource.glTexture);
this.currentActiveTexture++;
}
else
{
// We're out of textures, so flush the batch and reset back to 0
this.flush();
this.startActiveTexture++;
this.textureFlush++;
textureSource.glIndexCounter = this.startActiveTexture;
textureSource.glIndex = 1;
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, textureSource.glTexture);
this.currentActiveTexture = 2;
}
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}
return textureSource.glIndex;
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},
/**
* Checks to see if the given diffuse and normal map textures are already bound, or not.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#isNewNormalMap
2020-07-31 12:41:29 +00:00
* @since 3.50.0
*
* @param {WebGLTexture} texture - The WebGL diffuse texture.
* @param {WebGLTexture} normalMap - The WebGL normal map texture.
*
* @return {boolean} Returns `false` if this combination is already set, or `true` if it's a new combination.
*/
isNewNormalMap: function (texture, normalMap)
{
return (this.textureZero !== texture || this.normalTexture !== normalMap);
},
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/**
* Binds a texture directly to texture unit zero then activates it.
* If the texture is already at unit zero, it skips the bind.
* Make sure to call `clearTextureZero` after using this method.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setTextureZero
2020-07-31 12:41:29 +00:00
* @since 3.50.0
*
* @param {WebGLTexture} texture - The WebGL texture that needs to be bound.
* @param {boolean} [flush=false] - Flush the pipeline if the texture is different?
*/
setTextureZero: function (texture, flush)
{
if (this.textureZero !== texture)
{
if (flush)
{
this.flush();
}
var gl = this.gl;
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
this.textureZero = texture;
}
},
/**
* Clears the texture that was directly bound to texture unit zero.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#clearTextureZero
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* @since 3.50.0
*/
clearTextureZero: function ()
{
this.textureZero = null;
},
/**
* Binds a texture directly to texture unit one then activates it.
* If the texture is already at unit one, it skips the bind.
* Make sure to call `clearNormalMap` after using this method.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setNormalMap
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* @since 3.50.0
*
* @param {WebGLTexture} texture - The WebGL texture that needs to be bound.
*/
setNormalMap: function (texture)
{
if (this.normalTexture !== texture)
{
var gl = this.gl;
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, texture);
this.normalTexture = texture;
if (this.currentActiveTexture === 1)
{
this.currentActiveTexture = 2;
}
}
},
/**
* Clears the texture that was directly bound to texture unit one and
* increases the start active texture counter.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#clearNormalMap
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* @since 3.50.0
*/
clearNormalMap: function ()
{
this.normalTexture = null;
this.startActiveTexture++;
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this.currentActiveTexture = 1;
this.textureFlush++;
},
/**
* Activates each texture, in turn, then binds them all to `null`.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#unbindTextures
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* @since 3.50.0
*
* @param {boolean} [all=false] - Reset all textures, or just the first two?
*/
unbindTextures: function ()
{
var gl = this.gl;
var temp = this.tempTextures;
for (var i = 0; i < temp.length; i++)
{
gl.activeTexture(gl.TEXTURE0 + i);
gl.bindTexture(gl.TEXTURE_2D, null);
}
this.normalTexture = null;
this.textureZero = null;
this.currentActiveTexture = 1;
this.startActiveTexture++;
this.textureFlush++;
},
/**
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* Flushes the current pipeline, then resets the first two textures
* back to the default temporary textures, resets the start active
* counter and sets texture unit 1 as being active.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#resetTextures
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* @since 3.50.0
*
* @param {boolean} [all=false] - Reset all textures, or just the first two?
*/
resetTextures: function (all)
{
if (all === undefined) { all = false; }
this.flush();
var gl = this.gl;
var temp = this.tempTextures;
if (all)
{
for (var i = 0; i < temp.length; i++)
{
gl.activeTexture(gl.TEXTURE0 + i);
gl.bindTexture(gl.TEXTURE_2D, temp[i]);
}
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, temp[1]);
}
else
{
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, temp[0]);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, temp[1]);
}
this.normalTexture = null;
this.textureZero = null;
this.currentActiveTexture = 1;
this.startActiveTexture++;
this.textureFlush++;
},
/**
* Binds a texture at a texture unit. If a texture is already
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* bound to that unit it will force a flush on the current pipeline.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setTexture2D
* @since 3.0.0
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* @version 2.0 - Updated in 3.50.0 to remove the `textureUnit` and `flush` parameters.
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*
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* @param {WebGLTexture} texture - The WebGL texture that needs to be bound.
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*
* @return {number} The texture unit that was assigned to the Texture Source.
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*/
setTexture2D: function (texture)
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{
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if (this.pipelines.forceZero())
{
this.setTextureZero(texture, true);
return 0;
}
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var gl = this.gl;
var currentActiveTexture = this.currentActiveTexture;
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if (texture.glIndexCounter < this.startActiveTexture)
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{
texture.glIndexCounter = this.startActiveTexture;
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if (currentActiveTexture < this.maxTextures)
{
texture.glIndex = currentActiveTexture;
gl.activeTexture(gl.TEXTURE0 + currentActiveTexture);
gl.bindTexture(gl.TEXTURE_2D, texture);
this.currentActiveTexture++;
}
else
{
// We're out of textures, so flush the batch and reset back to 1 (0 is reserved for fbos)
this.flush();
this.startActiveTexture++;
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this.textureFlush++;
texture.glIndexCounter = this.startActiveTexture;
texture.glIndex = 1;
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, texture);
this.currentActiveTexture = 2;
}
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}
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return texture.glIndex;
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},
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/**
* Pushes a new framebuffer onto the FBO stack and makes it the currently bound framebuffer.
