phaser/v3/src/renderer/webgl/ResourceManager.js

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var Class = require('../../utils/Class');
var Resources = require('./resources');
var ResourceManager = new Class({
initialize:
function ResourceManager (gl)
{
this.gl = gl;
// Maybe add pooling here?
this.shaderCache = {};
this.shaderCount = 0;
},
createRenderTarget: function (width, height, colorBuffer, depthStencilBuffer)
{
var gl = this.gl;
var framebufferObject = gl.createFramebuffer();
var depthStencilRenderbufferObject = null;
var colorRenderbufferObject = null;
var complete = 0;
gl.bindFramebuffer(gl.FRAMEBUFFER, framebufferObject);
if (depthStencilBuffer !== undefined && depthStencilBuffer !== null)
{
depthStencilBuffer.isRenderTexture = true;
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilBuffer.texture, depthStencilBuffer.mipLevel);
}
else
{
depthStencilRenderbufferObject = gl.createRenderbuffer();
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gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilRenderbufferObject);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilRenderbufferObject);
}
if (colorBuffer !== undefined && colorBuffer !== null)
{
colorBuffer.isRenderTexture = true;
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorBuffer.texture, colorBuffer.mipLevel);
}
else
{
colorRenderbufferObject = gl.createRenderbuffer();
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gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbufferObject);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, width, height);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbufferObject);
}
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complete = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if (complete !== gl.FRAMEBUFFER_COMPLETE)
{
var errors = {
36054: 'Incomplete Attachment',
36055: 'Missing Attachment',
36057: 'Incomplete Dimensions',
36061: 'Framebuffer Unsupported'
};
throw new Error('Framebuffer incomplete. Framebuffer status: ' + errors[complete]);
}
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
return new Resources.RenderTarget(
framebufferObject,
width, height,
(colorBuffer === undefined ? null : colorBuffer),
(depthStencilBuffer === undefined ? null : depthStencilBuffer)
);
},
createBuffer: function (target, initialDataOrSize, bufferUsage)
{
var gl = this.gl;
var bufferObject = gl.createBuffer();
gl.bindBuffer(target, bufferObject);
gl.bufferData(target, initialDataOrSize, bufferUsage);
switch (target)
{
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case gl.ARRAY_BUFFER:
return new Resources.VertexBuffer(gl, bufferObject);
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case gl.ELEMENT_ARRAY_BUFFER:
return new Resources.IndexBuffer(gl, bufferObject);
default:
throw new Error('Invalid Buffer Target');
}
},
createTexture: function (mipLevel, minFilter, magFilter, wrapT, wrapS, format, pixels, width, height)
{
var gl = this.gl;
var texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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);
if (pixels === null || pixels === undefined)
{
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gl.texImage2D(gl.TEXTURE_2D, mipLevel, format, width, height, 0, format, gl.UNSIGNED_BYTE, null);
}
else
{
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gl.texImage2D(gl.TEXTURE_2D, mipLevel, format, format, gl.UNSIGNED_BYTE, pixels);
width = pixels.width;
height = pixels.height;
}
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gl.bindTexture(gl.TEXTURE_2D, null);
return new Resources.Texture(texture, width, height);
},
createShader: function (shaderName, shaderSources)
{
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if (shaderName === null || shaderName === undefined)
{
shaderName += 'Shader' + this.shaderCount;
this.shaderCount += 1;
}
if (!(shaderName in this.shaderCache))
{
var gl = this.gl;
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var program;
var vertShader;
var fragShader;
var status;
var error;
var shader;
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vertShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertShader, shaderSources.vert);
gl.compileShader(vertShader);
error = gl.getShaderInfoLog(vertShader);
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status = gl.getShaderParameter(vertShader, gl.COMPILE_STATUS);
if (!status && error && error.length > 0)
{
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throw new Error('Vertex Shader Compilation Error. Shader name: ' + shaderName + '.\n' + error + '\n\n Shader source:\n' + shaderSources.vert);
}
else if (error && error.length > 10)
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{
console.warn('Vertex Shader Compilation Warning. Shader name: ' + shaderName + '.\n' + error + '\n\n Shader source:\n' + shaderSources.vert);
}
fragShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragShader, shaderSources.frag);
gl.compileShader(fragShader);
error = gl.getShaderInfoLog(fragShader);
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status = gl.getShaderParameter(fragShader, gl.COMPILE_STATUS);
if (!status && error && error.length > 0)
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{
throw new Error('Fragment Shader Compilation Error. Shader name: ' + shaderName + '.\n' + error + '\n\n Shader source:\n' + shaderSources.frag);
}
else if (error && error.length > 10)
{
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console.warn('Fragment Shader Compilation Warning. Shader name: ' + shaderName + '.\n' + error + '\n\n Shader source:\n' + shaderSources.frag);
}
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program = gl.createProgram();
gl.attachShader(program, vertShader);
gl.attachShader(program, fragShader);
gl.linkProgram(program);
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gl.validateProgram(program);
error = gl.getProgramInfoLog(program);
status = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!status && error && error.length > 0)
{
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throw new Error('Program Linking Error. Shader name: ' + shaderName + '.\n' + error);
}
else if (error && error.length > 0)
{
console.warn('Program Linking Warning. Shader name: ' + shaderName + '.\n' + error);
}
if (!error)
{
}
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error = gl.getProgramInfoLog(program);
status = gl.getProgramParameter(program, gl.VALIDATE_STATUS);
if (!status && error && error.length > 0)
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{
throw new Error('Program Validation Error. Shader name: ' + shaderName + '.\n' + error);
}
else if (error && error.length > 0)
{
console.warn('Program Validation Warning. Shader name: ' + shaderName + '.\n' + error);
}
shader = new Resources.Shader(shaderName, gl, program, vertShader, fragShader);
this.shaderCache[shaderName] = shader;
return shader;
}
else
{
return this.shaderCache[shaderName];
}
},
deleteShader: function (shader)
{
var storedShader = this.shaderCache[shader.name];
var gl = this.gl;
if (storedShader !== undefined)
{
delete this.shaderCache;
}
gl.deleteShader(shader.vertexShader);
gl.deleteShader(shader.fragmentShader);
gl.deleteProgram(shader.program);
shader.vertexShader = null;
shader.fragmentShader = null;
shader.program = null;
shader.name = null;
},
deleteBuffer: function (buffer)
{
var gl = this.gl;
gl.deleteBuffer(buffer.bufferObject);
}
});
module.exports = ResourceManager;