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phaser/v3/merge/renderer/webgl/WebGLRenderer.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @author Mat Groves (@Doormat23)
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A Canvas based renderer.
*
* @class Phaser.Renderer.Canvas
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
*/
Phaser.Renderer.WebGL = function (game)
{
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
this.type = Phaser.WEBGL;
/**
* This sets if the CanvasRenderer will clear the canvas or not before the new render pass.
* If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.
* If the Stage is transparent Pixi will use clearRect to clear the canvas every frame.
* Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set.
*
* @property clearBeforeRender
* @type Boolean
* @default
*/
this.clearBeforeRender = game.clearBeforeRender;
/**
* Whether the render view is transparent
*
* @property transparent
* @type Boolean
*/
this.transparent = game.transparent;
/**
* Whether the render view should be resized automatically
*
* @property autoResize
* @type Boolean
*/
this.autoResize = false;
/**
* The width of the canvas view
*
* @property width
* @type Number
* @default 800
*/
this.width = game.width * game.resolution;
/**
* The height of the canvas view
*
* @property height
* @type Number
* @default 600
*/
this.height = game.height * game.resolution;
this.resolution = game.resolution;
this.clipUnitX = 2 / this.width;
this.clipUnitY = 2 / this.height;
/**
* The canvas element that everything is drawn to.
*
* @property view
* @type HTMLCanvasElement
*/
this.view = game.canvas;
/**
* The number of points beyond which the renderer swaps to using the Stencil Buffer to render the Graphics.
*
* @type {number}
*/
this.stencilBufferLimit = 6;
this.multiTexture = false;
this.extensions = {};
/**
* The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
*
* @property preserveDrawingBuffer
* @type Boolean
*/
this.preserveDrawingBuffer = game.preserveDrawingBuffer;
/**
* @property _contextOptions
* @type Object
* @private
this.contextOptions = {
alpha: this.transparent,
antialias: game.antialias,
premultipliedAlpha: this.transparent && this.transparent !== 'notMultiplied',
stencil: true,
preserveDrawingBuffer: this.preserveDrawingBuffer
};
*/
this.contextOptions = {
alpha: true,
antialias: true,
premultipliedAlpha: true,
stencil: true,
preserveDrawingBuffer: false
};
/**
* @property projection
* @type Point
*/
this.projection = new Phaser.Point();
/**
* @property offset
* @type Point
*/
this.offset = new Phaser.Point();
/**
* Deals with managing the shader programs and their attribs
* @property shaderManager
* @type WebGLShaderManager
*/
this.shaderManager = new Phaser.Renderer.WebGL.ShaderManager(this);
/**
* Manages the rendering of sprites
* @property batch
* @type WebGLSpriteBatch
*/
this.batch = new Phaser.Renderer.WebGL.BatchManager(this, 4000);
/**
* Manages the filters
* @property filterManager
* @type WebGLFilterManager
*/
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this.filterManager = new Phaser.Renderer.WebGL.FilterManager(this);
/**
* Manages the stencil buffer
* @property stencilManager
* @type WebGLStencilManager
*/
this.stencilManager = new Phaser.Renderer.WebGL.StencilManager(this);
this.gl = null;
this.emptyTexture = null;
this.textureArray = [];
this.currentBlendMode = -1;
this.currentTextureSource = null;
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this.currentShader = null;
this.blendModes = [];
this.flipY = 1;
this.startTime = 0;
this.endTime = 0;
this.drawCount = 0;
this.contextLost = false;
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this._fbErrors = {
36054: 'Incomplete attachment',
36055: 'Missing attachment',
36057: 'Incomplete dimensions',
36061: 'Framebuffer unsupported'
};
this.init();
};
Phaser.Renderer.WebGL.GameObjects = {};
Phaser.Renderer.WebGL.Shaders = {};
Phaser.Renderer.WebGL.prototype.constructor = Phaser.Renderer.WebGL;
Phaser.Renderer.WebGL.prototype = {
init: function ()
{
this.gl = this.view.getContext('webgl', this.contextOptions) || this.view.getContext('experimental-webgl', this.contextOptions);
if (!this.gl)
{
this.contextLost = true;
throw new Error('This browser does not support WebGL. Try using the Canvas renderer.');
}
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// Mixin the renderer functions
for (var renderer in Phaser.Renderer.WebGL.GameObjects)
{
var types = Phaser.Renderer.WebGL.GameObjects[renderer].TYPES;
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if (!types)
{
continue;
}
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for (var i = 0; i < types.length; i++)
{
types[i].render = Phaser.Renderer.WebGL.GameObjects[renderer].render;