*
* If there was another framebuffer already bound it will force a pipeline flush.
*
* Call `popFramebuffer` to remove it again.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#pushFramebuffer
* @since 3.50.0
*
* @param {WebGLFramebuffer} framebuffer - The framebuffer that needs to be bound.
* @param {boolean} [updateScissor=false] - Set the gl scissor to match the frame buffer size? Or, if `null` given, pop the scissor from the stack.
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* @param {boolean} [resetTextures=false] - Should the WebGL Textures be reset after the new framebuffer is bound?
*
* @return {this} This WebGLRenderer instance.
*/
pushFramebuffer: function (framebuffer, updateScissor, resetTextures)
{
if (framebuffer === this.currentFramebuffer)
{
return this;
}
this.fboStack.push(framebuffer);
return this.setFramebuffer(framebuffer, updateScissor, resetTextures);
},
/**
* Sets the given framebuffer as the active and currently bound framebuffer.
*
* If there was another framebuffer already bound it will force a pipeline flush.
*
* Typically, you should call `pushFramebuffer` instead of this method.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setFramebuffer
* @since 3.0.0
*
* @param {WebGLFramebuffer} framebuffer - The framebuffer that needs to be bound.
* @param {boolean} [updateScissor=false] - If a framebuffer is given, set the gl scissor to match the frame buffer size? Or, if `null` given, pop the scissor from the stack.
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* @param {boolean} [resetTextures=false] - Should the WebGL Textures be reset after the new framebuffer is bound?
* @param {boolean} [setViewport=true] - Should the WebGL viewport be set?
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*
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* @return {this} This WebGLRenderer instance.
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*/
setFramebuffer: function (framebuffer, updateScissor, resetTextures, setViewport)
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{
if (updateScissor === undefined) { updateScissor = false; }
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if (resetTextures === undefined) { resetTextures = false; }
if (setViewport === undefined) { setViewport = true; }
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if (framebuffer === this.currentFramebuffer)
{
return this;
}
var gl = this.gl;
var width = this.width;
var height = this.height;
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if (framebuffer && framebuffer.renderTexture)
{
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width = framebuffer.renderTexture.width;
height = framebuffer.renderTexture.height;
}
else
{
this.flush();
}
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gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
if (setViewport)
{
gl.viewport(0, 0, width, height);
}
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if (updateScissor)
{
if (framebuffer)
{
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this.drawingBufferHeight = height;
this.pushScissor(0, 0, width, height);
}
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else
{
this.drawingBufferHeight = this.height;
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this.popScissor();
}
}
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this.currentFramebuffer = framebuffer;
if (resetTextures)
{
this.resetTextures();
}
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return this;
},
/**
* Pops the previous framebuffer from the fbo stack and sets it.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#popFramebuffer
* @since 3.50.0
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*
* @param {boolean} [updateScissor=false] - If a framebuffer is given, set the gl scissor to match the frame buffer size? Or, if `null` given, pop the scissor from the stack.
* @param {boolean} [resetTextures=true] - Should the WebGL Textures be reset after the new framebuffer is bound?
* @param {boolean} [setViewport=true] - Should the WebGL viewport be set?
*
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* @return {WebGLFramebuffer} The Framebuffer that was set, or `null` if there aren't any more in the stack.
*/
popFramebuffer: function (updateScissor, resetTextures, setViewport)
{
if (updateScissor === undefined) { updateScissor = false; }
if (resetTextures === undefined) { resetTextures = false; }
if (setViewport === undefined) { setViewport = true; }
var fboStack = this.fboStack;
// Remove the current fbo
fboStack.pop();
// Reset the previous framebuffer
var framebuffer = fboStack[fboStack.length - 1];
if (!framebuffer)
{
framebuffer = null;
}
this.setFramebuffer(framebuffer, updateScissor, resetTextures, setViewport);
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return framebuffer;
},
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/**
* Binds a shader program.
*
* If there was a different program already bound it will force a pipeline flush first.
*
* If the same program given to this method is already set as the current program, no change
* will take place and this method will return `false`.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setProgram
* @since 3.0.0
*
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* @param {WebGLProgram} program - The program that needs to be bound.
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*
* @return {boolean} `true` if the given program was bound, otherwise `false`.
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*/
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setProgram: function (program)
{
if (program !== this.currentProgram)
{
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this.flush();
this.gl.useProgram(program);
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this.currentProgram = program;
return true;
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}
return false;
},
/**
* Rebinds whatever program `WebGLRenderer.currentProgram` is set as, without
* changing anything, or flushing.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#resetProgram
* @since 3.50.0
*
* @return {this} This WebGLRenderer instance.
*/
resetProgram: function ()
{
this.gl.useProgram(this.currentProgram);
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return this;
},
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/**
* Binds a vertex buffer.
*
* If there was a different vertex buffer already bound it will force a pipeline flush first.
