phaser/v3/src/renderer/webgl/renderers/BaseRenderer.js

146 lines
3.1 KiB
JavaScript
Raw Normal View History

var Class = require('../../../utils/Class');
var BaseRenderer = new Class({
initialize:
function BaseRenderer(config)
{
this.name = config.name;
this.game = config.game;
this.view = config.game.canvas;
this.resolution = config.game.config.resolution;
this.width = config.game.config.width * this.resolution;
this.height = config.game.config.height * this.resolution;
this.glContext = config.gl;
this.vertexCount = 0;
this.vertexCapacity = config.vertexCapacity;
this.manager = config.manager;
this.resources = config.manager.resourceManager;
this.vertexData = new ArrayBuffer(config.vertexCapacity * config.vertexSize);
this.vertexBuffer = null;
this.program = null;
this.vertexLayout = config.vertexLayout;
this.vertexSize = config.vertexSize;
this.currentRenderTarget = null;
this.currentProgram = null;
this.topology = config.gl.TRIANGLES;
this.viewMatrix = new Float32Array([
+2.0 / this.width,
+0.0,
+0.0,
+0.0,
+0.0,
-2.0 / this.height,
+0.0,
+0.0,
+0.0,
+0.0,
+1.0,
+1.0,
-1.0,
+1.0,
+0.0,
+0.0
]);
this.init(config);
},
init: function (config)
{
var gl = this.glContext;
var resources = this.resources;
var vertexSize = this.vertexSize;
var vertexLayout = this.vertexLayout;
var program = resources.createShader(this.name, config.shader);
var vertexBuffer = resources.createBuffer(gl.ARRAY_BUFFER, this.vertexCapacity, gl.STREAM_DRAW);
for (var key in vertexLayout)
{
var element = vertexLayout[key];
vertexBuffer.addAttribute(
program.getAttribLocation(key),
element.size,
element.type,
element.normalize,
vertexSize,
element.offset
);
}
this.vertexBuffer = vertexBuffer;
this.program = program;
return this;
},
begin: function (renderTarget, program)
{
if (this.currentRenderTarget !== null ||
this.currentProgram !== null)
{
this.end();
}
this.currentRenderTarget = (renderTarget || null);
this.currentProgram = (program || this.program);
return this;
},
end: function ()
{
var renderTarget = this.currentRenderTarget;
var program = this.currentProgram;
var gl = this.glContext;
var vertexCount = this.vertexCount;
var viewMatrix = this.viewMatrix;
var vertexBuffer = this.vertexBuffer;
var vertexData = this.vertexData;
var topology = this.topology;
this.currentRenderTarget = null;
this.program = null;
this.vertexCount = 0;
if (vertexCount === 0) return;
viewMatrix[0] = +2.0 / this.width;
viewMatrix[5] = -2.0 / this.height;
program.bind();
vertexBuffer.bind();
vertexBuffer.updateResource(vertexData, 0);
gl.bindFramebuffer(gl.FRAMEBUFFER, renderTarget.framebufferObject);
gl.uniformMatrix4fv(gl.getUniformLocation(program.program, 'u_view_matrix'), false, viewMatrix);
gl.drawArrays(topology, 0, vertexCount);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
return this;
},
destroy: function ()
{
var resources = this.resources;
resources.deleteShader(this.program);
resources.deleteBuffer(this.vertexBuffer);
this.program = null;
this.vertexBuffer = null;
return this;
}
});
module.exports = BaseRenderer;