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

791 lines
26 KiB
JavaScript
Raw Normal View History

2020-11-11 17:46:03 +00:00
/**
* @author Richard Davey <rich@photonstorm.com>
2023-01-02 17:36:27 +00:00
* @copyright 2013-2023 Photon Storm Ltd.
2020-11-11 17:46:03 +00:00
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var AddBlendFS = require('../shaders/AddBlend-frag.js');
2020-12-09 15:54:56 +00:00
var BlendModes = require('../../BlendModes');
2020-11-11 17:46:03 +00:00
var Class = require('../../../utils/Class');
var ColorMatrix = require('../../../display/ColorMatrix');
2020-11-11 17:46:03 +00:00
var ColorMatrixFS = require('../shaders/ColorMatrix-frag.js');
var CopyFS = require('../shaders/Copy-frag.js');
var GetFastValue = require('../../../utils/object/GetFastValue');
var LinearBlendFS = require('../shaders/LinearBlend-frag.js');
var QuadVS = require('../shaders/Quad-vert.js');
var WebGLPipeline = require('../WebGLPipeline');
/**
* @classdesc
2020-11-13 15:54:36 +00:00
* The Utility Pipeline is a special-use pipeline that belongs to the Pipeline Manager.
2020-11-11 17:46:03 +00:00
*
2020-11-13 15:54:36 +00:00
* It provides 4 shaders and handy associated methods:
*
* 1) Copy Shader. A fast texture to texture copy shader with optional brightness setting.
* 2) Additive Blend Mode Shader. Blends two textures using an additive blend mode.
* 3) Linear Blend Mode Shader. Blends two textures using a linear blend mode.
* 4) Color Matrix Copy Shader. Draws a texture to a target using a Color Matrix.
*
2020-12-14 13:33:42 +00:00
* You do not extend this pipeline, but instead get a reference to it from the Pipeline
* Manager via the `setUtility` method. You can also access methods such as `copyFrame`
* directly from the Pipeline Manager.
2020-11-13 15:54:36 +00:00
*
2020-12-14 13:33:42 +00:00
* This pipeline provides methods for manipulating framebuffer backed textures, such as
* copying or blending one texture to another, copying a portion of a texture, additively
* blending two textures, flipping textures and more.
2020-11-11 17:46:03 +00:00
*
* The default shader attributes for this pipeline are:
*
* `inPosition` (vec2, offset 0)
* `inTexCoord` (vec2, offset 8)
*
2020-11-13 15:54:36 +00:00
* This pipeline has a hard-coded batch size of 1 and a hard coded set of vertices.
2020-11-11 17:46:03 +00:00
*
* @class UtilityPipeline
* @extends Phaser.Renderer.WebGL.WebGLPipeline
* @memberof Phaser.Renderer.WebGL.Pipelines
* @constructor
* @since 3.50.0
*
* @param {Phaser.Types.Renderer.WebGL.WebGLPipelineConfig} config - The configuration options for this pipeline.
*/
var UtilityPipeline = new Class({
Extends: WebGLPipeline,
initialize:
function UtilityPipeline (config)
{
2020-11-13 15:54:36 +00:00
config.renderTarget = GetFastValue(config, 'renderTarget', [
2020-11-11 17:46:03 +00:00
{
scale: 1
},
{
scale: 1
},
{
scale: 0.5
},
{
scale: 0.5
}
2020-11-13 15:54:36 +00:00
]);
config.vertShader = GetFastValue(config, 'vertShader', QuadVS);
config.shaders = GetFastValue(config, 'shaders', [
2020-11-11 17:46:03 +00:00
{
name: 'Copy',
fragShader: CopyFS
2020-11-11 17:46:03 +00:00
},
{
name: 'AddBlend',
fragShader: AddBlendFS
2020-11-11 17:46:03 +00:00
},
{
name: 'LinearBlend',
fragShader: LinearBlendFS
2020-11-11 17:46:03 +00:00
},
{
name: 'ColorMatrix',
fragShader: ColorMatrixFS
2020-11-11 17:46:03 +00:00
}
2020-11-13 15:54:36 +00:00
]);
2020-11-11 17:46:03 +00:00
config.attributes = GetFastValue(config, 'attributes', [
{
name: 'inPosition',
size: 2
2020-11-11 17:46:03 +00:00
},
{
name: 'inTexCoord',
size: 2
2020-11-11 17:46:03 +00:00
}
]);
config.vertices = [
-1, -1, 0, 0,
-1, 1, 0, 1,
1, 1, 1, 1,
-1, -1, 0, 0,
1, 1, 1, 1,
1, -1, 1, 0
];
2020-11-11 17:46:03 +00:00
config.batchSize = 1;
WebGLPipeline.call(this, config);
2020-11-13 15:54:36 +00:00
/**
* A default Color Matrix, used by the Color Matrix Shader when one
* isn't provided.