}
}
var gl = this.gl;
this.maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
if (this.maxTextures === 1)
{
this.multiTexture = false;
}
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else
{
this.createMultiEmptyTextures();
}
this.emptyTexture = this.createEmptyTexture(1, 1, 0, 0);
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE);
gl.enable(gl.BLEND);
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// Transparent
gl.clearColor(0, 0, 0, 0);
// Black
// gl.clearColor(0, 0, 0, 1);
this.shaderManager.init();
this.batch.init();
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// this.filterManager.init();
// this.stencilManager.init();
this.resize(this.width, this.height);
// Load WebGL extension
this.extensions.compression = {};
var etc1 = gl.getExtension('WEBGL_compressed_texture_etc1') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
var pvrtc = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
var s3tc = gl.getExtension('WEBGL_compressed_texture_s3tc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
if (etc1)
{
this.extensions.compression.ETC1 = etc1;
}
if (pvrtc)
{
this.extensions.compression.PVRTC = pvrtc;
}
if (s3tc)
{
this.extensions.compression.S3TC = s3tc;
}
// Map Blend Modes
var add = [ gl.SRC_ALPHA, gl.DST_ALPHA ];
var normal = [ gl.ONE, gl.ONE_MINUS_SRC_ALPHA ];
var multiply = [ gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA ];
var screen = [ gl.SRC_ALPHA, gl.ONE ];
this.blendModes = [
normal, add, multiply, screen, normal,
normal, normal, normal, normal,
normal, normal, normal, normal,
normal, normal, normal, normal
];
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},
// Bind empty multi-textures to avoid WebGL spam
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createMultiEmptyTextures: function ()
{
if (this.maxTextures === 1)
{
return;
}
for (var i = 0; i < this.maxTextures; i++)
{
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this.textureArray[i] = this.createEmptyTexture(1, 1, 0, i);
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}
},
enableMultiTextureSupport: function (textureArray)
{
if (this.maxTextures === 1)
{
return;
}
this.multiTexture = true;
this.batch.spriteBatch = this.batch.multiTextureBatch;
if (Array.isArray(textureArray))
{
// index 0 is reserved?
var index = 0;
for (var i = 0; i < textureArray.length; i++)
{
var texture = this.game.textures.get(textureArray[i]);
index = texture.setTextureIndex(index);
}
}
},
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disableMultiTextureSupport: function ()
{
this.multiTexture = false;
this.batch.spriteBatch = this.batch.singleTextureBatch;
},
resize: function (width, height)
{
this.width = width * this.game.resolution;
this.height = height * this.game.resolution;
this.view.width = this.width;
this.view.height = this.height;
if (this.autoResize)
{
this.view.style.width = (this.width / this.game.resolution) + 'px';
this.view.style.height = (this.height / this.game.resolution) + 'px';
}
this.gl.viewport(0, 0, this.width, this.height);
this.clipUnitX = 2 / this.width;
this.clipUnitY = 2 / this.height;
this.projection.x = (this.width / 2) / this.game.resolution;
this.projection.y = -(this.height / 2) / this.game.resolution;
},
/**
* If Multi Texture support has been enabled, then calling this method will enable batching on the given
* textures. The texture collection is an array of keys, that map to Phaser.Cache image entries.
*
* The number of textures that can be batched is dependent on hardware. If you provide more textures
* than can be batched by the GPU, then only those at the start of the array will be used. Generally
* you shouldn't provide more than 16 textures to this method. You can check the hardware limit via the
* `maxTextures` property.
*
* You can also check the property `currentBatchedTextures` at any time, to see which textures are currently
* being batched.
*
* To stop all textures from being batched, call this method again with an empty array.
*
* To change the textures being batched, call this method with a new array of image keys. The old ones
* will all be purged out and no-longer batched, and the new ones enabled.
*
* Note: Throws a warning if you haven't enabled Multiple Texture batching support in the Phaser Game config.
*
* @method setTexturePriority
* @param textureNameCollection {Array} An Array of Texture Cache keys to use for multi-texture batching.
* @return {Array} An array containing the texture keys that were enabled for batching.
*/
setTexturePriority: function (textureNameCollection)
{
var maxTextures = this.maxTextures;
var imageCache = this.game.cache._cache.image;
var imageName = null;
// Clear out all previously batched textures and reset their flags.