*
* If the same buffer given to this method is already set as the current buffer, no change
* will take place and this method will return `false`.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setVertexBuffer
* @since 3.0.0
*
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* @param {WebGLBuffer} vertexBuffer - The buffer that needs to be bound.
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*
* @return {boolean} `true` if the given buffer was bound, otherwise `false`.
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*/
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setVertexBuffer: function (vertexBuffer)
{
if (vertexBuffer && vertexBuffer !== this.currentVertexBuffer)
{
var gl = this.gl;
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this.flush();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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this.currentVertexBuffer = vertexBuffer;
return true;
}
return false;
},
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/**
* Binds an index buffer. If there is an index buffer already bound it'll force a pipeline flush.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setIndexBuffer
* @since 3.0.0
*
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* @param {WebGLBuffer} indexBuffer - The buffer the needs to be bound.
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*
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* @return {this} This WebGLRenderer instance.
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*/
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setIndexBuffer: function (indexBuffer)
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{
var gl = this.gl;
if (indexBuffer && indexBuffer !== this.currentIndexBuffer)
{
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this.flush();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
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this.currentIndexBuffer = indexBuffer;
}
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return this;
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},
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/**
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* Creates a texture from an image source. If the source is not valid it creates an empty texture.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createTextureFromSource
* @since 3.0.0
*
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* @param {object} source - The source of the texture.
* @param {integer} width - The width of the texture.
* @param {integer} height - The height of the texture.
* @param {integer} scaleMode - The scale mode to be used by the texture.
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*
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* @return {?WebGLTexture} The WebGL Texture that was created, or `null` if it couldn't be created.
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*/
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createTextureFromSource: function (source, width, height, scaleMode)
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{
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var gl = this.gl;
var minFilter = gl.NEAREST;
var magFilter = gl.NEAREST;
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var wrap = gl.CLAMP_TO_EDGE;
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var texture = null;
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width = source ? source.width : width;
height = source ? source.height : height;
var pow = IsSizePowerOfTwo(width, height);
if (pow)
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{
wrap = gl.REPEAT;
}
if (scaleMode === CONST.ScaleModes.LINEAR && this.config.antialias)
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{
minFilter = (pow) ? this.mipmapFilter : gl.LINEAR;
magFilter = gl.LINEAR;
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}
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if (!source && typeof width === 'number' && typeof height === 'number')
{
texture = this.createTexture2D(0, minFilter, magFilter, wrap, wrap, gl.RGBA, null, width, height);
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}
else
{
texture = this.createTexture2D(0, minFilter, magFilter, wrap, wrap, gl.RGBA, source);
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}
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return texture;
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},
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/**
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* A wrapper for creating a WebGLTexture. If no pixel data is passed it will create an empty texture.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createTexture2D
* @since 3.0.0
*
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* @param {integer} mipLevel - Mip level of the texture.
* @param {integer} minFilter - Filtering of the texture.
* @param {integer} magFilter - Filtering of the texture.
* @param {integer} wrapT - Wrapping mode of the texture.
* @param {integer} wrapS - Wrapping mode of the texture.
* @param {integer} format - Which format does the texture use.
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* @param {?object} pixels - pixel data.
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* @param {integer} width - Width of the texture in pixels.
* @param {integer} height - Height of the texture in pixels.
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* @param {boolean} [pma=true] - Does the texture have premultiplied alpha?
* @param {boolean} [forceSize=false] - If `true` it will use the width and height passed to this method, regardless of the pixels dimension.
* @param {boolean} [flipY=false] - Sets the `UNPACK_FLIP_Y_WEBGL` flag the WebGL Texture uses during upload.
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*
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* @return {WebGLTexture} The WebGLTexture that was created.
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*/
createTexture2D: function (mipLevel, minFilter, magFilter, wrapT, wrapS, format, pixels, width, height, pma, forceSize, flipY)
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{
pma = (pma === undefined || pma === null) ? true : pma;
if (forceSize === undefined) { forceSize = false; }
if (flipY === undefined) { flipY = false; }
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var gl = this.gl;
var texture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
var currentTexture = gl.getParameter(gl.TEXTURE_BINDING_2D);
gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrapS);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrapT);
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gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, pma);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
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if (pixels === null || pixels === undefined)
{
gl.texImage2D(gl.TEXTURE_2D, mipLevel, format, width, height, 0, format, gl.UNSIGNED_BYTE, null);
}
else
{
if (!forceSize)
{
width = pixels.width;
height = pixels.height;
}
gl.texImage2D(gl.TEXTURE_2D, mipLevel, format, format, gl.UNSIGNED_BYTE, pixels);
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}
if (IsSizePowerOfTwo(width, height))
{
gl.generateMipmap(gl.TEXTURE_2D);
}
if (currentTexture)
{
gl.bindTexture(gl.TEXTURE_2D, currentTexture);
}
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texture.isAlphaPremultiplied = pma;
texture.isRenderTexture = false;
texture.width = width;
texture.height = height;
texture.glIndex = 0;
texture.glIndexCounter = -1;
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return texture;
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},
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/**
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* Creates a WebGL Framebuffer object and optionally binds a depth stencil render buffer.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createFramebuffer
* @since 3.0.0
*
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* @param {integer} width - If `addDepthStencilBuffer` is true, this controls the width of the depth stencil.
* @param {integer} height - If `addDepthStencilBuffer` is true, this controls the height of the depth stencil.
