phaser/src/renderer/webgl/PipelineManager.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../utils/Class');
var CONST = require('./pipelines/const');
var CustomMap = require('../../structs/Map');
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// Default Phaser 3 Pipelines
var BitmapMaskPipeline = require('./pipelines/BitmapMaskPipeline');
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var GraphicsPipeline = require('./pipelines/GraphicsPipeline');
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var LightPipeline = require('./pipelines/LightPipeline');
var MultiPipeline = require('./pipelines/MultiPipeline');
var PointLightPipeline = require('./pipelines/PointLightPipeline');
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var RopePipeline = require('./pipelines/RopePipeline');
var SinglePipeline = require('./pipelines/SinglePipeline');
var UtilityPipeline = require('./pipelines/UtilityPipeline');
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/**
* @classdesc
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* The Pipeline Manager is responsible for the creation, activation, running and destruction
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* of WebGL Pipelines and Post FX Pipelines in Phaser 3.
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*
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* The `WebGLRenderer` owns a single instance of the Pipeline Manager, which you can access
* via the `WebGLRenderer.pipelines` property.
*
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* By default, there are 8 pipelines installed into the Pipeline Manager when Phaser boots:
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*
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* 1. The Multi Pipeline. Responsible for all multi-texture rendering, i.e. Sprites and Tilemaps.
* 2. The Graphics Pipeline. Responsible for rendering Graphics and Shape objects.
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* 3. The Rope Pipeline. Responsible for rendering the Rope Game Object.
* 4. The Light Pipeline. Responsible for rendering the Light Game Object.
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* 5. The Point Light Pipeline. Responsible for rendering the Point Light Game Object.
* 6. The Single Pipeline. Responsible for rendering Game Objects that explicitly require one bound texture.
* 7. The Bitmap Mask Pipeline. Responsible for Bitmap Mask rendering.
* 8. The Utility Pipeline. Responsible for providing lots of handy texture manipulation functions.
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*
* You can add your own custom pipeline via the `PipelineManager.add` method. Pipelines are
* identified by unique string-based keys.
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*
* @class PipelineManager
* @memberof Phaser.Renderer.WebGL
* @constructor
* @since 3.50.0
*
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* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the WebGL Renderer that owns this Pipeline Manager.
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*/
var PipelineManager = new Class({
initialize:
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function PipelineManager (renderer)
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{
/**
* A reference to the Game instance.
*
* @name Phaser.Renderer.WebGL.PipelineManager#game
* @type {Phaser.Game}
* @since 3.50.0
*/
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this.game = renderer.game;
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/**
* A reference to the WebGL Renderer instance.
*
* @name Phaser.Renderer.WebGL.PipelineManager#renderer
* @type {Phaser.Renderer.WebGL.WebGLRenderer}
* @since 3.50.0
*/
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this.renderer = renderer;
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/**
* This map stores all pipeline classes available in this manager.
*
* The Utility Class must always come first.
*
* @name Phaser.Renderer.WebGL.PipelineManager#classes
* @type {Phaser.Structs.Map.<string, Class>}
* @since 3.50.0
*/
this.classes = new CustomMap([
[ CONST.UTILITY_PIPELINE, UtilityPipeline ],
[ CONST.MULTI_PIPELINE, MultiPipeline ],
[ CONST.BITMAPMASK_PIPELINE, BitmapMaskPipeline ],
[ CONST.SINGLE_PIPELINE, SinglePipeline ],
[ CONST.ROPE_PIPELINE, RopePipeline ],
[ CONST.LIGHT_PIPELINE, LightPipeline ],
[ CONST.POINTLIGHT_PIPELINE, PointLightPipeline ],
[ CONST.GRAPHICS_PIPELINE, GraphicsPipeline ]
]);
/**
* This map stores all Post FX Pipeline classes available in this manager.
*
* @name Phaser.Renderer.WebGL.PipelineManager#postPipelineClasses
* @type {Phaser.Structs.Map.<string, Class>}
* @since 3.50.0
*/
this.postPipelineClasses = new CustomMap();
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/**
* This map stores all pipeline instances in this manager.
*
* This is populated with the default pipelines in the `boot` method.