// If the array has been modified, then the developer will have to
// deal with that in their own way.
for (var i = 0; i < this.currentBatchedTextures.length; i++)
{
imageName = textureNameCollection[index];
if (!(imageName in imageCache))
{
continue;
}
imageCache[imageName].base.textureIndex = 0;
}
this.currentBatchedTextures.length = 0;
// We start from 1 because framebuffer texture uses unit 0.
for (var index = 0; index < textureNameCollection.length; ++index)
{
imageName = textureNameCollection[index];
if (!(imageName in imageCache))
{
continue;
}
if (index + 1 < maxTextures)
{
imageCache[imageName].base.textureIndex = index + 1;
}
else
{
imageCache[imageName].base.textureIndex = maxTextures - 1;
}
this.currentBatchedTextures.push(imageName);
}
return this.currentBatchedTextures;
},
/**
* Renders the State.
*
* @method render
* @param {Phaser.State} state - The State to be rendered.
* @param {number} interpolationPercentage - The cumulative amount of time that hasn't been simulated yet, divided
* by the amount of time that will be simulated the next time update()
* runs. Useful for interpolating frames.
*/
render: function (state, interpolationPercentage)
{
// No point rendering if our context has been blown up!
if (this.contextLost)
{
return;
}
// console.log('%c render start ', 'color: #ffffff; background: #00ff00;');
// Add Pre-render hook
this.startTime = Date.now();
var gl = this.gl;
var fbo = state.sys.fbo;
fbo.activate();
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// clear is needed for the FBO, otherwise corruption ...
gl.clear(gl.COLOR_BUFFER_BIT);
this.setBlendMode(Phaser.blendModes.NORMAL);
this.drawCount = 0;
this.batch.start();
// Could move to the State Systems or MainLoop
this.game.state.renderChildren(this, state, interpolationPercentage);
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this.batch.stop();
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// Call state.render here, so we can do some extra shizzle on the top
// Maybe pass in the FBO texture too?
fbo.render(null);
// Unbind the fbo texture and replace it with an empty texture.
// If we forget this we corrupt the main context texture!
// or get `RENDER WARNING: there is no texture bound to the unit 0` spam in the console
gl.bindTexture(gl.TEXTURE_2D, this.emptyTexture);
this.endTime = Date.now();
// console.log('%c render end ', 'color: #ffffff; background: #ff0000;');
// Reset back to defaults
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// gl.bindRenderbuffer(gl.RENDERBUFFER, null);
// gl.bindFramebuffer(gl.FRAMEBUFFER, null);
// Add Post-render hook
},
/**
* With the current set-up, a multi-texture batch can render the entire scene in 1 draw and just 4 calls
* (once the shader is loaded and bound)
*
* @method render
* @param stage {Stage} the Stage element to be rendered
*/
Tinyrender: function (stage)
{
// No point rendering if our context has been blown up!
if (this.contextLost)
{
return;
}
// Add Pre-render hook
this.startTime = Date.now();
this.setBlendMode(Phaser.blendModes.NORMAL);
this.drawCount = 0;
this.batch.start(false);
stage.render(this, stage);
this.batch.stop();
this.endTime = Date.now();
// Add Post-render hook
},
clipX: function (x)
{
return (this.clipUnitX * x) - 1;
},
clipY: function (y)
{
return 1 - (this.clipUnitY * y);
},
getVerticesFromRect: function (x, y, width, height)
{
// -1.0, -1.0, // 0 = bottom-left
// 1.0, -1.0, // 1 = bottom-right
// -1.0, 1.0, // 2 = top-left
// 1.0, 1.0 // 3 = top-right
return [
// bottom-left
this.clipX(x), this.clipY(y + height),
// bottom-right
this.clipX(x + width), this.clipY(y + height),
// top-left
this.clipX(x), this.clipY(y),
// top-right
this.clipX(x + width), this.clipY(y)
];
},
/**
* Removes the base texture from the GPU, useful for managing resources on the GPU.
* A texture is still 100% usable and will simply be re-uploaded if there is a sprite on screen that is using it.