* @param {WebGLTexture} renderTexture - The color texture where the color pixels are written.
* @param {boolean} [addDepthStencilBuffer=false] - Create a Renderbuffer for the depth stencil?
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*
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* @return {WebGLFramebuffer} Raw WebGLFramebuffer
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*/
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createFramebuffer: function (width, height, renderTexture, addDepthStencilBuffer)
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{
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var gl = this.gl;
var framebuffer = gl.createFramebuffer();
var complete = 0;
this.setFramebuffer(framebuffer);
if (addDepthStencilBuffer)
{
var depthStencilBuffer = gl.createRenderbuffer();
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gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
}
renderTexture.isRenderTexture = true;
renderTexture.isAlphaPremultiplied = false;
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, renderTexture, 0);
complete = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if (complete !== gl.FRAMEBUFFER_COMPLETE)
{
var errors = {
36054: 'Incomplete Attachment',
36055: 'Missing Attachment',
36057: 'Incomplete Dimensions',
36061: 'Framebuffer Unsupported'
};
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throw new Error('Framebuffer status: ' + errors[complete]);
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}
framebuffer.renderTexture = renderTexture;
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this.setFramebuffer(null);
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this.resetTextures();
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return framebuffer;
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},
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/**
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* Creates a WebGLProgram instance based on the given vertex and fragment shader source.
*
* Then compiles, attaches and links the program before returning it.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createProgram
* @since 3.0.0
*
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* @param {string} vertexShader - The vertex shader source code as a single string.
* @param {string} fragmentShader - The fragment shader source code as a single string.
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*
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* @return {WebGLProgram} The linked WebGLProgram created from the given shader source.
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*/
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createProgram: function (vertexShader, fragmentShader)
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{
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var gl = this.gl;
var program = gl.createProgram();
var vs = gl.createShader(gl.VERTEX_SHADER);
var fs = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(vs, vertexShader);
gl.shaderSource(fs, fragmentShader);
gl.compileShader(vs);
gl.compileShader(fs);
if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS))
{
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throw new Error('Vertex Shader failed:\n' + gl.getShaderInfoLog(vs));
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}
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if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS))
{
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throw new Error('Fragment Shader failed:\n' + gl.getShaderInfoLog(fs));
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}
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gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS))
{
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throw new Error('Link Program failed:\n' + gl.getProgramInfoLog(program));
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}
gl.useProgram(program);
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return program;
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},
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/**
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* Wrapper for creating a vertex buffer.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createVertexBuffer
* @since 3.0.0
*
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* @param {ArrayBuffer} initialDataOrSize - It's either ArrayBuffer or an integer indicating the size of the vbo
* @param {integer} bufferUsage - How the buffer is used. gl.DYNAMIC_DRAW, gl.STATIC_DRAW or gl.STREAM_DRAW
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*
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* @return {WebGLBuffer} Raw vertex buffer
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*/
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createVertexBuffer: function (initialDataOrSize, bufferUsage)
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{
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var gl = this.gl;
var vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, initialDataOrSize, bufferUsage);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
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return vertexBuffer;
},
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/**
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* Wrapper for creating a vertex buffer.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createIndexBuffer
* @since 3.0.0
*
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* @param {ArrayBuffer} initialDataOrSize - Either ArrayBuffer or an integer indicating the size of the vbo.
* @param {integer} bufferUsage - How the buffer is used. gl.DYNAMIC_DRAW, gl.STATIC_DRAW or gl.STREAM_DRAW.
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*
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* @return {WebGLBuffer} Raw index buffer
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*/
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createIndexBuffer: function (initialDataOrSize, bufferUsage)
{
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var gl = this.gl;
var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, initialDataOrSize, bufferUsage);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
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return indexBuffer;
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},
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/**
* Calls `GL.deleteTexture` on the given WebGLTexture and also optionally
* resets the currently defined textures.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#deleteTexture
* @since 3.0.0
*
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* @param {WebGLTexture} texture - The WebGL Texture to be deleted.
* @param {boolean} [reset=false] - Call the `resetTextures` method after deleting this texture?
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*
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* @return {this} This WebGLRenderer instance.
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*/
deleteTexture: function (texture, reset)
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{
if (texture)
{
this.gl.deleteTexture(texture);
}
if (reset)
{
this.resetTextures();
}
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return this;
},
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/**
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* Deletes a WebGLFramebuffer from the GL instance.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#deleteFramebuffer
* @since 3.0.0
*
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* @param {WebGLFramebuffer} framebuffer - The Framebuffer to be deleted.
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*
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* @return {this} This WebGLRenderer instance.
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*/
deleteFramebuffer: function (framebuffer)
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{
if (framebuffer)
{
this.gl.deleteFramebuffer(framebuffer);
ArrayRemove(this.fboStack, framebuffer);
if (this.currentFramebuffer === framebuffer)
{
this.currentFramebuffer = null;
}
}
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return this;
},
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/**
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* Deletes a WebGLProgram from the GL instance.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#deleteProgram
* @since 3.0.0
*
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* @param {WebGLProgram} program - The shader program to be deleted.
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*
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* @return {this} This WebGLRenderer instance.