*
* @name Phaser.Renderer.WebGL.PipelineManager#pipelines
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* @type {Phaser.Structs.Map.<string, Phaser.Renderer.WebGL.WebGLPipeline>}
* @since 3.50.0
*/
this.pipelines = new CustomMap();
/**
* Current pipeline in use by the WebGLRenderer.
*
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* @name Phaser.Renderer.WebGL.PipelineManager#current
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* @type {Phaser.Renderer.WebGL.WebGLPipeline}
* @default null
* @since 3.50.0
*/
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this.current = null;
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/**
* The previous WebGLPipeline that was in use.
*
* This is set when `clearPipeline` is called and restored in `rebindPipeline` if none is given.
*
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* @name Phaser.Renderer.WebGL.PipelineManager#previous
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* @type {Phaser.Renderer.WebGL.WebGLPipeline}
* @default null
* @since 3.50.0
*/
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this.previous = null;
/**
* A constant-style reference to the Multi Pipeline Instance.
*
* This is the default Phaser 3 pipeline and is used by the WebGL Renderer to manage
* camera effects and more. This property is set during the `boot` method.
*
* @name Phaser.Renderer.WebGL.PipelineManager#MULTI_PIPELINE
* @type {Phaser.Renderer.WebGL.Pipelines.MultiPipeline}
* @default null
* @since 3.50.0
*/
this.MULTI_PIPELINE = null;
/**
* A constant-style reference to the Bitmap Mask Pipeline Instance.
*
* This is the default Phaser 3 mask pipeline and is used Game Objects using
* a Bitmap Mask. This property is set during the `boot` method.
*
* @name Phaser.Renderer.WebGL.PipelineManager#BITMAPMASK_PIPELINE
* @type {Phaser.Renderer.WebGL.Pipelines.BitmapMaskPipeline}
* @default null
* @since 3.50.0
*/
this.BITMAPMASK_PIPELINE = null;
/**
* A constant-style reference to the Utility Pipeline Instance.
*
* @name Phaser.Renderer.WebGL.PipelineManager#UTILITY_PIPELINE
* @type {Phaser.Renderer.WebGL.Pipelines.UtilityPipeline}
* @default null
* @since 3.50.0
*/
this.UTILITY_PIPELINE = null;
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/**
* A reference to the Full Frame 1 Render Target that belongs to the
* Utility Pipeline. This property is set during the `boot` method.
*
* This Render Target is the full size of the renderer.
*
* You can use this directly in Post FX Pipelines for multi-target effects.
* However, be aware that these targets are shared between all post fx pipelines.
*
* @name Phaser.Renderer.WebGL.PipelineManager#fullFrame1
* @type {Phaser.Renderer.WebGL.RenderTarget}
* @default null
* @since 3.50.0
*/
this.fullFrame1;
/**
* A reference to the Full Frame 2 Render Target that belongs to the
* Utility Pipeline. This property is set during the `boot` method.
*
* This Render Target is the full size of the renderer.
*
* You can use this directly in Post FX Pipelines for multi-target effects.
* However, be aware that these targets are shared between all post fx pipelines.
*
* @name Phaser.Renderer.WebGL.PipelineManager#fullFrame2
* @type {Phaser.Renderer.WebGL.RenderTarget}
* @default null
* @since 3.50.0
*/
this.fullFrame2;
/**
* A reference to the Half Frame 1 Render Target that belongs to the
* Utility Pipeline. This property is set during the `boot` method.
*
* This Render Target is half the size of the renderer.
*
* You can use this directly in Post FX Pipelines for multi-target effects.
* However, be aware that these targets are shared between all post fx pipelines.
*
* @name Phaser.Renderer.WebGL.PipelineManager#halfFrame1
* @type {Phaser.Renderer.WebGL.RenderTarget}
* @default null
* @since 3.50.0
*/
this.halfFrame1;
/**
* A reference to the Half Frame 2 Render Target that belongs to the
* Utility Pipeline. This property is set during the `boot` method.
*
* This Render Target is half the size of the renderer.
*
* You can use this directly in Post FX Pipelines for multi-target effects.
* However, be aware that these targets are shared between all post fx pipelines.