*
* @name Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#colorMatrix
* @type {Phaser.Display.ColorMatrix}
* @since 3.50.0
*/
this.colorMatrix = new ColorMatrix();
2020-11-13 15:54:36 +00:00
/**
* A reference to the Copy Shader belonging to this Utility Pipeline.
*
* This property is set during the `boot` method.
*
* @name Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#copyShader
* @type {Phaser.Renderer.WebGL.WebGLShader}
* @default null
* @since 3.50.0
*/
2020-11-11 17:46:03 +00:00
this.copyShader;
2020-11-13 15:54:36 +00:00
/**
* A reference to the Additive Blend Shader belonging to this Utility Pipeline.
*
* This property is set during the `boot` method.
*
* @name Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#addShader
* @type {Phaser.Renderer.WebGL.WebGLShader}
* @since 3.50.0
*/
2020-11-11 17:46:03 +00:00
this.addShader;
2020-11-13 15:54:36 +00:00
/**
* A reference to the Linear Blend Shader belonging to this Utility Pipeline.
*
* This property is set during the `boot` method.
*
* @name Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#linearShader
* @type {Phaser.Renderer.WebGL.WebGLShader}
* @since 3.50.0
*/
2020-11-11 17:46:03 +00:00
this.linearShader;
2020-11-13 15:54:36 +00:00
/**
* A reference to the Color Matrix Shader belonging to this Utility Pipeline.
*
* This property is set during the `boot` method.
*
* @name Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#colorMatrixShader
* @type {Phaser.Renderer.WebGL.WebGLShader}
* @since 3.50.0
*/
2020-11-11 17:46:03 +00:00
this.colorMatrixShader;
2020-11-13 15:54:36 +00:00
/**
* A reference to the Full Frame 1 Render Target.
*
* This property is set during the `boot` method.
*
* This Render Target is the full size of the renderer.
*
* You can use this directly in Post FX Pipelines for multi-target effects.
* However, be aware that these targets are shared between all post fx pipelines.
*
* @name Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#fullFrame1
* @type {Phaser.Renderer.WebGL.RenderTarget}
* @since 3.50.0
*/
2020-11-11 17:46:03 +00:00
this.fullFrame1;
2020-11-13 15:54:36 +00:00
/**
* A reference to the Full Frame 2 Render Target.
*
* This property is set during the `boot` method.
*
* This Render Target is the full size of the renderer.
*
* You can use this directly in Post FX Pipelines for multi-target effects.
* However, be aware that these targets are shared between all post fx pipelines.
*
* @name Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#fullFrame2
* @type {Phaser.Renderer.WebGL.RenderTarget}
* @since 3.50.0
*/
2020-11-11 17:46:03 +00:00
this.fullFrame2;
2020-11-13 15:54:36 +00:00
/**
* A reference to the Half Frame 1 Render Target.
*
* This property is set during the `boot` method.
*
* This Render Target is half the size of the renderer.
*
* You can use this directly in Post FX Pipelines for multi-target effects.
* However, be aware that these targets are shared between all post fx pipelines.
*
* @name Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#halfFrame1
* @type {Phaser.Renderer.WebGL.RenderTarget}
* @since 3.50.0
*/
2020-11-11 17:46:03 +00:00
this.halfFrame1;
2020-11-13 15:54:36 +00:00
/**
* A reference to the Half Frame 2 Render Target.
*
* This property is set during the `boot` method.
*
* This Render Target is half the size of the renderer.
*
* You can use this directly in Post FX Pipelines for multi-target effects.
* However, be aware that these targets are shared between all post fx pipelines.