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*/
deleteProgram: function (program)
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{
if (program)
{
this.gl.deleteProgram(program);
}
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return this;
},
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/**
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* Deletes a WebGLBuffer from the GL instance.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#deleteBuffer
* @since 3.0.0
*
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* @param {WebGLBuffer} vertexBuffer - The WebGLBuffer to be deleted.
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*
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* @return {this} This WebGLRenderer instance.
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*/
deleteBuffer: function (buffer)
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{
this.gl.deleteBuffer(buffer);
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return this;
},
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/**
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* Controls the pre-render operations for the given camera.
* Handles any clipping needed by the camera and renders the background color if a color is visible.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#preRenderCamera
* @since 3.0.0
*
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to pre-render.
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*/
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preRenderCamera: function (camera)
{
var cx = camera.x;
var cy = camera.y;
var cw = camera.width;
var ch = camera.height;
var color = camera.backgroundColor;
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this.pipelines.preBatchCamera(camera);
this.pushScissor(cx, cy, cw, ch);
if (camera.mask)
{
this.currentCameraMask.mask = camera.mask;
this.currentCameraMask.camera = camera._maskCamera;
camera.mask.preRenderWebGL(this, camera, camera._maskCamera);
}
if (color.alphaGL > 0)
{
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var pipeline = this.pipelines.setMulti();
pipeline.drawFillRect(
cx, cy, cw, ch,
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Utils.getTintFromFloats(color.blueGL, color.greenGL, color.redGL, 1),
color.alphaGL
);
}
if (camera.postPipeline)
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{
camera.emit(CameraEvents.PRE_RENDER, camera);
}
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},
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/**
* Return the current stencil mask.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#getCurrentStencilMask
* @private
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* @since 3.50.0
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*/
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getCurrentStencilMask: function ()
{
var prev = null;
var stack = this.maskStack;
var cameraMask = this.currentCameraMask;
if (stack.length > 0)
{
prev = stack[stack.length - 1];
}
else if (cameraMask.mask && cameraMask.mask.isStencil)
{
prev = cameraMask;
}
return prev;
},
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/**
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* Controls the post-render operations for the given camera.
*
* Renders the foreground camera effects like flash and fading, then resets the current scissor state.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#postRenderCamera
* @since 3.0.0
*
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to post-render.
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*/
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postRenderCamera: function (camera)
{
if (camera.flashEffect.isRunning || camera.fadeEffect.isRunning)
{
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var pipeline = this.pipelines.setMulti();
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camera.flashEffect.postRenderWebGL(pipeline, Utils.getTintFromFloats);
camera.fadeEffect.postRenderWebGL(pipeline, Utils.getTintFromFloats);
}
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camera.dirty = false;
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this.popScissor();
if (camera.mask)
{
this.currentCameraMask.mask = null;
camera.mask.postRenderWebGL(this, camera._maskCamera);
}
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if (camera.postPipeline)
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{
camera.emit(CameraEvents.POST_RENDER, camera);
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this.pipelines.postBatchCamera(camera);
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}
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},
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/**
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* Clears the current vertex buffer and updates pipelines.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#preRender
* @since 3.0.0
*/
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preRender: function ()
{
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if (this.contextLost) { return; }
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var gl = this.gl;
// Make sure we are bound to the main frame buffer
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
if (this.config.clearBeforeRender)
{
var clearColor = this.config.backgroundColor;
gl.clearColor(clearColor.redGL, clearColor.greenGL, clearColor.blueGL, clearColor.alphaGL);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
}
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gl.enable(gl.SCISSOR_TEST);
this.currentScissor = this.defaultScissor;
this.scissorStack.length = 0;
this.scissorStack.push(this.currentScissor);
if (this.game.scene.customViewports)
{
gl.scissor(0, (this.drawingBufferHeight - this.height), this.width, this.height);
}
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this.currentMask.mask = null;
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this.currentCameraMask.mask = null;
this.maskStack.length = 0;
this.textureFlush = 0;
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this.pipelines.preRender();
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},
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/**
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* The core render step for a Scene Camera.
*
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* Iterates through the given array of Game Objects and renders them with the given Camera.
*
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* This is called by the `CameraManager.render` method. The Camera Manager instance belongs to a Scene, and is invoked
* by the Scene Systems.render method.
*
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* This method is not called if `Camera.visible` is `false`, or `Camera.alpha` is zero.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#render
* @since 3.0.0
*
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* @param {Phaser.Scene} scene - The Scene to render.
* @param {Phaser.GameObjects.GameObject[]} children - An array of filtered Game Objects that can be rendered by the given Camera.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Scene Camera to render with.
