phaser/src/renderer/webgl/WebGLPipeline.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');
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var Utils = require('./Utils');
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/**
* @classdesc
* [description]
*
* @class WebGLPipeline
* @memberOf Phaser.Renderer.WebGL
* @constructor
* @since 3.0.0
*
* @param {object} config - [description]
*/
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var WebGLPipeline = new Class({
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initialize:
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function WebGLPipeline (config)
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{
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#name
* @type {string}
* @since 3.0.0
*/
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this.name = 'WebGLPipeline';
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#game
* @type {Phaser.Game}
* @since 3.0.0
*/
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this.game = config.game;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#view
* @type {HTMLCanvasElement}
* @since 3.0.0
*/
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this.view = config.game.canvas;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#resolution
* @type {number}
* @since 3.0.0
*/
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this.resolution = config.game.config.resolution;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#width
* @type {number}
* @since 3.0.0
*/
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this.width = config.game.config.width * this.resolution;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#height
* @type {number}
* @since 3.0.0
*/
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this.height = config.game.config.height * this.resolution;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#gl
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* @type {WebGLRenderingContext}
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* @since 3.0.0
*/
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this.gl = config.gl;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexCount
* @type {number}
* @default 0
* @since 3.0.0
*/
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this.vertexCount = 0;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexCapacity
* @type {integer}
* @since 3.0.0
*/
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this.vertexCapacity = config.vertexCapacity;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#renderer
* @type {Phaser.Renderer.WebGL.WebGLRenderer}
* @since 3.0.0
*/
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this.renderer = config.renderer;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexData
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* @type {ArrayBuffer}
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* @since 3.0.0
*/
this.vertexData = (config.vertices ? config.vertices : new ArrayBuffer(config.vertexCapacity * config.vertexSize));
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexBuffer
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* @type {WebGLBuffer}
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* @since 3.0.0
*/
this.vertexBuffer = this.renderer.createVertexBuffer((config.vertices ? config.vertices : this.vertexData.byteLength), this.gl.STREAM_DRAW);
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#program
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* @type {WebGLProgram}
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* @since 3.0.0
*/
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this.program = this.renderer.createProgram(config.vertShader, config.fragShader);
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#attributes
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* @type {object}
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* @since 3.0.0
*/
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this.attributes = config.attributes;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexSize
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* @type {integer}
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* @since 3.0.0
*/
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this.vertexSize = config.vertexSize;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#topology
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* @type {integer}
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* @since 3.0.0
*/
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this.topology = config.topology;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#bytes
* @type {Uint8Array}
* @since 3.0.0
*/
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this.bytes = new Uint8Array(this.vertexData);
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/**
* This will store the amount of components of 32 bit length
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexComponentCount
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* @type {integer}
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* @since 3.0.0
*/
this.vertexComponentCount = Utils.getComponentCount(config.attributes, this.gl);
/**
* Indicates if the current pipeline is flushing the contents to the GPU.
* When the variable is set the flush function will be locked.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#flushLocked
* @type {boolean}
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* @since 3.1.0
*/
this.flushLocked = false;
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},
addAttribute: function (name, size, type, normalized, offset)
{
this.attributes.push({
name: name,
size: size,
type: this.renderer.glFormats[type],
normalized: normalized,
offset: offset
});
return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#shouldFlush
* @since 3.0.0
*
* @return {boolean} [description]
*/
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shouldFlush: function ()
{
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return (this.vertexCount >= this.vertexCapacity);
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#resize
* @since 3.0.0
*
* @param {number} width - [description]
* @param {number} height - [description]
* @param {number} resolution - [description]
*
* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
*/
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resize: function (width, height, resolution)
{
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this.width = width * resolution;
this.height = height * resolution;
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#bind
* @since 3.0.0
*
* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
*/
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bind: function ()
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{
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var gl = this.gl;
var vertexBuffer = this.vertexBuffer;
var attributes = this.attributes;
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var program = this.program;
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var renderer = this.renderer;
var vertexSize = this.vertexSize;
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renderer.setProgram(program);
renderer.setVertexBuffer(vertexBuffer);
for (var index = 0; index < attributes.length; ++index)
{
var element = attributes[index];
var location = gl.getAttribLocation(program, element.name);
if (location >= 0)
{
gl.enableVertexAttribArray(location);
gl.vertexAttribPointer(location, element.size, element.type, element.normalized, vertexSize, element.offset);
}
else
{
gl.disableVertexAttribArray(location);
}
}
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#onBind
* @since 3.0.0
*
* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
*/
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onBind: function ()
{
// This is for updating uniform data it's called on each bind attempt.
return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#onPreRender
* @since 3.0.0
*
* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
*/
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onPreRender: function ()
{
// called once every frame
return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#onRender
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*
* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
*/
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onRender: function ()
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{
// called for each camera
return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#onPostRender
* @since 3.0.0
*
* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
*/
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onPostRender: function ()
{
// called once every frame
return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#flush
* @since 3.0.0
*
* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
*/
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flush: function ()
{
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if (this.flushLocked) { return this; }
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this.flushLocked = true;
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var gl = this.gl;
var vertexCount = this.vertexCount;
var topology = this.topology;
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var vertexSize = this.vertexSize;
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if (vertexCount === 0)
{
this.flushLocked = false;
return;
}
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.bytes.subarray(0, vertexCount * vertexSize));
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gl.drawArrays(topology, 0, vertexCount);
this.vertexCount = 0;
this.flushLocked = false;
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#destroy
* @since 3.0.0
*
* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
*/
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destroy: function ()
{
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var gl = this.gl;
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gl.deleteProgram(this.program);
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gl.deleteBuffer(this.vertexBuffer);
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delete this.program;
delete this.vertexBuffer;
delete this.gl;
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return this;
},
setFloat1: function (name, x)
{
this.renderer.setFloat1(this.program, name, x);
return this;
},
setFloat2: function (name, x, y)
{
this.renderer.setFloat2(this.program, name, x, y);
return this;
},
setFloat3: function (name, x, y, z)
{
this.renderer.setFloat3(this.program, name, x, y, z);
return this;
},
setFloat4: function (name, x, y, z, w)
{
this.renderer.setFloat4(this.program, name, x, y, z, w);
return this;
},
setInt1: function (name, x)
{
this.renderer.setInt1(this.program, name, x);
return this;
},
setInt2: function (name, x, y)
{
this.renderer.setInt2(this.program, name, x, y);
return this;
},
setInt3: function (name, x, y, z)
{
this.renderer.setInt3(this.program, name, x, y, z);
return this;
},
setInt4: function (name, x, y, z, w)
{
this.renderer.setInt4(this.program, name, x, y, z, w);
return this;
},
setMatrix2: function (name, transpose, matrix)
{
this.renderer.setMatrix2(this.program, name, transpose, matrix);
return this;
},
setMatrix3: function (name, transpose, matrix)
{
this.renderer.setMatrix3(this.program, name, transpose, matrix);
return this;
},
setMatrix4: function (name, transpose, matrix)
{
this.renderer.setMatrix4(this.program, name, transpose, matrix);
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return this;
}
});
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module.exports = WebGLPipeline;