*
* @name Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#halfFrame2
* @type {Phaser.Renderer.WebGL.RenderTarget}
* @since 3.50.0
*/
2020-11-11 17:46:03 +00:00
this.halfFrame2;
},
boot: function ()
{
WebGLPipeline.prototype.boot.call(this);
var shaders = this.shaders;
var targets = this.renderTargets;
this.copyShader = shaders[0];
this.addShader = shaders[1];
this.linearShader = shaders[2];
this.colorMatrixShader = shaders[3];
this.fullFrame1 = targets[0];
this.fullFrame2 = targets[1];
this.halfFrame1 = targets[2];
this.halfFrame2 = targets[3];
},
2020-11-13 15:54:36 +00:00
/**
* Copy the `source` Render Target to the `target` Render Target.
*
* You can optionally set the brightness factor of the copy.
*
* The difference between this method and `drawFrame` is that this method
* uses a faster copy shader, where only the brightness can be modified.
* If you need color level manipulation, see `drawFrame` instead.
*
* @method Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#copyFrame
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target.
* @param {Phaser.Renderer.WebGL.RenderTarget} [target] - The target Render Target.
* @param {number} [brightness=1] - The brightness value applied to the frame copy.
* @param {boolean} [clear=true] - Clear the target before copying?
2020-11-13 15:54:36 +00:00
* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
*/
copyFrame: function (source, target, brightness, clear, clearAlpha)
2020-11-11 17:46:03 +00:00
{
if (brightness === undefined) { brightness = 1; }
if (clear === undefined) { clear = true; }
2020-11-11 17:46:03 +00:00
if (clearAlpha === undefined) { clearAlpha = true; }
var gl = this.gl;
2020-12-14 13:33:42 +00:00
this.setShader(this.copyShader);
this.set1i('uMainSampler', 0);
this.set1f('uBrightness', brightness);
2020-11-11 17:46:03 +00:00
gl.activeTexture(gl.TEXTURE0);
2020-11-11 17:46:03 +00:00
gl.bindTexture(gl.TEXTURE_2D, source.texture);
if (target)
{
gl.viewport(0, 0, target.width, target.height);
gl.bindFramebuffer(gl.FRAMEBUFFER, target.framebuffer);
2020-11-11 17:46:03 +00:00
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, target.texture, 0);
}
else
{
gl.viewport(0, 0, source.width, source.height);
}
2020-11-11 17:46:03 +00:00
if (clear)
2020-11-11 17:46:03 +00:00
{
if (clearAlpha)
{
gl.clearColor(0, 0, 0, 0);
}
else
{
gl.clearColor(0, 0, 0, 1);
}
gl.clear(gl.COLOR_BUFFER_BIT);
}
gl.bufferData(gl.ARRAY_BUFFER, this.vertexData, gl.STATIC_DRAW);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.bindTexture(gl.TEXTURE_2D, null);
},
/**
* Copy the `source` Render Target to the `target` Render Target.
*
* The difference with this copy is that no resizing takes place. If the `source`
* Render Target is larger than the `target` then only a portion the same size as
* the `target` dimensions is copied across.
*
* You can optionally set the brightness factor of the copy.
*
* @method Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#blitFrame
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target.
* @param {Phaser.Renderer.WebGL.RenderTarget} target - The target Render Target.
* @param {number} [brightness=1] - The brightness value applied to the frame copy.
* @param {boolean} [clear=true] - Clear the target before copying?
* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
2020-12-09 15:54:56 +00:00
* @param {boolean} [eraseMode=false] - Erase source from target using ERASE Blend Mode?
* @param {boolean} [flipY=false] - Flip the UV on the Y axis before drawing?
