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

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/**
* @author Richard Davey <rich@photonstorm.com>
* @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');
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var TextureTintPipeline = require('./TextureTintPipeline');
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var LIGHT_COUNT = 10;
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/**
* @classdesc
* [description]
*
* @class ForwardDiffuseLightPipeline
* @extends Phaser.Renderer.WebGL.TextureTintPipeline
* @memberOf Phaser.Renderer.WebGL
* @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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/**
* [description]
*
* @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#onBind
* @since 3.0.0
*
* @return {Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline} [description]
*/
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onBind: function ()
{
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);
return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#onRender
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*
* @return {Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline} [description]
*/
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onRender: function (scene, camera)
{
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var lightManager = scene.lights;
lightManager.culledLights.length = 0;
if (lightManager.lights.length <= 0 || !lightManager.active)
{
return this; // If not visible lights just passthrough
}
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var renderer = this.renderer;
var program = this.program;
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var lights = scene.lights.cull(camera);
var lightCount = Math.min(lights.length, LIGHT_COUNT);
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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{
renderer.setFloat1(program, 'uLights[' + index + '].radius', 0); // reset lights
}
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if (lightCount <= 0) { return this; }
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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 + '].';
cameraMatrix.transformPoint(light.x, light.y, point);
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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/**
* [description]
*
* @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#drawStaticTilemapLayer
* @since 3.0.0
*
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* @param {Phaser.Tilemaps.StaticTilemapLayer} tilemap - [description]
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* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*
*/
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drawStaticTilemapLayer: function (tilemap, camera)
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{
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var normalTexture = tilemap.texture.dataSource[0];
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if (normalTexture)
{
this.renderer.setPipeline(this);
this.setTexture2D(normalTexture.glTexture, 1);
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TextureTintPipeline.prototype.drawStaticTilemapLayer.call(this, tilemap, camera);
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}
else
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{
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console.warn('Normal map texture missing for using Light2D pipeline. StaticTilemapLayer rendered with default pipeline.');
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this.renderer.pipelines.TextureTintPipeline.drawStaticTilemapLayer(tilemap, camera);
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}
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#drawEmitterManager
* @since 3.0.0
*
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* @param {Phaser.GameObjects.Particles.ParticleEmitterManager} emitterManager - [description]
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* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*
*/
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drawEmitterManager: function (emitterManager, camera)
{
var normalTexture = emitterManager.texture.dataSource[0];
if (normalTexture)
{
this.renderer.setPipeline(this);
this.setTexture2D(normalTexture.glTexture, 1);
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TextureTintPipeline.prototype.drawEmitterManager.call(this, emitterManager, camera);
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}
else
{
console.warn('Normal map texture missing for using Light2D pipeline. EmitterManager rendered with default pipeline.');
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this.renderer.pipelines.TextureTintPipeline.drawEmitterManager(emitterManager, camera);
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}
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#drawBlitter
* @since 3.0.0
*
* @param {Phaser.GameObjects.Blitter} blitter - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*
*/
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drawBlitter: function (blitter, camera)
{
var normalTexture = blitter.texture.dataSource[0];
if (normalTexture)
{
this.renderer.setPipeline(this);
this.setTexture2D(normalTexture.glTexture, 1);
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TextureTintPipeline.prototype.drawBlitter.call(this, blitter, camera);
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}
else
{
console.warn('Normal map texture missing for using Light2D pipeline. Blitter rendered with default pipeline.');
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this.renderer.pipelines.TextureTintPipeline.drawBlitter(blitter, camera);
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}
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#batchSprite
* @since 3.0.0
*
* @param {Phaser.GameObjects.Sprite} sprite - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*
*/
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batchSprite: function (sprite, camera)
{
var normalTexture = sprite.texture.dataSource[0];
if (normalTexture)
{
this.renderer.setPipeline(this);
this.setTexture2D(normalTexture.glTexture, 1);
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TextureTintPipeline.prototype.batchSprite.call(this, sprite, camera);
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}
else
{
console.warn('Normal map texture missing for using Light2D pipeline. Sprite rendered with default pipeline.');