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*/
render: function (scene, children, camera)
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{
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if (this.contextLost) { return; }
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var childCount = children.length;
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this.pipelines.render(scene, camera);
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// Apply scissor for cam region + render background color, if not transparent
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this.preRenderCamera(camera);
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// Nothing to render, so bail out
if (childCount === 0)
{
this.setBlendMode(CONST.BlendModes.NORMAL);
// Applies camera effects and pops the scissor, if set
this.postRenderCamera(camera);
return;
}
// Reset the current type
this.currentType = '';
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var current = this.currentMask;
for (var i = 0; i < childCount; i++)
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{
this.finalType = (i === childCount - 1);
var child = children[i];
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if (child.blendMode !== this.currentBlendMode)
{
this.setBlendMode(child.blendMode);
}
var mask = child.mask;
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current = this.currentMask;
if (current.mask && current.mask !== mask)
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{
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// Render out the previously set mask
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current.mask.postRenderWebGL(this, current.camera);
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}
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if (mask && current.mask !== mask)
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{
mask.preRenderWebGL(this, child, camera);
}
var type = child.type;
if (type !== this.currentType)
{
this.newType = true;
this.currentType = type;
}
if (!this.finalType)
{
this.nextTypeMatch = (children[i + 1].type === this.currentType);
}
else
{
this.nextTypeMatch = false;
}
child.renderWebGL(this, child, camera);
this.newType = false;
}
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current = this.currentMask;
if (current.mask)
{
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// Render out the previously set mask, if it was the last item in the display list
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current.mask.postRenderWebGL(this, current.camera);
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}
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this.setBlendMode(CONST.BlendModes.NORMAL);
// Applies camera effects and pops the scissor, if set
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this.postRenderCamera(camera);
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},
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/**
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* The post-render step happens after all Cameras in all Scenes have been rendered.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#postRender
* @since 3.0.0
*/
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postRender: function ()
{
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if (this.contextLost) { return; }
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this.pipelines.postRender();
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var state = this.snapshotState;
if (state.callback)
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{
WebGLSnapshot(this.canvas, state);
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state.callback = null;
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}
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if (this.textureFlush > 0)
{
this.startActiveTexture++;
this.currentActiveTexture = 1;
}
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},
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/**
* Schedules a snapshot of the entire game viewport to be taken after the current frame is rendered.
*
* To capture a specific area see the `snapshotArea` method. To capture a specific pixel, see `snapshotPixel`.
*
* Only one snapshot can be active _per frame_. If you have already called `snapshotPixel`, for example, then
* calling this method will override it.
*
* Snapshots work by using the WebGL `readPixels` feature to grab every pixel from the frame buffer into an ArrayBufferView.
* It then parses this, copying the contents to a temporary Canvas and finally creating an Image object from it,
* which is the image returned to the callback provided. All in all, this is a computationally expensive and blocking process,
* which gets more expensive the larger the canvas size gets, so please be careful how you employ this in your game.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#snapshot
* @since 3.0.0
*
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* @param {Phaser.Types.Renderer.Snapshot.SnapshotCallback} callback - The Function to invoke after the snapshot image is created.
* @param {string} [type='image/png'] - The format of the image to create, usually `image/png` or `image/jpeg`.
* @param {number} [encoderOptions=0.92] - The image quality, between 0 and 1. Used for image formats with lossy compression, such as `image/jpeg`.
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*
* @return {this} This WebGL Renderer.
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*/
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snapshot: function (callback, type, encoderOptions)
{
return this.snapshotArea(0, 0, this.gl.drawingBufferWidth, this.gl.drawingBufferHeight, callback, type, encoderOptions);
},
/**
* Schedules a snapshot of the given area of the game viewport to be taken after the current frame is rendered.
*
* To capture the whole game viewport see the `snapshot` method. To capture a specific pixel, see `snapshotPixel`.
*
* Only one snapshot can be active _per frame_. If you have already called `snapshotPixel`, for example, then
* calling this method will override it.
*
* Snapshots work by using the WebGL `readPixels` feature to grab every pixel from the frame buffer into an ArrayBufferView.
* It then parses this, copying the contents to a temporary Canvas and finally creating an Image object from it,
* which is the image returned to the callback provided. All in all, this is a computationally expensive and blocking process,
* which gets more expensive the larger the canvas size gets, so please be careful how you employ this in your game.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#snapshotArea
* @since 3.16.0
*
* @param {integer} x - The x coordinate to grab from.
* @param {integer} y - The y coordinate to grab from.
* @param {integer} width - The width of the area to grab.
* @param {integer} height - The height of the area to grab.
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* @param {Phaser.Types.Renderer.Snapshot.SnapshotCallback} callback - The Function to invoke after the snapshot image is created.
* @param {string} [type='image/png'] - The format of the image to create, usually `image/png` or `image/jpeg`.
* @param {number} [encoderOptions=0.92] - The image quality, between 0 and 1. Used for image formats with lossy compression, such as `image/jpeg`.
*
* @return {this} This WebGL Renderer.
*/
snapshotArea: function (x, y, width, height, callback, type, encoderOptions)
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{
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var state = this.snapshotState;
state.callback = callback;
state.type = type;
state.encoder = encoderOptions;
state.getPixel = false;
state.x = x;
state.y = y;
state.width = Math.min(width, this.gl.drawingBufferWidth);
state.height = Math.min(height, this.gl.drawingBufferHeight);
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return this;
},
/**
* Schedules a snapshot of the given pixel from the game viewport to be taken after the current frame is rendered.
*
* To capture the whole game viewport see the `snapshot` method. To capture a specific area, see `snapshotArea`.
*
* Only one snapshot can be active _per frame_. If you have already called `snapshotArea`, for example, then
* calling this method will override it.
*
* Unlike the other two snapshot methods, this one will return a `Color` object containing the color data for
* the requested pixel. It doesn't need to create an internal Canvas or Image object, so is a lot faster to execute,
* using less memory.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#snapshotPixel
* @since 3.16.0
*
* @param {integer} x - The x coordinate of the pixel to get.
* @param {integer} y - The y coordinate of the pixel to get.