*
* @name Phaser.Renderer.WebGL.PipelineManager#halfFrame2
* @type {Phaser.Renderer.WebGL.RenderTarget}
* @default null
* @since 3.50.0
*/
this.halfFrame2;
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},
/**
* Internal boot handler, called by the WebGLRenderer durings its boot process.
*
* Adds all of the default pipelines, based on the game config, and then calls
* the `boot` method on each one of them.
*
* Finally, the default pipeline is set.
*
* @method Phaser.Renderer.WebGL.PipelineManager#boot
* @since 3.50.0
*
* @param {Phaser.Types.Core.PipelineConfig} [pipelineConfig] - The pipeline configuration object as set in the Game Config.
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*/
boot: function (pipelineConfig)
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{
// Install each of the default pipelines
var instance;
var pipelineName;
var _this = this;
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var game = this.game;
this.classes.each(function (pipelineName, pipeline)
{
instance = _this.add(pipelineName, new pipeline({ game: game }));
if (pipelineName === CONST.UTILITY_PIPELINE)
{
_this.UTILITY_PIPELINE = instance;
// FBO references
_this.fullFrame1 = instance.fullFrame1;
_this.fullFrame2 = instance.fullFrame2;
_this.halfFrame1 = instance.halfFrame1;
_this.halfFrame2 = instance.halfFrame2;
}
});
// Our const-like references
this.MULTI_PIPELINE = this.get(CONST.MULTI_PIPELINE);
this.BITMAPMASK_PIPELINE = this.get(CONST.BITMAPMASK_PIPELINE);
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// And now the ones in the config, if any
if (pipelineConfig)
{
for (pipelineName in pipelineConfig)
{
var pipelineClass = pipelineConfig[pipelineName];
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instance = new pipelineClass(game);
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if (instance.isPostFX)
{
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this.postPipelineClasses.set(pipelineName, pipelineClass);
}
else if (!this.has(pipelineName))
{
this.classes.set(pipelineName, pipelineClass);
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this.add(pipelineName, instance);
}
}
}
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},
/**
* Adds a pipeline instance to this Pipeline Manager.
*
* The name of the instance must be unique within this manager.
*
* Make sure to pass an instance to this method, not a base class.
*
* For example, you should pass it like this:
*
* ```javascript
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* this.add('yourName', new CustomPipeline(game));`
* ```
*
* and **not** like this:
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*
* ```javascript
* this.add('yourName', CustomPipeline);`
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* ```
*
* To add a **Post Pipeline**, see `addPostPipeline` instead.
*
* @method Phaser.Renderer.WebGL.PipelineManager#add
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* @since 3.50.0
*
* @param {string} name - A unique string-based key for the pipeline within the manager.
* @param {Phaser.Renderer.WebGL.WebGLPipeline} pipeline - A pipeline _instance_ which must extend `WebGLPipeline`.
*
* @return {Phaser.Renderer.WebGL.WebGLPipeline} The pipeline instance that was passed.
*/
add: function (name, pipeline)
{
if (pipeline.isPostFX)
{
console.warn(name + ' is a Post Pipeline. Use `addPostPipeline` instead');
return;
}
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var pipelines = this.pipelines;
var renderer = this.renderer;
if (!pipelines.has(name))
{
pipeline.name = name;
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pipeline.manager = this;
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pipelines.set(name, pipeline);
}
else
{
console.warn('Pipeline exists: ' + name);
}
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if (!pipeline.hasBooted)
{
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pipeline.boot();
}
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if (renderer.width !== 0 && renderer.height !== 0)
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{
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pipeline.resize(renderer.width, renderer.height);
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}
return pipeline;
},
/**
* Adds a Post Pipeline to this Pipeline Manager.
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*
* Make sure to pass a base class to this method, not an instance.
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*
* For example, you should pass it like this:
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*
* ```javascript
* this.addPostPipeline('yourName', CustomPipeline);`
* ```
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*
* and **not** like this:
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*
* ```javascript
* this.addPostPipeline('yourName', new CustomPipeline());`
* ```
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*
* To add a regular pipeline, see the `add` method instead.
