2020-11-11 17:46:03 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var AddBlendFS = require('../shaders/AddBlend-frag.js');
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var Class = require('../../../utils/Class');
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var ColorMatrix = require('../../../display/ColorMatrix');
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var ColorMatrixFS = require('../shaders/ColorMatrix-frag.js');
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var CopyFS = require('../shaders/Copy-frag.js');
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var GetFastValue = require('../../../utils/object/GetFastValue');
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var LinearBlendFS = require('../shaders/LinearBlend-frag.js');
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var QuadVS = require('../shaders/Quad-vert.js');
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var WEBGL_CONST = require('../const');
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var WebGLPipeline = require('../WebGLPipeline');
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/**
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* @classdesc
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* The Utility Pipeline is a special-use pipeline that belongs to the Pipeline Manager.
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2020-11-11 17:46:03 +00:00
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*
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* It provides 4 shaders and handy associated methods:
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*
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* 1) Copy Shader. A fast texture to texture copy shader with optional brightness setting.
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* 2) Additive Blend Mode Shader. Blends two textures using an additive blend mode.
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* 3) Linear Blend Mode Shader. Blends two textures using a linear blend mode.
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* 4) Color Matrix Copy Shader. Draws a texture to a target using a Color Matrix.
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*
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* You typically do not extend or access this pipeline directly, but instead go
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* via the following methods in the Pipeline Manager:
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*
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* `copyFrame`
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* `drawFrame`
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* `blendFrames`
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* `blendFramesAdditive`
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*
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* The default shader attributes for this pipeline are:
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*
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* `inPosition` (vec2, offset 0)
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* `inTexCoord` (vec2, offset 8)
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*
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* This pipeline has a hard-coded batch size of 1 and a hard coded set of vertices.
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*
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* @class UtilityPipeline
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* @extends Phaser.Renderer.WebGL.WebGLPipeline
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* @memberof Phaser.Renderer.WebGL.Pipelines
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* @constructor
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* @since 3.50.0
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*
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* @param {Phaser.Types.Renderer.WebGL.WebGLPipelineConfig} config - The configuration options for this pipeline.
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*/
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var UtilityPipeline = new Class({
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Extends: WebGLPipeline,
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initialize:
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function UtilityPipeline (config)
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{
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config.renderTarget = GetFastValue(config, 'renderTarget', [
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{
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scale: 1
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},
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{
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scale: 1
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},
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{
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scale: 0.5
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},
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{
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scale: 0.5
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}
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]);
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config.vertShader = GetFastValue(config, 'vertShader', QuadVS);
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config.shaders = GetFastValue(config, 'shaders', [
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2020-11-11 17:46:03 +00:00
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{
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name: 'Copy',
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fragShader: CopyFS,
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uniforms: [
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'uMainSampler',
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'uBrightness'
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]
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},
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{
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name: 'AddBlend',
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fragShader: AddBlendFS,
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uniforms: [
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'uMainSampler1',
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'uMainSampler2',
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'uStrength'
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]
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},
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{
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name: 'LinearBlend',
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fragShader: LinearBlendFS,
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uniforms: [
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'uMainSampler1',
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'uMainSampler2',
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'uStrength'
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]
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},
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{
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name: 'ColorMatrix',
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fragShader: ColorMatrixFS,
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uniforms: [
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'uMainSampler',
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'uColorMatrix',
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'uAlpha'
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]
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}
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]);
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config.attributes = GetFastValue(config, 'attributes', [
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{
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name: 'inPosition',
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size: 2,
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type: WEBGL_CONST.FLOAT
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},
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{
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name: 'inTexCoord',
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size: 2,
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type: WEBGL_CONST.FLOAT
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}
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]);
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2020-11-12 18:09:37 +00:00
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// x, y, u, v (x/y in NDC)
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config.vertices = new Float32Array([
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-1, -1, 0, 0,
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-1, 1, 0, 1,
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1, 1, 1, 1,
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-1, -1, 0, 0,
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1, 1, 1, 1,
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1, -1, 1, 0
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]);
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config.batchSize = 1;
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WebGLPipeline.call(this, config);
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2020-11-13 15:54:36 +00:00
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/**
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* A default Color Matrix, used by the Color Matrix Shader when one
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* isn't provided.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#colorMatrix
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* @type {Phaser.Display.ColorMatrix}
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* @since 3.50.0
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*/
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this.colorMatrix = new ColorMatrix();
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2020-11-13 15:54:36 +00:00
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/**
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* A reference to the Copy Shader belonging to this Utility Pipeline.