*/
blitFrame: function (source, target, brightness, clear, clearAlpha, eraseMode, flipY)
{
if (brightness === undefined) { brightness = 1; }
if (clear === undefined) { clear = true; }
if (clearAlpha === undefined) { clearAlpha = true; }
2020-12-09 15:54:56 +00:00
if (eraseMode === undefined) { eraseMode = false; }
if (flipY === undefined) { flipY = false; }
var gl = this.gl;
2020-12-14 13:33:42 +00:00
this.setShader(this.copyShader);
this.set1i('uMainSampler', 0);
this.set1f('uBrightness', brightness);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, source.texture);
2020-12-10 16:58:34 +00:00
if (source.height > target.height)
2020-12-09 15:20:09 +00:00
{
gl.viewport(0, 0, source.width, source.height);
2020-12-10 16:58:34 +00:00
this.setTargetUVs(source, target);
2020-12-09 15:20:09 +00:00
}
else
{
var diff = target.height - source.height;
gl.viewport(0, diff, source.width, source.height);
}
gl.bindFramebuffer(gl.FRAMEBUFFER, target.framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, target.texture, 0);
if (clear)
{
if (clearAlpha)
{
gl.clearColor(0, 0, 0, 0);
}
else
{
gl.clearColor(0, 0, 0, 1);
}
gl.clear(gl.COLOR_BUFFER_BIT);
}
2020-12-09 15:54:56 +00:00
if (eraseMode)
{
var blendMode = this.renderer.currentBlendMode;
this.renderer.setBlendMode(BlendModes.ERASE);
}
if (flipY)
{
this.flipY();
}
gl.bufferData(gl.ARRAY_BUFFER, this.vertexData, gl.STATIC_DRAW);
gl.drawArrays(gl.TRIANGLES, 0, 6);
2020-12-09 15:54:56 +00:00
if (eraseMode)
{
this.renderer.setBlendMode(blendMode);
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.bindTexture(gl.TEXTURE_2D, null);
2020-12-09 15:20:09 +00:00
this.resetUVs();
},
2020-12-08 16:15:06 +00:00
/**
* Binds the `source` Render Target and then copies a section of it to the `target` Render Target.
*
* This method is extremely fast because it uses `gl.copyTexSubImage2D` and doesn't
* require the use of any shaders. Remember the coordinates are given in standard WebGL format,
* where x and y specify the lower-left corner of the section, not the top-left. Also, the
* copy entirely replaces the contents of the target texture, no 'merging' or 'blending' takes
* place.
2020-12-08 16:15:06 +00:00
*
* @method Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#copyFrameRect
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target.
* @param {Phaser.Renderer.WebGL.RenderTarget} target - The target Render Target.
* @param {number} x - The x coordinate of the lower left corner where to start copying.
* @param {number} y - The y coordinate of the lower left corner where to start copying.
* @param {number} width - The width of the texture.
* @param {number} height - The height of the texture.
* @param {boolean} [clear=true] - Clear the target before copying?
* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
*/
copyFrameRect: function (source, target, x, y, width, height, clear, clearAlpha)
{
if (clear === undefined) { clear = true; }
if (clearAlpha === undefined) { clearAlpha = true; }
var gl = this.gl;
gl.bindFramebuffer(gl.FRAMEBUFFER, source.framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, source.texture, 0);
if (clear)
{
if (clearAlpha)
{
gl.clearColor(0, 0, 0, 0);
}
else
{
gl.clearColor(0, 0, 0, 1);
}
gl.clear(gl.COLOR_BUFFER_BIT);
}
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, target.texture);
gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, x, y, width, height);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.bindTexture(gl.TEXTURE_2D, null);
},
/**
* Pops the framebuffer from the renderers FBO stack and sets that as the active target,
* then draws the `source` Render Target to it. It then resets the renderer textures.
*
* This should be done when you need to draw the _final_ results of a pipeline to the game
* canvas, or the next framebuffer in line on the FBO stack. You should only call this once
* in the `onDraw` handler and it should be the final thing called. Be careful not to call
* this if you need to actually use the pipeline shader, instead of the copy shader. In
* those cases, use the `bindAndDraw` method.
*
* @method Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#copyToGame
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.RenderTarget} source - The Render Target to draw from.
*/
copyToGame: function (source)
{
var gl = this.gl;
2020-12-14 13:33:42 +00:00
this.setShader(this.copyShader);
this.set1i('uMainSampler', 0);
this.set1f('uBrightness', 1);
this.renderer.popFramebuffer();
2020-11-11 17:46:03 +00:00
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, source.texture);
2020-11-11 17:46:03 +00:00
gl.bufferData(gl.ARRAY_BUFFER, this.vertexData, gl.STATIC_DRAW);
gl.drawArrays(gl.TRIANGLES, 0, 6);
},
2020-11-13 15:54:36 +00:00
/**
* Copy the `source` Render Target to the `target` Render Target, using the
* given Color Matrix.
*
* The difference between this method and `copyFrame` is that this method
* uses a color matrix shader, where you have full control over the luminance
* values used during the copy. If you don't need this, you can use the faster
* `copyFrame` method instead.