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*
* @method Phaser.Renderer.WebGL.PipelineManager#addPostPipeline
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* @since 3.50.0
*
* @param {string} name - A unique string-based key for the pipeline within the manager.
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* @param {function} pipeline - A pipeline class which must extend `PostFXPipeline`.
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*
* @return {this} This Pipeline Manager.
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*/
addPostPipeline: function (name, pipeline)
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{
if (!this.postPipelineClasses.has(name))
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{
this.postPipelineClasses.set(name, pipeline);
}
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},
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/**
* Flushes the current pipeline, if one is bound.
*
* @method Phaser.Renderer.WebGL.PipelineManager#flush
* @since 3.50.0
*/
flush: function ()
{
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if (this.current)
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{
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this.current.flush();
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}
},
/**
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* Checks if a pipeline is present in this Pipeline Manager.
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*
* @method Phaser.Renderer.WebGL.PipelineManager#has
* @since 3.50.0
*
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* @param {(string|Phaser.Renderer.WebGL.WebGLPipeline)} pipeline - Either the string-based name of the pipeline to get, or a pipeline instance to look-up.
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*
* @return {boolean} `true` if the given pipeline is loaded, otherwise `false`.
*/
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has: function (pipeline)
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{
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var pipelines = this.pipelines;
if (typeof pipeline === 'string')
{
return pipelines.has(pipeline);
}
else if (pipelines.contains(pipeline))
{
return true;
}
return false;
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},
/**
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* Returns the pipeline instance based on the given name, or instance.
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*
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* If no instance, or matching name, exists in this manager, it returns `undefined`.
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*
* @method Phaser.Renderer.WebGL.PipelineManager#get
* @since 3.50.0
*
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* @param {(string|Phaser.Renderer.WebGL.WebGLPipeline)} pipeline - Either the string-based name of the pipeline to get, or a pipeline instance to look-up.
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*
* @return {Phaser.Renderer.WebGL.WebGLPipeline} The pipeline instance, or `undefined` if not found.
*/
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get: function (pipeline)
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{
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var pipelines = this.pipelines;
if (typeof pipeline === 'string')
{
return pipelines.get(pipeline);
}
else if (pipelines.contains(pipeline))
{
return pipeline;
}
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},
/**
* Returns a _new instance_ of the post pipeline based on the given name, or class.
*
* If no instance, or matching name, exists in this manager, it returns `undefined`.
*
* @method Phaser.Renderer.WebGL.PipelineManager#getPostPipeline
* @since 3.50.0
*
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* @param {(string|function|Phaser.Renderer.WebGL.Pipelines.PostFXPipeline)} pipeline - Either the string-based name of the pipeline to get, or a pipeline instance, or class to look-up.
* @param {Phaser.GameObjects.GameObject} [gameObject] - If this post pipeline is being installed into a Game Object or Camera, this is a reference to it.
*
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* @return {Phaser.Renderer.WebGL.Pipelines.PostFXPipeline} The pipeline instance, or `undefined` if not found.
*/
getPostPipeline: function (pipeline, gameObject)
{
var pipelineClasses = this.postPipelineClasses;
var instance;
if (typeof pipeline === 'string')
{
instance = pipelineClasses.get(pipeline);
}
else if (typeof pipeline === 'function')
{
// A class
if (pipelineClasses.contains(pipeline))
{
instance = pipeline;
}
}
else if (typeof pipeline === 'object')
{
// Instance
instance = pipelineClasses.get(pipeline.name);
}
if (instance)
{
var newPipeline = new instance(this.game);
if (gameObject)
{
newPipeline.gameObject = gameObject;
}
return newPipeline;
}
},
/**
* Removes a pipeline instance based on the given name.
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*
* If no pipeline matches the name, this method does nothing.
*
* Note that the pipeline will not be flushed or destroyed, it's simply removed from
* this manager.
*
* @method Phaser.Renderer.WebGL.PipelineManager#remove
* @since 3.50.0
*
* @param {string} name - The name of the pipeline to be removed.
* @param {boolean} [removeClass=true] - Remove the pipeline class as well as the instance?
* @param {boolean} [removePostPipelineClass=true] - Remove the post pipeline class as well as the instance?