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* @param {Phaser.Types.Renderer.Snapshot.SnapshotCallback} callback - The Function to invoke after the snapshot pixel data is extracted.
*
* @return {this} This WebGL Renderer.
*/
snapshotPixel: function (x, y, callback)
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{
this.snapshotArea(x, y, 1, 1, callback);
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this.snapshotState.getPixel = true;
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return this;
},
/**
* Takes a snapshot of the given area of the given frame buffer.
*
* Unlike the other snapshot methods, this one is processed immediately and doesn't wait for the next render.
*
* Snapshots work by using the WebGL `readPixels` feature to grab every pixel from the frame buffer into an ArrayBufferView.
* It then parses this, copying the contents to a temporary Canvas and finally creating an Image object from it,
* which is the image returned to the callback provided. All in all, this is a computationally expensive and blocking process,
* which gets more expensive the larger the canvas size gets, so please be careful how you employ this in your game.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#snapshotFramebuffer
* @since 3.19.0
*
* @param {WebGLFramebuffer} framebuffer - The framebuffer to grab from.
* @param {integer} bufferWidth - The width of the framebuffer.
* @param {integer} bufferHeight - The height of the framebuffer.
* @param {Phaser.Types.Renderer.Snapshot.SnapshotCallback} callback - The Function to invoke after the snapshot image is created.
* @param {boolean} [getPixel=false] - Grab a single pixel as a Color object, or an area as an Image object?
* @param {integer} [x=0] - The x coordinate to grab from.
* @param {integer} [y=0] - The y coordinate to grab from.
* @param {integer} [width=bufferWidth] - The width of the area to grab.
* @param {integer} [height=bufferHeight] - The height of the area to grab.
* @param {string} [type='image/png'] - The format of the image to create, usually `image/png` or `image/jpeg`.
* @param {number} [encoderOptions=0.92] - The image quality, between 0 and 1. Used for image formats with lossy compression, such as `image/jpeg`.
*
* @return {this} This WebGL Renderer.
*/
snapshotFramebuffer: function (framebuffer, bufferWidth, bufferHeight, callback, getPixel, x, y, width, height, type, encoderOptions)
{
if (getPixel === undefined) { getPixel = false; }
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (width === undefined) { width = bufferWidth; }
if (height === undefined) { height = bufferHeight; }
var currentFramebuffer = this.currentFramebuffer;
this.snapshotArea(x, y, width, height, callback, type, encoderOptions);
var state = this.snapshotState;
state.getPixel = getPixel;
state.isFramebuffer = true;
state.bufferWidth = bufferWidth;
state.bufferHeight = bufferHeight;
this.setFramebuffer(framebuffer);
WebGLSnapshot(this.canvas, state);
this.setFramebuffer(currentFramebuffer);
state.callback = null;
state.isFramebuffer = false;
return this;
},
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/**
* Creates a new WebGL Texture based on the given Canvas Element.
*
* If the `dstTexture` parameter is given, the WebGL Texture is updated, rather than created fresh.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#canvasToTexture
* @since 3.0.0
*
* @param {HTMLCanvasElement} srcCanvas - The Canvas to create the WebGL Texture from
* @param {WebGLTexture} [dstTexture] - The destination WebGL Texture to set.
* @param {boolean} [noRepeat=false] - Should this canvas be allowed to set `REPEAT` (such as for Text objects?)
* @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`?
*
* @return {WebGLTexture} The newly created, or updated, WebGL Texture.
*/
canvasToTexture: function (srcCanvas, dstTexture, noRepeat, flipY)
{
if (noRepeat === undefined) { noRepeat = false; }
if (flipY === undefined) { flipY = false; }
if (!dstTexture)
{
return this.createCanvasTexture(srcCanvas, noRepeat, flipY);
}
else
{
return this.updateCanvasTexture(srcCanvas, dstTexture, flipY);
}
},
/**
* Creates a new WebGL Texture based on the given Canvas Element.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createCanvasTexture
* @since 3.20.0
*
* @param {HTMLCanvasElement} srcCanvas - The Canvas to create the WebGL Texture from
* @param {boolean} [noRepeat=false] - Should this canvas be allowed to set `REPEAT` (such as for Text objects?)
* @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`?
*
* @return {WebGLTexture} The newly created WebGL Texture.
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*/
createCanvasTexture: function (srcCanvas, noRepeat, flipY)
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{
if (noRepeat === undefined) { noRepeat = false; }
if (flipY === undefined) { flipY = false; }
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var gl = this.gl;
var minFilter = gl.NEAREST;
var magFilter = gl.NEAREST;
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var width = srcCanvas.width;
var height = srcCanvas.height;
var wrapping = gl.CLAMP_TO_EDGE;
var pow = IsSizePowerOfTwo(width, height);
if (!noRepeat && pow)
{
wrapping = gl.REPEAT;
}
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if (this.config.antialias)
{
minFilter = (pow) ? this.mipmapFilter : gl.LINEAR;
magFilter = gl.LINEAR;
}
return this.createTexture2D(0, minFilter, magFilter, wrapping, wrapping, gl.RGBA, srcCanvas, width, height, true, false, flipY);
},
/**
* Updates a WebGL Texture based on the given Canvas Element.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#updateCanvasTexture
* @since 3.20.0
*
* @param {HTMLCanvasElement} srcCanvas - The Canvas to update the WebGL Texture from.
