2016-12-07 02:28:22 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @author Mat Groves (@Doormat23)
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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2016-12-07 03:42:41 +00:00
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var CONST = require('../../const');
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2016-12-07 02:28:22 +00:00
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var CreateEmptyTexture = require('./utils/CreateEmptyTexture');
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2017-01-19 23:20:36 +00:00
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var CreateTexture2DImage = require('./utils/texture/CreateTexture2DImage');
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2017-01-19 22:43:41 +00:00
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var BlitterBatch = require('./batches/blitter/BlitterBatch');
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var SpriteBatch = require('./batches/sprite/SpriteBatch');
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2016-12-07 02:28:22 +00:00
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var WebGLRenderer = function (game)
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{
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this.game = game;
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2016-12-07 03:42:41 +00:00
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this.type = CONST.WEBGL;
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2016-12-07 02:28:22 +00:00
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2016-12-07 03:42:41 +00:00
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this.width = game.config.width * game.config.resolution;
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this.height = game.config.height * game.config.resolution;
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this.resolution = game.config.resolution;
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2016-12-07 02:28:22 +00:00
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this.view = game.canvas;
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2017-01-16 15:53:34 +00:00
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// All of these settings will be able to be controlled via the Game Config
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this.config = {
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clearBeforeRender: true,
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transparent: false,
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autoResize: false,
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preserveDrawingBuffer: false,
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2016-12-07 02:28:22 +00:00
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2017-01-16 15:53:34 +00:00
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WebGLContextOptions: {
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alpha: true,
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antialias: true,
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premultipliedAlpha: true,
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stencil: true,
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preserveDrawingBuffer: false
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}
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2016-12-07 02:28:22 +00:00
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};
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this.contextLost = false;
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2017-01-16 15:53:34 +00:00
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this.maxTextures = 1;
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this.multiTexture = false;
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this.blendModes = [];
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2016-12-07 02:28:22 +00:00
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2017-01-16 15:53:34 +00:00
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this.gl = null;
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2016-12-07 02:28:22 +00:00
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this.init();
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2017-01-19 23:20:36 +00:00
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2017-01-19 17:53:20 +00:00
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this.blitterBatch = new BlitterBatch(game, this.gl, this);
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2017-01-19 22:43:41 +00:00
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this.spriteBatch = new SpriteBatch(game, this.gl, this);
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2017-01-19 17:53:20 +00:00
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this.batch = null;
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this.currentTexture2D = null;
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2016-12-07 02:28:22 +00:00
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};
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WebGLRenderer.prototype.constructor = WebGLRenderer;
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WebGLRenderer.prototype = {
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init: function ()
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{
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this.gl = this.view.getContext('webgl', this.config.WebGLContextOptions) || this.view.getContext('experimental-webgl', this.config.WebGLContextOptions);
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2016-12-07 02:28:22 +00:00
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if (!this.gl)
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{
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this.contextLost = true;
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throw new Error('This browser does not support WebGL. Try using the Canvas renderer.');
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}
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var gl = this.gl;
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2017-01-16 15:53:34 +00:00
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/*
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// Will need supporting
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2016-12-07 02:28:22 +00:00
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this.maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
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if (this.maxTextures === 1)
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{
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this.multiTexture = false;
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}
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else
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{
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this.createMultiEmptyTextures();
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}
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this.emptyTexture = CreateEmptyTexture(this.gl, 1, 1, 0, 0);
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2017-01-16 15:53:34 +00:00
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*/
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2016-12-07 02:28:22 +00:00
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gl.disable(gl.DEPTH_TEST);
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gl.disable(gl.CULL_FACE);
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gl.enable(gl.BLEND);
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2016-12-07 03:42:41 +00:00
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gl.clearColor(1, 0, 0, 1);
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2016-12-07 02:28:22 +00:00
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this.resize(this.width, this.height);
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2017-01-16 15:53:34 +00:00
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/*
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// Will need supporting
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2016-12-07 02:28:22 +00:00
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this.extensions.compression = {};
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var etc1 = gl.getExtension('WEBGL_compressed_texture_etc1') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
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var pvrtc = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
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var s3tc = gl.getExtension('WEBGL_compressed_texture_s3tc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
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if (etc1)
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{
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this.extensions.compression.ETC1 = etc1;
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}
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if (pvrtc)
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{
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this.extensions.compression.PVRTC = pvrtc;
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}
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if (s3tc)
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{
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this.extensions.compression.S3TC = s3tc;
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}
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*/
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2016-12-07 02:28:22 +00:00
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// Map Blend Modes
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var add = [ gl.SRC_ALPHA, gl.DST_ALPHA ];
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var normal = [ gl.ONE, gl.ONE_MINUS_SRC_ALPHA ];
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var multiply = [ gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA ];
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var screen = [ gl.SRC_ALPHA, gl.ONE ];
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this.blendModes = [
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normal, add, multiply, screen, normal,
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normal, normal, normal, normal,
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normal, normal, normal, normal,