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*/
remove: function (name, removeClass, removePostPipelineClass)
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{
if (removeClass === undefined) { removeClass = true; }
if (removePostPipelineClass === undefined) { removePostPipelineClass = true; }
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this.pipelines.delete(name);
if (removeClass)
{
this.classes.delete(name);
}
if (removePostPipelineClass)
{
this.postPipelineClasses.delete(name);
}
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},
/**
* Sets the current pipeline to be used by the `WebGLRenderer`.
*
* This method accepts a pipeline instance as its parameter, not the name.
*
* If the pipeline isn't already the current one it will call `WebGLPipeline.bind` and then `onBind`.
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*
* You cannot set Post FX Pipelines using this method. To use a Post FX Pipeline, you should
* apply it to either a Camera, Container or other supporting Game Object.
*
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* @method Phaser.Renderer.WebGL.PipelineManager#set
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.WebGLPipeline} pipeline - The pipeline instance to be set as current.
* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any.
* @param {Phaser.Renderer.WebGL.WebGLShader} [currentShader] - The shader to set as being current.
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*
* @return {Phaser.Renderer.WebGL.WebGLPipeline} The pipeline that was set, or undefined if it couldn't be set.
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*/
set: function (pipeline, gameObject, currentShader)
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{
if (pipeline.isPostFX)
{
return;
}
if (!this.isCurrent(pipeline, currentShader))
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{
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this.flush();
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if (this.current)
{
this.current.unbind();
}
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this.current = pipeline;
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pipeline.bind(currentShader);
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}
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pipeline.updateProjectionMatrix();
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pipeline.onBind(gameObject);
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return pipeline;
},
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/**
* This method is called by the `WebGLPipeline.batchQuad` method, right before a quad
* belonging to a Game Object is about to be added to the batch. It causes a batch
* flush, then calls the `preBatch` method on the post-fx pipelines belonging to the
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* Game Object.
*
* @method Phaser.Renderer.WebGL.PipelineManager#preBatch
* @since 3.50.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object about to be batched.
*/
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preBatch: function (gameObject)
{
if (gameObject.hasPostPipeline)
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{
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this.flush();
var pipelines = gameObject.postPipelines;
// Iterate in reverse because we need them stacked in the order they're in the array
for (var i = pipelines.length - 1; i >= 0; i--)
{
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var pipeline = pipelines[i];
if (pipeline.active)
{
pipeline.preBatch(gameObject);
}
}
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}
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},
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/**
* This method is called by the `WebGLPipeline.batchQuad` method, right after a quad
* belonging to a Game Object has been added to the batch. It causes a batch
* flush, then calls the `postBatch` method on the post-fx pipelines belonging to the
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* Game Object.
*
* @method Phaser.Renderer.WebGL.PipelineManager#postBatch
* @since 3.50.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object that was just added to the batch.
*/
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postBatch: function (gameObject)
{
if (gameObject.hasPostPipeline)
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{
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this.flush();
var pipelines = gameObject.postPipelines;
for (var i = 0; i < pipelines.length; i++)
{
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var pipeline = pipelines[i];
if (pipeline.active)
{
pipeline.postBatch(gameObject);
}
}
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}
},
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/**
* Called at the start of the `WebGLRenderer.preRenderCamera` method.
*
* If the Camera has post pipelines set, it will flush the batch and then call the
* `preBatch` method on the post-fx pipelines belonging to the Camera.
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*
* @method Phaser.Renderer.WebGL.PipelineManager#preBatchCamera
* @since 3.50.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera about to be rendered.
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*/
preBatchCamera: function (camera)
{
if (camera.hasPostPipeline)
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{
this.flush();
var pipelines = camera.postPipelines;
// Iterate in reverse because we need them stacked in the order they're in the array
for (var i = pipelines.length - 1; i >= 0; i--)
{
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var pipeline = pipelines[i];
if (pipeline.active)
{
pipeline.preBatch(camera);
}
}
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}
},
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/**
* Called at the end of the `WebGLRenderer.postRenderCamera` method.
*
* If the Camera has post pipelines set, it will flush the batch and then call the
* `postBatch` method on the post-fx pipelines belonging to the Camera.