* @param {WebGLTexture} dstTexture - The destination WebGL Texture to update.
* @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`?
*
* @return {WebGLTexture} The updated WebGL Texture.
*/
updateCanvasTexture: function (srcCanvas, dstTexture, flipY)
{
if (flipY === undefined) { flipY = false; }
var gl = this.gl;
var width = srcCanvas.width;
var height = srcCanvas.height;
if (width > 0 && height > 0)
{
gl.activeTexture(gl.TEXTURE0);
var currentTexture = gl.getParameter(gl.TEXTURE_BINDING_2D);
gl.bindTexture(gl.TEXTURE_2D, dstTexture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, srcCanvas);
dstTexture.width = width;
dstTexture.height = height;
if (currentTexture)
{
gl.bindTexture(gl.TEXTURE_2D, currentTexture);
}
}
return dstTexture;
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},
/**
* Creates a new WebGL Texture based on the given HTML Video Element.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createVideoTexture
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* @since 3.20.0
*
* @param {HTMLVideoElement} srcVideo - The Video to create the WebGL Texture from
* @param {boolean} [noRepeat=false] - Should this canvas be allowed to set `REPEAT`?
* @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`?
*
* @return {WebGLTexture} The newly created WebGL Texture.
*/
createVideoTexture: function (srcVideo, noRepeat, flipY)
{
if (noRepeat === undefined) { noRepeat = false; }
if (flipY === undefined) { flipY = false; }
var gl = this.gl;
var minFilter = gl.NEAREST;
var magFilter = gl.NEAREST;
var width = srcVideo.videoWidth;
var height = srcVideo.videoHeight;
var wrapping = gl.CLAMP_TO_EDGE;
var pow = IsSizePowerOfTwo(width, height);
if (!noRepeat && pow)
{
wrapping = gl.REPEAT;
}
if (this.config.antialias)
{
minFilter = (pow) ? this.mipmapFilter : gl.LINEAR;
magFilter = gl.LINEAR;
}
return this.createTexture2D(0, minFilter, magFilter, wrapping, wrapping, gl.RGBA, srcVideo, width, height, true, true, flipY);
},
/**
* Updates a WebGL Texture based on the given HTML Video Element.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#updateVideoTexture
* @since 3.20.0
*
* @param {HTMLVideoElement} srcVideo - The Video to update the WebGL Texture with.
* @param {WebGLTexture} dstTexture - The destination WebGL Texture to update.
* @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`?
*
* @return {WebGLTexture} The updated WebGL Texture.
*/
updateVideoTexture: function (srcVideo, dstTexture, flipY)
{
if (flipY === undefined) { flipY = false; }
var gl = this.gl;
var width = srcVideo.videoWidth;
var height = srcVideo.videoHeight;
if (width > 0 && height > 0)
{
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gl.activeTexture(gl.TEXTURE0);
var currentTexture = gl.getParameter(gl.TEXTURE_BINDING_2D);
gl.bindTexture(gl.TEXTURE_2D, dstTexture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, srcVideo);
dstTexture.width = width;
dstTexture.height = height;
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if (currentTexture)
{
gl.bindTexture(gl.TEXTURE_2D, currentTexture);
}
}
return dstTexture;
},
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/**
* Sets the minification and magnification filter for a texture.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setTextureFilter
* @since 3.0.0
*
* @param {integer} texture - The texture to set the filter for.
* @param {integer} filter - The filter to set. 0 for linear filtering, 1 for nearest neighbor (blocky) filtering.
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*
* @return {this} This WebGL Renderer instance.
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*/
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setTextureFilter: function (texture, filter)
{
var gl = this.gl;
var glFilter = [ gl.LINEAR, gl.NEAREST ][filter];
gl.activeTexture(gl.TEXTURE0);
var currentTexture = gl.getParameter(gl.TEXTURE_BINDING_2D);
gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, glFilter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, glFilter);
if (currentTexture)
{
gl.bindTexture(gl.TEXTURE_2D, currentTexture);
}
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return this;
},
/**
* Returns the largest texture size (either width or height) that can be created.
* Note that VRAM may not allow a texture of any given size, it just expresses
* hardware / driver support for a given size.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#getMaxTextureSize
* @since 3.8.0
*
* @return {integer} The maximum supported texture size.
*/
getMaxTextureSize: function ()
{
return this.config.maxTextureSize;
},
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/**
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* Destroy this WebGLRenderer, cleaning up all related resources such as pipelines, native textures, etc.
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*
* @method Phaser.Renderer.WebGL.WebGLRenderer#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.canvas.removeEventListener('webglcontextlost', this.contextLostHandler, false);
this.canvas.removeEventListener('webglcontextrestored', this.contextRestoredHandler, false);
var gl = this.gl;
var temp = this.tempTextures;
for (var i = 0; i < temp.length; i++)
{
gl.deleteTexture(temp[i]);
}
this.pipelines.destroy();
this.defaultCamera.destroy();
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this.fboStack = [];
this.maskStack = [];
this.extensions = {};
this.textureIndexes = [];
this.gl = null;
this.game = null;
this.canvas = null;
this.contextLost = true;
this.currentMask = null;
this.currentCameraMask = null;
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}
});
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module.exports = WebGLRenderer;