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

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @author Felipe Alfonso <@bitnenfer>
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* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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var Class = require('../../../utils/Class');
var ShaderSourceFS = require('../shaders/ForwardDiffuse-frag.js');
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var TextureTintPipeline = require('./TextureTintPipeline');
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var LIGHT_COUNT = 10;
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/**
* @classdesc
* ForwardDiffuseLightPipeline implements a forward rendering approach for 2D lights.
* This pipeline extends TextureTintPipeline so it implements all it's rendering functions
* and batching system.
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*
* @class ForwardDiffuseLightPipeline
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* @extends Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline
* @memberOf Phaser.Renderer.WebGL.Pipelines
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* @constructor
* @since 3.0.0
*
* @param {object} config - [description]
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*/
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var ForwardDiffuseLightPipeline = new Class({
Extends: TextureTintPipeline,
initialize:
function ForwardDiffuseLightPipeline (config)
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{
config.fragShader = ShaderSourceFS.replace('%LIGHT_COUNT%', LIGHT_COUNT.toString());
TextureTintPipeline.call(this, config);
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},
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/**
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* This function binds its base class resources and this lights 2D resources.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#onBind
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* @override
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* @since 3.0.0
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*
* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any.
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*
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* @return {Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline} [description]
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*/
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onBind: function (gameObject)
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{
TextureTintPipeline.prototype.onBind.call(this);
var renderer = this.renderer;
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var program = this.program;
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this.mvpUpdate();
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renderer.setInt1(program, 'uNormSampler', 1);
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renderer.setFloat2(program, 'uResolution', this.width, this.height);
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if (gameObject)
{
this.setNormalMap(gameObject);
}
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return this;
},
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/**
* This function sets all the needed resources for each camera pass.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#onRender
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* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*
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* @return {Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline} [description]
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*/
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onRender: function (scene, camera)
{
this.active = false;
var lightManager = scene.sys.lights;
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if (!lightManager || lightManager.lights.length <= 0 || !lightManager.active)
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{
// Passthru
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return this;
}
var lights = lightManager.cull(camera);
var lightCount = Math.min(lights.length, LIGHT_COUNT);
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if (lightCount === 0)
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{
return this;
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}
this.active = true;
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var renderer = this.renderer;
var program = this.program;
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var cameraMatrix = camera.matrix;
var point = {x: 0, y: 0};
var height = renderer.height;
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var index;
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for (index = 0; index < LIGHT_COUNT; ++index)
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{
// Reset lights
renderer.setFloat1(program, 'uLights[' + index + '].radius', 0);
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}
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renderer.setFloat4(program, 'uCamera', camera.x, camera.y, camera.rotation, camera.zoom);
renderer.setFloat3(program, 'uAmbientLightColor', lightManager.ambientColor.r, lightManager.ambientColor.g, lightManager.ambientColor.b);
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for (index = 0; index < lightCount; ++index)
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{
var light = lights[index];
var lightName = 'uLights[' + index + '].';
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cameraMatrix.transformPoint(light.x, light.y, point);
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renderer.setFloat2(program, lightName + 'position', point.x - (camera.scrollX * light.scrollFactorX * camera.zoom), height - (point.y - (camera.scrollY * light.scrollFactorY) * camera.zoom));
renderer.setFloat3(program, lightName + 'color', light.r, light.g, light.b);
renderer.setFloat1(program, lightName + 'intensity', light.intensity);
renderer.setFloat1(program, lightName + 'radius', light.radius);
}
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return this;
},
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/**
* Sets the Game Objects normal map as the active texture.
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*
* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#setNormalMap
* @since 3.11.0
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*
* @param {Phaser.GameObjects.GameObject} gameObject - [description]
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*/
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setNormalMap: function (gameObject)
{
if (!this.active || !gameObject || !gameObject.texture)
{
return;
}
// var normalTexture = tilemapLayer.tileset.image.dataSource[0];
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var normalTexture = gameObject.texture.dataSource[gameObject.frame.sourceIndex];
if (normalTexture)
{
this.setTexture2D(normalTexture.glTexture, 1);
}
this.renderer.setPipeline(gameObject.defaultPipeline);
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},
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/**
* [description]
*
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* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#batchSprite
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* @since 3.0.0
*
* @param {Phaser.GameObjects.Sprite} sprite - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
* @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - [description]
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*
*/
batchSprite: function (sprite, camera, parentTransformMatrix)
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{
if (!this.active)
{
return;
}
var normalTexture = sprite.texture.dataSource[sprite.frame.sourceIndex];
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if (normalTexture)
{
this.renderer.setPipeline(this);
this.setTexture2D(normalTexture.glTexture, 1);
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TextureTintPipeline.prototype.batchSprite.call(this, sprite, camera, parentTransformMatrix);
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}
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}
});
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ForwardDiffuseLightPipeline.LIGHT_COUNT = LIGHT_COUNT;
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module.exports = ForwardDiffuseLightPipeline;