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*
* @method Phaser.Renderer.WebGL.PipelineManager#postBatchCamera
* @since 3.50.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that was just rendered.
*/
postBatchCamera: function (camera)
{
if (camera.hasPostPipeline)
{
this.flush();
var pipelines = camera.postPipelines;
for (var i = 0; i < pipelines.length; i++)
{
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var pipeline = pipelines[i];
if (pipeline.active)
{
pipeline.postBatch(camera);
}
}
}
},
/**
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* Checks to see if the given pipeline is already the active pipeline, both within this
* Pipeline Manager and also has the same shader set in the Renderer.
*
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* @method Phaser.Renderer.WebGL.PipelineManager#isCurrent
* @since 3.50.0
*
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* @param {Phaser.Renderer.WebGL.WebGLPipeline} pipeline - The pipeline instance to be checked.
* @param {Phaser.Renderer.WebGL.WebGLShader} [currentShader] - The shader to set as being current.
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*
* @return {boolean} `true` if the given pipeline is already the current pipeline, otherwise `false`.
*/
isCurrent: function (pipeline, currentShader)
{
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var renderer = this.renderer;
var current = this.current;
if (current && !currentShader)
{
currentShader = current.currentShader;
}
return !(current !== pipeline || currentShader.program !== renderer.currentProgram);
},
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/**
* Copy the `source` Render Target to the `target` Render Target.
*
* You can optionally set the brightness factor of the copy.
*
* The difference between this method and `drawFrame` is that this method
* uses a faster copy shader, where only the brightness can be modified.
* If you need color level manipulation, see `drawFrame` instead.
*
* The copy itself is handled by the Utility Pipeline.
*
* @method Phaser.Renderer.WebGL.PipelineManager#copyFrame
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target.
* @param {Phaser.Renderer.WebGL.RenderTarget} [target] - The target Render Target.
* @param {number} [brightness=1] - The brightness value applied to the frame copy.
* @param {boolean} [clear=true] - Clear the target before copying?
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* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
*
* @return {this} This Pipeline Manager instance.
*/
copyFrame: function (source, target, brightness, clear, clearAlpha)
{
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this.setUtility(this.UTILITY_PIPELINE.copyShader).copyFrame(source, target, brightness, clear, clearAlpha);
return this;
},
/**
* Pops the framebuffer from the renderers FBO stack and sets that as the active target,
* then draws the `source` Render Target to it. It then resets the renderer textures.
*
* This should be done when you need to draw the _final_ results of a pipeline to the game
* canvas, or the next framebuffer in line on the FBO stack. You should only call this once
* in the `onDraw` handler and it should be the final thing called. Be careful not to call
* this if you need to actually use the pipeline shader, instead of the copy shader. In
* those cases, use the `bindAndDraw` method.
*
* @method Phaser.Renderer.WebGL.PipelineManager#copyToGame
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.RenderTarget} source - The Render Target to draw from.
*/
copyToGame: function (source)
{
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this.setUtility(this.UTILITY_PIPELINE.copyShader).copyToGame(source);
return this;
},
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/**
* Copy the `source` Render Target to the `target` Render Target, using the
* given Color Matrix.
*
* The difference between this method and `copyFrame` is that this method
* uses a color matrix shader, where you have full control over the luminance
* values used during the copy. If you don't need this, you can use the faster
* `copyFrame` method instead.
*
* The copy itself is handled by the Utility Pipeline.
*
* @method Phaser.Renderer.WebGL.PipelineManager#drawFrame
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target.
* @param {Phaser.Renderer.WebGL.RenderTarget} [target] - The target Render Target.
* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
* @param {Phaser.Display.ColorMatrix} [colorMatrix] - The Color Matrix to use when performing the draw.
*
* @return {this} This Pipeline Manager instance.
*/
drawFrame: function (source, target, clearAlpha, colorMatrix)
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{
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this.setUtility(this.UTILITY_PIPELINE.colorMatrixShader).drawFrame(source, target, clearAlpha, colorMatrix);
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return this;
},
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/**
* Draws the `source1` and `source2` Render Targets to the `target` Render Target
* using a linear blend effect, which is controlled by the `strength` parameter.
