2017-04-11 13:15:38 +00:00
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var Class = require('../../utils/Class');
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var GameObject = require('../GameObject');
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var Components = require('../../components');
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var Render = require('./RenderPassRender');
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var RenderPass = new Class({
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Extends: GameObject,
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Mixins: [
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Components.Alpha,
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Components.BlendMode,
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Components.Flip,
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Components.GetBounds,
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Components.Origin,
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Components.RenderTarget,
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Components.ScaleMode,
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Components.Size,
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Components.Transform,
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Components.Visible,
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Render
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],
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initialize:
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2017-04-12 23:05:12 +00:00
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function RenderPass (state, x, y, width, height, shaderName, fragmentShader)
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2017-04-11 13:15:38 +00:00
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{
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2017-04-12 23:05:12 +00:00
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GameObject.call(this, state, 'RenderPass');
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2017-04-11 13:15:38 +00:00
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var resourceManager = state.game.renderer.resourceManager;
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var gl;
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this.dstRenderTarget = null
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this.dstRenderTexture = null;
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this.dstShader = null;
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this.uniforms = {};
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if (resourceManager !== undefined)
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{
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/*gl = state.game.renderer.gl;
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this.dstShader = resourceManager.createShader(shaderName, {
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vert: TexturedAndNormalizedTintedShader.vert,
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frag: fragmentShader
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});
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this.dstRenderTexture = resourceManager.createTexture(
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0,
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gl.LINEAR, gl.LINEAR,
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gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE,
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gl.RGBA,
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null, width, height
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);
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this.dstRenderTarget = resourceManager.createRenderTarget(width, height, this.dstRenderTexture, null); */
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state.game.renderer.currentTexture = null; // force rebinding of prev texture
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}
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this.flipY = true;
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this.setPosition(x, y);
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this.setSize(width, height);
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this.setOrigin(0, 0);
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},
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render: function (gameObject)
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{
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},
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getUniformLocation: function (uniformName)
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{
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var dstShader = this.dstShader;
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var uniforms = this.uniforms;
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var location;
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if (uniformName in uniforms)
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{
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location = uniforms[uniformName];
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}
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else
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{
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location = dstShader.getUniformLocation(uniformName);
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uniforms[uniformName] = location;
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}
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return location;
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},
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setFloat: function (uniformName, x)
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{
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var dstShader = this.dstShader;
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if (dstShader === null)
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return;
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dstShader.setConstantFloat1(this.getUniformLocation(uniformName), x);
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},
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setFloat2: function (uniformName, x, y)
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{
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var dstShader = this.dstShader;
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if (dstShader === null)
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return;
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dstShader.setConstantFloat2(this.getUniformLocation(uniformName), x, y);
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},
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setFloat3: function (uniformName, x, y, z)
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{
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var dstShader = this.dstShader;
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if (dstShader === null)
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return;
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dstShader.setConstantFloat3(this.getUniformLocation(uniformName), x, y, z);
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},
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setFloat4: function (uniformName, x, y, z, w)
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{
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var dstShader = this.dstShader;
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if (dstShader === null)
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return;
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dstShader.setConstantFloat4(this.getUniformLocation(uniformName), x, y, z, w);
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},
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setInt: function (uniformName, x)
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{
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var dstShader = this.dstShader;
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if (dstShader === null)
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return;
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dstShader.setConstantInt1(this.getUniformLocation(uniformName), x);
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},
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setInt2: function (uniformName, x, y)
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{
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var dstShader = this.dstShader;
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if (dstShader === null)
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return;
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dstShader.setConstantInt2(this.getUniformLocation(uniformName), x, y);
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},
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setInt3: function (uniformName, x, y, z)
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{
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var dstShader = this.dstShader;
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if (dstShader === null)
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return;
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dstShader.setConstantInt3(this.getUniformLocation(uniformName), x, y, z);
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},
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setInt4: function (uniformName, x, y, z, w)
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{
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var dstShader = this.dstShader;
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if (dstShader === null)
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return;
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dstShader.setConstantInt4(this.getUniformLocation(uniformName), x, y, z, w);
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},
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setMatrix2x2: function (uniformName, matrix)
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{
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var dstShader = this.dstShader;
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if (dstShader === null)
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return;
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dstShader.setConstantMatrix2x2(this.getUniformLocation(uniformName), matrix);
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},
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setMatrix3x3: function (uniformName, matrix)
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{
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var dstShader = this.dstShader;
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if (dstShader === null)
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return;
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dstShader.setConstantMatrix3x3(this.getUniformLocation(uniformName), matrix);
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},
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setMatrix4x4: function (uniformName, matrix)
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{
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var dstShader = this.dstShader;
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if (dstShader === null)
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return;
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dstShader.setConstantMatrix4x4(this.getUniformLocation(uniformName), matrix);
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}
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});
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module.exports = RenderPass;
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