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*
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* This property is set during the `boot` method.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#copyShader
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* @type {Phaser.Renderer.WebGL.WebGLShader}
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* @default null
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* @since 3.50.0
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*/
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this.copyShader;
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/**
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* A reference to the Additive Blend Shader belonging to this Utility Pipeline.
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*
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* This property is set during the `boot` method.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#addShader
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* @type {Phaser.Renderer.WebGL.WebGLShader}
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* @since 3.50.0
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*/
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this.addShader;
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2020-11-13 15:54:36 +00:00
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/**
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* A reference to the Linear Blend Shader belonging to this Utility Pipeline.
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*
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* This property is set during the `boot` method.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#linearShader
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* @type {Phaser.Renderer.WebGL.WebGLShader}
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* @since 3.50.0
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*/
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this.linearShader;
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/**
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* A reference to the Color Matrix Shader belonging to this Utility Pipeline.
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*
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* This property is set during the `boot` method.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#colorMatrixShader
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* @type {Phaser.Renderer.WebGL.WebGLShader}
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* @since 3.50.0
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*/
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2020-11-11 17:46:03 +00:00
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this.colorMatrixShader;
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2020-11-13 15:54:36 +00:00
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/**
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* A reference to the Full Frame 1 Render Target.
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*
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* This property is set during the `boot` method.
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*
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* This Render Target is the full size of the renderer.
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*
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* You can use this directly in Post FX Pipelines for multi-target effects.
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* However, be aware that these targets are shared between all post fx pipelines.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#fullFrame1
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* @type {Phaser.Renderer.WebGL.RenderTarget}
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* @since 3.50.0
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*/
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this.fullFrame1;
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/**
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* A reference to the Full Frame 2 Render Target.
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*
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* This property is set during the `boot` method.
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*
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* This Render Target is the full size of the renderer.
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*
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* You can use this directly in Post FX Pipelines for multi-target effects.
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* However, be aware that these targets are shared between all post fx pipelines.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#fullFrame2
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* @type {Phaser.Renderer.WebGL.RenderTarget}
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* @since 3.50.0
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*/
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this.fullFrame2;
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/**
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* A reference to the Half Frame 1 Render Target.
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*
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* This property is set during the `boot` method.
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*
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* This Render Target is half the size of the renderer.
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*
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* You can use this directly in Post FX Pipelines for multi-target effects.
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* However, be aware that these targets are shared between all post fx pipelines.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#halfFrame1
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* @type {Phaser.Renderer.WebGL.RenderTarget}
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* @since 3.50.0
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*/
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this.halfFrame1;
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/**
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* A reference to the Half Frame 2 Render Target.
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*
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* This property is set during the `boot` method.
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*
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* This Render Target is half the size of the renderer.
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*
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* You can use this directly in Post FX Pipelines for multi-target effects.
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* However, be aware that these targets are shared between all post fx pipelines.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#halfFrame2
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* @type {Phaser.Renderer.WebGL.RenderTarget}
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* @since 3.50.0
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*/
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2020-11-11 17:46:03 +00:00
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this.halfFrame2;
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},
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boot: function ()
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{
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WebGLPipeline.prototype.boot.call(this);
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var shaders = this.shaders;
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var targets = this.renderTargets;
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this.copyShader = shaders[0];
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this.addShader = shaders[1];
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this.linearShader = shaders[2];
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this.colorMatrixShader = shaders[3];
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this.fullFrame1 = targets[0];
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this.fullFrame2 = targets[1];
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this.halfFrame1 = targets[2];
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this.halfFrame2 = targets[3];
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},
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2020-11-13 15:54:36 +00:00
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/**
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* Copy the `source` Render Target to the `target` Render Target.