*
* The draw itself is handled by the Utility Pipeline.
*
* @method Phaser.Renderer.WebGL.PipelineManager#blendFrames
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.RenderTarget} source1 - The first source Render Target.
* @param {Phaser.Renderer.WebGL.RenderTarget} source2 - The second source Render Target.
* @param {Phaser.Renderer.WebGL.RenderTarget} [target] - The target Render Target.
* @param {number} [strength=1] - The strength of the blend.
* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
*
* @return {this} This Pipeline Manager instance.
*/
blendFrames: function (source1, source2, target, strength, clearAlpha)
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{
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this.setUtility(this.UTILITY_PIPELINE.linearShader).blendFrames(source1, source2, target, strength, clearAlpha);
return this;
},
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/**
* Draws the `source1` and `source2` Render Targets to the `target` Render Target
* using an additive blend effect, which is controlled by the `strength` parameter.
*
* The draw itself is handled by the Utility Pipeline.
*
* @method Phaser.Renderer.WebGL.PipelineManager#blendFramesAdditive
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.RenderTarget} source1 - The first source Render Target.
* @param {Phaser.Renderer.WebGL.RenderTarget} source2 - The second source Render Target.
* @param {Phaser.Renderer.WebGL.RenderTarget} [target] - The target Render Target.
* @param {number} [strength=1] - The strength of the blend.
* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
*
* @return {this} This Pipeline Manager instance.
*/
blendFramesAdditive: function (source1, source2, target, strength, clearAlpha)
{
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this.setUtility(this.UTILITY_PIPELINE.addShader).blendFramesAdditive(source1, source2, target, strength, clearAlpha);
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return this;
},
/**
* Clears the given Render Target.
*
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* @method Phaser.Renderer.WebGL.PipelineManager#clearFrame
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.RenderTarget} target - The Render Target to clear.
* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
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*
* @return {this} This Pipeline Manager instance.
*/
clearFrame: function (target, clearAlpha)
{
this.UTILITY_PIPELINE.clearFrame(target, clearAlpha);
return this;
},
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/**
* Copy the `source` Render Target to the `target` Render Target.
*
* The difference with this copy is that no resizing takes place. If the `source`
* Render Target is larger than the `target` then only a portion the same size as
* the `target` dimensions is copied across.
*
* You can optionally set the brightness factor of the copy.
*
* @method Phaser.Renderer.WebGL.PipelineManager#blitFrame
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target.
* @param {Phaser.Renderer.WebGL.RenderTarget} target - The target Render Target.
* @param {number} [brightness=1] - The brightness value applied to the frame copy.
* @param {boolean} [clear=true] - Clear the target before copying?
* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
* @param {boolean} [eraseMode=false] - Erase source from target using ERASE Blend Mode?
*
* @return {this} This Pipeline Manager instance.
*/
blitFrame: function (source, target, brightness, clear, clearAlpha, eraseMode)
{
this.setUtility(this.UTILITY_PIPELINE.copyShader).blitFrame(source, target, brightness, clear, clearAlpha, eraseMode);
return this;
},
/**
* Binds the `source` Render Target and then copies a section of it to the `target` Render Target.
*
* This method is extremely fast because it uses `gl.copyTexSubImage2D` and doesn't
* require the use of any shaders. Remember the coordinates are given in standard WebGL format,
* where x and y specify the lower-left corner of the section, not the top-left. Also, the
* copy entirely replaces the contents of the target texture, no 'merging' or 'blending' takes
* place.
*
* @method Phaser.Renderer.WebGL.PipelineManager#copyFrameRect
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target.
* @param {Phaser.Renderer.WebGL.RenderTarget} target - The target Render Target.
* @param {number} x - The x coordinate of the lower left corner where to start copying.
* @param {number} y - The y coordinate of the lower left corner where to start copying.
* @param {number} width - The width of the texture.
* @param {number} height - The height of the texture.
* @param {boolean} [clear=true] - Clear the target before copying?
* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
*
* @return {this} This Pipeline Manager instance.