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this.renderer.pipelines.TextureTintPipeline.batchSprite(sprite, camera);
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}
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#batchMesh
* @since 3.0.0
*
* @param {Phaser.GameObjects.Mesh} mesh - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*
*/
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batchMesh: function (mesh, camera)
{
var normalTexture = mesh.texture.dataSource[0];
if (normalTexture)
{
this.renderer.setPipeline(this);
this.setTexture2D(normalTexture.glTexture, 1);
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TextureTintPipeline.prototype.batchMesh.call(this, mesh, camera);
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}
else
{
console.warn('Normal map texture missing for using Light2D pipeline. Mesh rendered with default pipeline.');
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this.renderer.pipelines.TextureTintPipeline.batchMesh(mesh, camera);
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}
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#batchBitmapText
* @since 3.0.0
*
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* @param {Phaser.GameObjects.BitmapText} bitmapText - [description]
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* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*
*/
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batchBitmapText: function (bitmapText, camera)
{
var normalTexture = bitmapText.texture.dataSource[0];
if (normalTexture)
{
this.renderer.setPipeline(this);
this.setTexture2D(normalTexture.glTexture, 1);
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TextureTintPipeline.prototype.batchBitmapText.call(this, bitmapText, camera);
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}
else
{
console.warn('Normal map texture missing for using Light2D pipeline. BitmapText rendered with default pipeline.');
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this.renderer.pipelines.TextureTintPipeline.batchBitmapText(bitmapText, camera);
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}
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#batchDynamicBitmapText
* @since 3.0.0
*
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* @param {Phaser.GameObjects.DynamicBitmapText} bitmapText - [description]
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* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*
*/
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batchDynamicBitmapText: function (bitmapText, camera)
{
var normalTexture = bitmapText.texture.dataSource[0];
if (normalTexture)
{
this.renderer.setPipeline(this);
this.setTexture2D(normalTexture.glTexture, 1);
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TextureTintPipeline.prototype.batchDynamicBitmapText.call(this, bitmapText, camera);
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}
else
{
console.warn('Normal map texture missing for using Light2D pipeline. DynamicBitmapText rendered with default pipeline.');
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this.renderer.pipelines.TextureTintPipeline.batchDynamicBitmapText(bitmapText, camera);
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}
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#batchText
* @since 3.0.0
*
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* @param {Phaser.GameObjects.Text} text - [description]
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* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*
*/
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batchText: function (text, camera)
{
var normalTexture = text.texture.dataSource[0];
if (normalTexture)
{
this.renderer.setPipeline(this);
this.setTexture2D(normalTexture.glTexture, 1);
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TextureTintPipeline.prototype.batchText.call(this, text, camera);
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}
else
{
console.warn('Normal map texture missing for using Light2D pipeline. Text rendered with default pipeline.');
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this.renderer.pipelines.TextureTintPipeline.batchText(text, camera);
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}
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#batchDynamicTilemapLayer
* @since 3.0.0
*
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* @param {Phaser.Tilemaps.DynamicTilemapLayer} tilemapLayer - [description]
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* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*
*/
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batchDynamicTilemapLayer: function (tilemapLayer, camera)
{
var normalTexture = tilemapLayer.texture.dataSource[0];
if (normalTexture)
{
this.renderer.setPipeline(this);
this.setTexture2D(normalTexture.glTexture, 1);
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TextureTintPipeline.prototype.batchDynamicTilemapLayer.call(this, tilemapLayer, camera);
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}
else
{
console.warn('Normal map texture missing for using Light2D pipeline. DynamicTilemapLayer rendered with default pipeline.');
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this.renderer.pipelines.TextureTintPipeline.batchDynamicTilemapLayer(tilemapLayer, camera);
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}
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#batchTileSprite
* @since 3.0.0
*
* @param {Phaser.GameObjects.TileSprite} tileSprite - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*
*/
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batchTileSprite: function (tileSprite, camera)
{
var normalTexture = tileSprite.texture.dataSource[0];
if (normalTexture)
{
this.renderer.setPipeline(this);
this.setTexture2D(normalTexture.glTexture, 1);
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TextureTintPipeline.prototype.batchTileSprite.call(this, tileSprite, camera);
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}
else
{
console.warn('Normal map texture missing for using Light2D pipeline. TileSprite rendered with default pipeline.');
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this.renderer.pipelines.TextureTintPipeline.batchTileSprite(tileSprite, camera);
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}
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}
});
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ForwardDiffuseLightPipeline.LIGHT_COUNT = LIGHT_COUNT;
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module.exports = ForwardDiffuseLightPipeline;