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normal, normal, normal, normal
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];
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},
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2017-01-19 23:20:36 +00:00
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createTexture2D: function (source)
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{
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var gl = this.gl;
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if (!source.glTexture)
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{
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source.glTexture = CreateTexture2DImage(gl, source.image, gl.NEAREST, 0);
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}
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this.currentTexture2D = source.glTexture;
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},
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2017-01-19 22:43:41 +00:00
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setTexture2D: function (texture2D)
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{
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this.currentTexture = texture2D;
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this.batch.dirty = true;
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},
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2017-01-19 22:43:41 +00:00
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setBatch: function (batch)
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{
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if (this.batch != batch)
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{
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if (this.batch)
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{
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this.batch.flush();
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}
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batch.bind();
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batch.setTexture2D(this.currentTexture2D, true);
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this.batch = batch;
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}
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},
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2016-12-07 02:28:22 +00:00
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resize: function (width, height)
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{
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2016-12-07 03:42:41 +00:00
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var res = this.game.config.resolution;
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this.width = width * res;
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this.height = height * res;
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2016-12-07 02:28:22 +00:00
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this.view.width = this.width;
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this.view.height = this.height;
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if (this.autoResize)
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{
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2016-12-07 03:42:41 +00:00
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this.view.style.width = (this.width / res) + 'px';
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this.view.style.height = (this.height / res) + 'px';
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2016-12-07 02:28:22 +00:00
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}
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this.gl.viewport(0, 0, this.width, this.height);
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2017-01-16 15:53:34 +00:00
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// Needed?
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// this.clipUnitX = 2 / this.width;
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// this.clipUnitY = 2 / this.height;
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2016-12-07 02:28:22 +00:00
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2017-01-16 15:53:34 +00:00
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// Needed?
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// this.projection.x = (this.width / 2) / res;
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// this.projection.y = -(this.height / 2) / res;
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2016-12-07 02:28:22 +00:00
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},
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/**
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* Renders the State.
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*
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* @method render
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* @param {Phaser.State} state - The State to be rendered.
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* @param {number} interpolationPercentage - The cumulative amount of time that hasn't been simulated yet, divided
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* by the amount of time that will be simulated the next time update()
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* runs. Useful for interpolating frames.
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*/
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render: function (state, interpolationPercentage)
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{
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2016-12-07 03:42:41 +00:00
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// console.log('%c render start ', 'color: #ffffff; background: #00ff00;');
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2016-12-07 02:28:22 +00:00
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// No point rendering if our context has been blown up!
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if (this.contextLost)
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{
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return;
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}
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// Add Pre-render hook
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var gl = this.gl;
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2017-01-19 17:53:20 +00:00
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2017-01-16 15:53:34 +00:00
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// This is the old render loop - add what you need here to replace it,
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// but please allow each State to render to its own Quad FBO
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2017-01-19 17:53:20 +00:00
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//var fbo = state.sys.fbo;
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2017-01-19 17:53:20 +00:00
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//fbo.activate();
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// clear is needed for the FBO, otherwise corruption ...
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gl.clear(gl.COLOR_BUFFER_BIT);
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2017-01-19 17:53:20 +00:00
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//this.setBlendMode(CONST.blendModes.NORMAL);
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2017-01-19 17:53:20 +00:00
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//this.batch.start();
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2016-12-07 02:28:22 +00:00
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// Could move to the State Systems or MainLoop
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for (var c = 0; c < state.sys.children.list.length; c++)
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{
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var child = state.sys.children.list[c];
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2016-12-07 02:28:22 +00:00
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2017-01-19 17:53:20 +00:00
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child.renderWebGL(this, child, interpolationPercentage);
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}
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this.batch.flush();
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//this.batch.stop();
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2016-12-07 02:28:22 +00:00
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// Call state.render here, so we can do some extra shizzle on the top
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// Maybe pass in the FBO texture too?
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2017-01-19 17:53:20 +00:00
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//fbo.render(null);
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2016-12-07 02:28:22 +00:00
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// Unbind the fbo texture and replace it with an empty texture.
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// If we forget this we corrupt the main context texture!
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// or get `RENDER WARNING: there is no texture bound to the unit 0` spam in the console
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//gl.bindTexture(gl.TEXTURE_2D, this.emptyTexture);
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2016-12-07 02:28:22 +00:00
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2017-01-19 17:53:20 +00:00
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2016-12-07 02:28:22 +00:00
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// console.log('%c render end ', 'color: #ffffff; background: #ff0000;');
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// Add Post-render hook
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},
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destroy: function ()
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{
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this.gl = null;
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},
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createFBO: function () {}
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};
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module.exports = WebGLRenderer;
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