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*
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* You can optionally set the brightness factor of the copy.
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*
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* The difference between this method and `drawFrame` is that this method
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* uses a faster copy shader, where only the brightness can be modified.
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* If you need color level manipulation, see `drawFrame` instead.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#copyFrame
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* @since 3.50.0
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*
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* @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target.
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* @param {Phaser.Renderer.WebGL.RenderTarget} [target] - The target Render Target.
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* @param {number} [brightness=1] - The brightness value applied to the frame copy.
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* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
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*/
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copyFrame: function (source, target, brightness, clearAlpha)
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{
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if (brightness === undefined) { brightness = 1; }
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if (clearAlpha === undefined) { clearAlpha = true; }
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var gl = this.gl;
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this.set1i('uMainSampler', 0, this.copyShader);
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this.set1f('uBrightness', brightness, this.copyShader);
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2020-11-12 18:09:37 +00:00
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, source.texture);
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if (target)
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{
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gl.viewport(0, 0, target.width, target.height);
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gl.bindFramebuffer(gl.FRAMEBUFFER, target.framebuffer);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, target.texture, 0);
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}
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2020-11-13 17:31:17 +00:00
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else
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{
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gl.viewport(0, 0, source.width, source.height);
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}
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if (clearAlpha)
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{
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gl.clearColor(0, 0, 0, 0);
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}
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else
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{
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gl.clearColor(0, 0, 0, 1);
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}
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2020-11-13 14:20:07 +00:00
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.bufferData(gl.ARRAY_BUFFER, this.vertexData, gl.STATIC_DRAW);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.bindTexture(gl.TEXTURE_2D, null);
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},
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2020-11-13 15:54:36 +00:00
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/**
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* Copy the `source` Render Target to the `target` Render Target, using the
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* given Color Matrix.
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*
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* The difference between this method and `copyFrame` is that this method
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* uses a color matrix shader, where you have full control over the luminance
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* values used during the copy. If you don't need this, you can use the faster
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* `copyFrame` method instead.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#drawFrame
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* @since 3.50.0
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*
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* @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target.
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* @param {Phaser.Renderer.WebGL.RenderTarget} [target] - The target Render Target.
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* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
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* @param {Phaser.Display.ColorMatrix} [colorMatrix] - The Color Matrix to use when performing the draw.
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*/
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2020-11-13 14:20:07 +00:00
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drawFrame: function (source, target, clearAlpha, colorMatrix)
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2020-11-12 18:09:37 +00:00
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{
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2020-11-13 14:20:07 +00:00
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if (clearAlpha === undefined) { clearAlpha = true; }
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if (colorMatrix === undefined) { colorMatrix = this.colorMatrix; }
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2020-11-12 18:09:37 +00:00
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var gl = this.gl;
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this.set1i('uMainSampler', 0, this.colorMatrixShader);
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2020-11-13 14:20:07 +00:00
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this.set1fv('uColorMatrix', colorMatrix.getData(), this.colorMatrixShader);
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2020-11-13 17:31:17 +00:00
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this.set1f('uAlpha', colorMatrix.alpha, this.colorMatrixShader);
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2020-11-12 18:09:37 +00:00
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, source.texture);
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if (target)
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{
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2020-11-13 17:31:17 +00:00
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gl.viewport(0, 0, target.width, target.height);
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2020-11-13 14:20:07 +00:00
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gl.bindFramebuffer(gl.FRAMEBUFFER, target.framebuffer);
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2020-11-12 18:09:37 +00:00
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, target.texture, 0);
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}
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2020-11-13 17:31:17 +00:00
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else
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{
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gl.viewport(0, 0, source.width, source.height);
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}
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2020-11-11 17:46:03 +00:00
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2020-11-13 14:20:07 +00:00
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if (clearAlpha)
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{
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gl.clearColor(0, 0, 0, 0);
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}
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else
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{
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gl.clearColor(0, 0, 0, 1);
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}
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gl.clear(gl.COLOR_BUFFER_BIT);
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2020-11-12 18:09:37 +00:00
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gl.bufferData(gl.ARRAY_BUFFER, this.vertexData, gl.STATIC_DRAW);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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|
2020-11-13 17:31:17 +00:00
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
2020-11-12 18:09:37 +00:00
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gl.bindTexture(gl.TEXTURE_2D, null);
|
2020-11-11 17:46:03 +00:00
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},
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|
2020-11-13 15:54:36 +00:00
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|
|
/**
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|
* Draws the `source1` and `source2` Render Targets to the `target` Render Target
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* using a linear blend effect, which is controlled by the `strength` parameter.