*
* @method Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#drawFrame
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target.
* @param {Phaser.Renderer.WebGL.RenderTarget} [target] - The target Render Target.
* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
* @param {Phaser.Display.ColorMatrix} [colorMatrix] - The Color Matrix to use when performing the draw.
*/
drawFrame: function (source, target, clearAlpha, colorMatrix)
{
if (clearAlpha === undefined) { clearAlpha = true; }
if (colorMatrix === undefined) { colorMatrix = this.colorMatrix; }
var gl = this.gl;
2020-12-14 13:33:42 +00:00
this.setShader(this.colorMatrixShader);
this.set1i('uMainSampler', 0);
this.set1fv('uColorMatrix', colorMatrix.getData());
this.set1f('uAlpha', colorMatrix.alpha);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, source.texture);
if (target)
{
gl.viewport(0, 0, target.width, target.height);
gl.bindFramebuffer(gl.FRAMEBUFFER, target.framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, target.texture, 0);
}
else
{
gl.viewport(0, 0, source.width, source.height);
}
2020-11-11 17:46:03 +00:00
if (clearAlpha)
{
gl.clearColor(0, 0, 0, 0);
}
else
{
gl.clearColor(0, 0, 0, 1);
}
gl.clear(gl.COLOR_BUFFER_BIT);
gl.bufferData(gl.ARRAY_BUFFER, this.vertexData, gl.STATIC_DRAW);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.bindTexture(gl.TEXTURE_2D, null);
2020-11-11 17:46:03 +00:00
},
2020-11-13 15:54:36 +00:00
/**
* Draws the `source1` and `source2` Render Targets to the `target` Render Target
* using a linear blend effect, which is controlled by the `strength` parameter.
*
* @method Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#blendFrames
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.RenderTarget} source1 - The first source Render Target.
* @param {Phaser.Renderer.WebGL.RenderTarget} source2 - The second source Render Target.
* @param {Phaser.Renderer.WebGL.RenderTarget} [target] - The target Render Target.
* @param {number} [strength=1] - The strength of the blend.
* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
* @param {Phaser.Renderer.WebGL.WebGLShader} [blendShader] - The shader to use during the blend copy.
*/
blendFrames: function (source1, source2, target, strength, clearAlpha, blendShader)
2020-11-11 17:46:03 +00:00
{
if (strength === undefined) { strength = 1; }
if (clearAlpha === undefined) { clearAlpha = true; }
if (blendShader === undefined) { blendShader = this.linearShader; }
var gl = this.gl;
2020-12-14 13:33:42 +00:00
this.setShader(blendShader);
this.set1i('uMainSampler1', 0);
this.set1i('uMainSampler2', 1);
this.set1f('uStrength', strength);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, source1.texture);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, source2.texture);
if (target)
{
gl.bindFramebuffer(gl.FRAMEBUFFER, target.framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, target.texture, 0);
gl.viewport(0, 0, target.width, target.height);
}
else
{
gl.viewport(0, 0, source1.width, source1.height);
}
if (clearAlpha)
{
gl.clearColor(0, 0, 0, 0);
}
else
{
gl.clearColor(0, 0, 0, 1);
}
2020-11-11 17:46:03 +00:00
gl.clear(gl.COLOR_BUFFER_BIT);
2020-11-11 17:46:03 +00:00
gl.bufferData(gl.ARRAY_BUFFER, this.vertexData, gl.STATIC_DRAW);
gl.drawArrays(gl.TRIANGLES, 0, 6);
2020-11-11 17:46:03 +00:00
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.bindTexture(gl.TEXTURE_2D, null);
2020-11-13 15:54:36 +00:00
},
/**
* Draws the `source1` and `source2` Render Targets to the `target` Render Target
* using an additive blend effect, which is controlled by the `strength` parameter.
*
* @method Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#blendFramesAdditive
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.RenderTarget} source1 - The first source Render Target.
* @param {Phaser.Renderer.WebGL.RenderTarget} source2 - The second source Render Target.
* @param {Phaser.Renderer.WebGL.RenderTarget} [target] - The target Render Target.
* @param {number} [strength=1] - The strength of the blend.
* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
*/
blendFramesAdditive: function (source1, source2, target, strength, clearAlpha)
{
this.blendFrames(source1, source2, target, strength, clearAlpha, this.addShader);
},
/**
* Clears the given Render Target.
*
* @method Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#clearFrame
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.RenderTarget} target - The Render Target to clear.
* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
*/
clearFrame: function (target, clearAlpha)
{
if (clearAlpha === undefined) { clearAlpha = true; }
var gl = this.gl;
gl.viewport(0, 0, target.width, target.height);
gl.bindFramebuffer(gl.FRAMEBUFFER, target.framebuffer);
if (clearAlpha)
{
gl.clearColor(0, 0, 0, 0);
}
else
{
gl.clearColor(0, 0, 0, 1);
}
gl.clear(gl.COLOR_BUFFER_BIT);
var fbo = this.renderer.currentFramebuffer;
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
},
/**
* Set the UV values for the 6 vertices that make up the quad used by the shaders
* in the Utility Pipeline.
*
2020-12-11 10:33:53 +00:00
* Be sure to call `resetUVs` once you have finished manipulating the UV coordinates.
*
2020-12-11 10:33:53 +00:00
* @method Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#setUVs
* @since 3.50.0
*
* @param {number} uA - The u value of vertex A.
* @param {number} vA - The v value of vertex A.
* @param {number} uB - The u value of vertex B.
* @param {number} vB - The v value of vertex B.
* @param {number} uC - The u value of vertex C.
* @param {number} vC - The v value of vertex C.
* @param {number} uD - The u value of vertex D.
* @param {number} vD - The v value of vertex D.
*/
setUVs: function (uA, vA, uB, vB, uC, vC, uD, vD)
{
var vertexViewF32 = this.vertexViewF32;
vertexViewF32[2] = uA;
vertexViewF32[3] = vA;
vertexViewF32[6] = uB;
vertexViewF32[7] = vB;
vertexViewF32[10] = uC;
vertexViewF32[11] = vC;
vertexViewF32[14] = uA;
vertexViewF32[15] = vA;
vertexViewF32[18] = uC;
vertexViewF32[19] = vC;
vertexViewF32[22] = uD;
vertexViewF32[23] = vD;
},
/**
2020-12-10 16:58:34 +00:00
* Sets the vertex UV coordinates of the quad used by the shaders in the Utility Pipeline
* so that they correctly adjust the texture coordinates for a blit frame effect.
*
2020-12-10 16:58:34 +00:00
* Be sure to call `resetUVs` once you have finished manipulating the UV coordinates.
*
2020-12-10 16:58:34 +00:00
* @method Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#setTargetUVs
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target.
* @param {Phaser.Renderer.WebGL.RenderTarget} target - The target Render Target.
*/
2020-12-10 16:58:34 +00:00
setTargetUVs: function (source, target)
{
var diff = (target.height / source.height);
if (diff > 0.5)
{
diff = 0.5 - (diff - 0.5);
}
else
{
diff = 0.5 + (0.5 - diff);
}
this.setUVs(0, diff, 0, 1 + diff, 1, 1 + diff, 1, diff);
},
/**
* Horizontally flips the UV coordinates of the quad used by the shaders in this
* Utility Pipeline.
*
2020-12-11 10:33:53 +00:00
* Be sure to call `resetUVs` once you have finished manipulating the UV coordinates.
*
* @method Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#flipX
* @since 3.50.0
*/
flipX: function ()
{
this.setUVs(1, 0, 1, 1, 0, 1, 0, 0);
},
/**
* Vertically flips the UV coordinates of the quad used by the shaders in this
* Utility Pipeline.
*
2020-12-11 10:33:53 +00:00
* Be sure to call `resetUVs` once you have finished manipulating the UV coordinates.
*
* @method Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#flipY
* @since 3.50.0
*/
flipY: function ()
{
this.setUVs(0, 1, 0, 0, 1, 0, 1, 1);
},
2020-12-09 15:20:09 +00:00
/**
* Resets the quad vertice UV values to their default settings.
*
* The quad is used by all shaders of the Utility Pipeline.
*
* @method Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#resetUVs
* @since 3.50.0
*/
resetUVs: function ()
{
2020-12-09 15:20:09 +00:00
this.setUVs(0, 0, 0, 1, 1, 1, 1, 0);
2020-11-11 17:46:03 +00:00
}
});
module.exports = UtilityPipeline;