*
* @method unloadTexture
*/
unloadTexture: function (texture)
{
var gl = this.gl;
var glTexture = texture._glTexture;
if (gl && glTexture)
{
gl.deleteTexture(glTexture);
}
texture._glTexture = null;
texture._dirty = false;
},
// Takes a TextureSource object
updateTexture: function (source)
{
if (source.compressionAlgorithm)
{
return this.updateCompressedTexture(source);
}
var gl = this.gl;
if (!source.glTexture)
{
source.glTexture = gl.createTexture();
}
// console.log('updateTexture', source.glTextureIndex);
// console.log(source.image.currentSrc);
gl.activeTexture(gl.TEXTURE0 + source.glTextureIndex);
gl.bindTexture(gl.TEXTURE_2D, source.glTexture);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, source.premultipliedAlpha);
// Throws a warning in Firefox: WebGL: texImage2D: Chosen format/type incured an expensive reformat: 0x1908/0x1401
// @see https://github.com/mrdoob/three.js/issues/9109
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source.image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, source.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
if (source.mipmap && source.isPowerOf2)
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, source.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
}
else
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, source.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
}
if (source.isPowerOf2)
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
}
else
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
}
source.glDirty = false;
return true;
},
updateCompressedTexture: function (texture)
{
if (!texture.hasLoaded)
{
return false;
}
var gl = this.gl;
var textureMetaData = texture.source;
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if (!texture._glTextures)
{
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texture._glTextures = gl.createTexture();
}
gl.activeTexture(gl.TEXTURE0 + texture.textureIndex);
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gl.bindTexture(gl.TEXTURE_2D, texture._glTextures);
gl.compressedTexImage2D(
gl.TEXTURE_2D,
0,
textureMetaData.glExtensionFormat,
textureMetaData.width,
textureMetaData.height,
0,
textureMetaData.textureData
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
if (texture.mipmap && Phaser.Math.isPowerOfTwo(texture.width, texture.height))
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
}
else
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
}
if (!texture._powerOf2)
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
}
else
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
}
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texture._dirty = false;
return true;
},
// Blend Mode Manager
setBlendMode: function (newBlendMode)
{
if (this.currentBlendMode === newBlendMode)
{
return false;
}
var blendModeWebGL = this.blendModes[newBlendMode];
if (blendModeWebGL)
{
this.currentBlendMode = newBlendMode;
this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
return true;
}
else
{
return false;
}
},
// WebGL Mask Manager
pushMask: function (maskData)
{
var gl = this.gl;
if (maskData.dirty)
{
// PIXI.WebGLGraphics.updateGraphics(maskData, gl);
}
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if (maskData._webGL === undefined || maskData._webGL.data === undefined || maskData._webGL.data.length === 0)
{
return;
}
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this.stencilManager.pushStencil(maskData, maskData._webGL.data[0]);
},
popMask: function (maskData)
{
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if (maskData._webGL === undefined || maskData._webGL.data === undefined || maskData._webGL.data.length === 0)
{
return;
}
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this.stencilManager.popStencil(maskData, maskData._webGL.data[0]);
},
// Shader Utils
// PIXI.CompileVertexShader
compileVertexShader: function (src)
{
return this.compileShader(src, this.gl.VERTEX_SHADER);
},
// PIXI.CompileFragmentShader
compileFragmentShader: function (src)
{
return this.compileShader(src, this.gl.FRAGMENT_SHADER);
},
// PIXI._CompileShader
compileShader: function (src, type)
{
if (Array.isArray(src))
{
src = src.join('\n');
}
var shader = this.gl.createShader(type);
this.gl.shaderSource(shader, src);
this.gl.compileShader(shader);
if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS))
{
console.log(this.gl.getShaderInfoLog(shader));
return null;
}
return shader;
},
// PIXI.compileProgram
compileProgram: function (vertexSrc, fragmentSrc)
{
var gl = this.gl;
var fragmentShader = this.compileFragmentShader(fragmentSrc);
var vertexShader = this.compileVertexShader(vertexSrc);
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS))
{
console.log(gl.getProgramInfoLog(shaderProgram));
console.log('Could not initialize shaders: Vertex & Fragment');
console.log(vertexSrc.join('\n'));
console.log(fragmentSrc.join('\n'));
}
return shaderProgram;
},
deleteProgram: function (program)
{
var gl = this.gl;
gl.deleteProgram(program);
return this;
},
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createEmptyTexture: function (width, height, scaleMode, textureIndex)
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{
var gl = this.gl;
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var texture = gl.createTexture();
var glScaleMode = (scaleMode === Phaser.scaleModes.LINEAR) ? gl.LINEAR : gl.NEAREST;
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gl.activeTexture(gl.TEXTURE0 + textureIndex);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
// We'll read from this texture, but it won't have mipmaps, so turn them off:
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, glScaleMode);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, glScaleMode);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
return texture;
},
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createFBO: function (parent, x, y, width, height)
{
// Store in a local list so we can update size if the canvas size changes?
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return new Phaser.Renderer.WebGL.QuadFBO(this, parent, x, y, width, height);
},
destroy: function ()
{
this.projection = null;
this.offset = null;
this.shaderManager.destroy();
this.batch.destroy();
this.maskManager.destroy();
this.filterManager.destroy();
this.shaderManager = null;
this.batch = null;
this.maskManager = null;
this.filterManager = null;
this.gl = null;
this.renderSession = null;
Phaser.CanvasPool.remove(this);
}
};