*/
copyFrameRect: function (source, target, x, y, width, height, clear, clearAlpha)
{
this.UTILITY_PIPELINE.copyFrameRect(source, target, x, y, width, height, clear, clearAlpha);
return this;
},
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/**
* Returns `true` if the current pipeline is forced to use texture unit zero.
*
* @method Phaser.Renderer.WebGL.PipelineManager#forceZero
* @since 3.50.0
*
* @return {boolean} `true` if the current pipeline is forced to use texture unit zero.
*/
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forceZero: function ()
{
return (this.current && this.current.forceZero);
},
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/**
* Sets the Multi Pipeline to be the currently bound pipeline.
*
* This is the default Phaser 3 rendering pipeline.
*
* @method Phaser.Renderer.WebGL.PipelineManager#setMulti
* @since 3.50.0
*
* @return {Phaser.Renderer.WebGL.Pipelines.MultiPipeline} The Multi Pipeline instance.
*/
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setMulti: function ()
{
return this.set(this.MULTI_PIPELINE);
},
/**
* Sets the Utility Pipeline to be the currently bound pipeline.
*
* @method Phaser.Renderer.WebGL.PipelineManager#setUtility
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.WebGLShader} [currentShader] - The shader to set as being current.
*
* @return {Phaser.Renderer.WebGL.Pipelines.UtilityPipeline} The Utility Pipeline instance.
*/
setUtility: function (currentShader)
{
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return this.UTILITY_PIPELINE.bind(currentShader);
},
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/**
* Use this to reset the gl context to the state that Phaser requires to continue rendering.
*
* Calling this will:
*
* * Disable `DEPTH_TEST`, `CULL_FACE` and `STENCIL_TEST`.
* * Clear the depth buffer and stencil buffers.
* * Reset the viewport size.
* * Reset the blend mode.
* * Bind a blank texture as the active texture on texture unit zero.
* * Rebinds the given pipeline instance.
*
* You should call this if you have previously called `clear`, and then wish to return
* rendering control to Phaser again.
*
* @method Phaser.Renderer.WebGL.PipelineManager#rebind
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.WebGLPipeline} [pipeline] - The pipeline instance to be rebound. If not given, the previous pipeline will be bound.
*/
rebind: function (pipeline)
{
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if (pipeline === undefined && this.previous)
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{
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pipeline = this.previous;
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}
var renderer = this.renderer;
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var gl = renderer.gl;
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gl.disable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE);
if (renderer.hasActiveStencilMask())
{
gl.clear(gl.DEPTH_BUFFER_BIT);
}
else
{
// If there wasn't a stencil mask set before this call, we can disable it safely
gl.disable(gl.STENCIL_TEST);
gl.clear(gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
}
gl.viewport(0, 0, renderer.width, renderer.height);
renderer.currentProgram = null;
renderer.setBlendMode(0, true);
var entries = this.pipelines.entries;
for (var key in entries)
{
entries[key].glReset = true;
}
if (pipeline)
{
this.current = pipeline;
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pipeline.rebind();
}
renderer.resetTextures();
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},
/**
* Flushes the current pipeline being used and then clears it, along with the
* the current shader program and vertex buffer from the `WebGLRenderer`.
*
* Then resets the blend mode to NORMAL.
*
* Call this before jumping to your own gl context handler, and then call `rebind` when
* you wish to return control to Phaser again.
*
* @method Phaser.Renderer.WebGL.PipelineManager#clear
* @since 3.50.0
*/
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clear: function ()
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{
var renderer = this.renderer;
this.flush();
if (this.current)
{
this.current.unbind();
this.previous = this.current;
this.current = null;
}
else
{
this.previous = null;
}
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renderer.currentProgram = null;
renderer.setBlendMode(0, true);
},
/**
* Destroy the Pipeline Manager, cleaning up all related resources and references.
*
* @method Phaser.Renderer.WebGL.PipelineManager#destroy
* @since 3.50.0
*/
destroy: function ()
{
this.flush();
this.classes.clear();
this.postPipelineClasses.clear();
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this.pipelines.clear();
this.renderer = null;
this.game = null;
this.classes = null;
this.postPipelineClasses = null;
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this.pipelines = null;
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this.current = null;
this.previous = null;
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}
});
module.exports = PipelineManager;