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*
|
|
|
|
* @method Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#blendFrames
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|
|
* @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.
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|
|
|
* @param {Phaser.Renderer.WebGL.RenderTarget} [target] - The target Render Target.
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|
|
* @param {number} [strength=1] - The strength of the blend.
|
|
|
|
* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
|
|
|
|
* @param {Phaser.Renderer.WebGL.WebGLShader} [blendShader] - The shader to use during the blend copy.
|
|
|
|
*/
|
2020-11-13 14:20:07 +00:00
|
|
|
blendFrames: function (source1, source2, target, strength, clearAlpha, blendShader)
|
2020-11-11 17:46:03 +00:00
|
|
|
{
|
2020-11-13 14:20:07 +00:00
|
|
|
if (strength === undefined) { strength = 1; }
|
|
|
|
if (clearAlpha === undefined) { clearAlpha = true; }
|
|
|
|
if (blendShader === undefined) { blendShader = this.linearShader; }
|
|
|
|
|
2020-11-12 18:09:37 +00:00
|
|
|
var gl = this.gl;
|
|
|
|
|
2020-11-13 14:20:07 +00:00
|
|
|
this.set1i('uMainSampler1', 0, blendShader);
|
|
|
|
this.set1i('uMainSampler2', 1, blendShader);
|
|
|
|
this.set1f('uStrength', strength, blendShader);
|
|
|
|
|
2020-11-12 18:09:37 +00:00
|
|
|
gl.activeTexture(gl.TEXTURE0);
|
2020-11-13 14:20:07 +00:00
|
|
|
gl.bindTexture(gl.TEXTURE_2D, source1.texture);
|
2020-11-12 18:09:37 +00:00
|
|
|
|
2020-11-13 14:20:07 +00:00
|
|
|
gl.activeTexture(gl.TEXTURE1);
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, source2.texture);
|
2020-11-12 18:09:37 +00:00
|
|
|
|
|
|
|
if (target)
|
|
|
|
{
|
2020-11-13 14:20:07 +00:00
|
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, target.framebuffer);
|
2020-11-12 18:09:37 +00:00
|
|
|
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, target.texture, 0);
|
2020-11-13 14:20:07 +00:00
|
|
|
gl.viewport(0, 0, target.width, target.height);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
gl.viewport(0, 0, source1.width, source1.height);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (clearAlpha)
|
|
|
|
{
|
|
|
|
gl.clearColor(0, 0, 0, 0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
gl.clearColor(0, 0, 0, 1);
|
2020-11-12 18:09:37 +00:00
|
|
|
}
|
2020-11-11 17:46:03 +00:00
|
|
|
|
2020-11-13 14:20:07 +00:00
|
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
2020-11-11 17:46:03 +00:00
|
|
|
|
2020-11-12 18:09:37 +00:00
|
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.vertexData, gl.STATIC_DRAW);
|
|
|
|
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
2020-11-11 17:46:03 +00:00
|
|
|
|
2020-11-12 18:09:37 +00:00
|
|
|
gl.bindTexture(gl.TEXTURE_2D, null);
|
2020-11-13 15:54:36 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Draws the `source1` and `source2` Render Targets to the `target` Render Target
|
|
|
|
* using an additive blend effect, which is controlled by the `strength` parameter.
|
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#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?
|
|
|
|
*/
|
|
|
|
blendFramesAdditive: function (source1, source2, target, strength, clearAlpha)
|
|
|
|
{
|
|
|
|
this.blendFrames(source1, source2, target, strength, clearAlpha, this.addShader);
|
2020-11-11 17:46:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
module.exports = UtilityPipeline;
|