phaser/src/renderer/webgl/WebGLRenderer.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = require('../../utils/Class');
var CONST = require('../../const');
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var IsSizePowerOfTwo = require('../../math/pow2/IsSizePowerOfTwo');
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var Utils = require('./Utils');
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var WebGLSnapshot = require('../snapshot/WebGLSnapshot');
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// Default Pipelines
var BitmapMaskPipeline = require('./pipelines/BitmapMaskPipeline');
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var FlatTintPipeline = require('./pipelines/FlatTintPipeline');
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var ForwardDiffuseLightPipeline = require('./pipelines/ForwardDiffuseLightPipeline');
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var TextureTintPipeline = require('./pipelines/TextureTintPipeline');
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/**
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* @classdesc
* [description]
*
* @class WebGLRenderer
* @memberOf Phaser.Renderer.WebGL
* @constructor
* @since 3.0.0
*
* @param {Phaser.Game} game - [description]
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*/
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var WebGLRenderer = new Class({
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initialize:
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function WebGLRenderer (game)
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{
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// eslint-disable-next-line consistent-this
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var renderer = this;
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var contextCreationConfig = {
alpha: game.config.transparent,
depth: false, // enable when 3D is added in the future
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antialias: game.config.antialias,
premultipliedAlpha: game.config.transparent,
stencil: true,
preserveDrawingBuffer: game.config.preserveDrawingBuffer,
failIfMajorPerformanceCaveat: game.config.failIfMajorPerformanceCaveat,
powerPreference: game.config.powerPreference
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};
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#config
* @type {object}
* @since 3.0.0
*/
this.config = {
clearBeforeRender: game.config.clearBeforeRender,
pixelArt: game.config.pixelArt,
backgroundColor: game.config.backgroundColor,
contextCreation: contextCreationConfig,
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resolution: game.config.resolution,
autoResize: game.config.autoResize,
roundPixels: game.config.roundPixels
};
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#game
* @type {Phaser.Game}
* @since 3.0.0
*/
this.game = game;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#type
* @type {integer}
* @since 3.0.0
*/
this.type = CONST.WEBGL;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#width
* @type {number}
* @since 3.0.0
*/
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this.width = game.config.width;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#height
* @type {number}
* @since 3.0.0
*/
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this.height = game.config.height;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#canvas
* @type {HTMLCanvasElement}
* @since 3.0.0
*/
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this.canvas = game.canvas;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#lostContextCallbacks
* @type {function[]}
* @since 3.0.0
*/
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this.lostContextCallbacks = [];
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#restoredContextCallbacks
* @type {function[]}
* @since 3.0.0
*/
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this.restoredContextCallbacks = [];
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#blendModes
* @type {array}
* @default []
* @since 3.0.0
*/
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this.blendModes = [];
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#nativeTextures
* @type {array}
* @default []
* @since 3.0.0
*/
this.nativeTextures = [];
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#contextLost
* @type {boolean}
* @default false
* @since 3.0.0
*/
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this.contextLost = false;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#pipelines
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* @type {object}
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* @default null
* @since 3.0.0
*/
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this.pipelines = null;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#snapshotState
* @type {object}
* @since 3.0.0
*/
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this.snapshotState = {
callback: null,
type: null,
encoder: null
};
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// Internal Renderer State (Textures, Framebuffers, Pipelines, Buffers, etc)
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentActiveTextureUnit
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* @type {integer}
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* @since 3.1.0
*/
this.currentActiveTextureUnit = 0;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentTextures
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* @type {array}
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* @since 3.0.0
*/
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this.currentTextures = new Array(16);
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentFramebuffer
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* @type {WebGLFramebuffer}
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* @default null
* @since 3.0.0
*/
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this.currentFramebuffer = null;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentPipeline
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* @type {Phaser.Renderer.WebGL.WebGLPipeline}
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* @default null
* @since 3.0.0
*/
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this.currentPipeline = null;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentProgram
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* @type {WebGLProgram}
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* @default null
* @since 3.0.0
*/
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this.currentProgram = null;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentVertexBuffer
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* @type {WebGLBuffer}
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* @default null
* @since 3.0.0
*/
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this.currentVertexBuffer = null;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentIndexBuffer
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* @type {WebGLBuffer}
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* @default null
* @since 3.0.0
*/
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this.currentIndexBuffer = null;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentBlendMode
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* @type {integer}
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* @since 3.0.0
*/
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this.currentBlendMode = Infinity;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentScissorEnabled
* @type {boolean}
* @default false
* @since 3.0.0
*/
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this.currentScissorEnabled = false;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentScissor
* @type {Uint32Array}
* @since 3.0.0
*/
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this.currentScissor = new Uint32Array([ 0, 0, this.width, this.height ]);
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentScissorIdx
* @type {number}
* @default 0
* @since 3.0.0
*/
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this.currentScissorIdx = 0;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#scissorStack
* @type {Uint32Array}
* @since 3.0.0
*/
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this.scissorStack = new Uint32Array(4 * 1000);
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// Setup context lost and restore event listeners
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this.canvas.addEventListener('webglcontextlost', function (event)
{
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renderer.contextLost = true;
event.preventDefault();
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for (var index = 0; index < renderer.lostContextCallbacks.length; ++index)
{
var callback = renderer.lostContextCallbacks[index];
callback[0].call(callback[1], renderer);
}
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}, false);
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this.canvas.addEventListener('webglcontextrestored', function ()
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{
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renderer.contextLost = false;
renderer.init(renderer.config);
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for (var index = 0; index < renderer.restoredContextCallbacks.length; ++index)
{
var callback = renderer.restoredContextCallbacks[index];
callback[0].call(callback[1], renderer);
}
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}, false);
// This are initialized post context creation
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#gl
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* @type {WebGLRenderingContext}
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* @default null
* @since 3.0.0
*/
this.gl = null;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#supportedExtensions
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* @type {object}
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* @default null
* @since 3.0.0
*/
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this.supportedExtensions = null;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#extensions
* @type {object}
* @default {}
* @since 3.0.0
*/
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this.extensions = {};
/**
* [description]
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#glFormats
* @type {array}
* @default []
* @since 3.2.0
*/
this.glFormats = [];
this.init(this.config);
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#init
* @since 3.0.0
*
* @param {object} config - [description]
*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
init: function (config)
{
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var canvas = this.canvas;
var clearColor = config.backgroundColor;
var gl = canvas.getContext('webgl', config.contextCreation) || canvas.getContext('experimental-webgl', config.contextCreation);
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if (!gl)
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{
this.contextLost = true;
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throw new Error('This browser does not support WebGL. Try using the Canvas pipeline.');
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}
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this.gl = gl;
for (var i = 0; i <= 16; i++)
{
this.blendModes.push({ func: [ gl.ONE, gl.ONE_MINUS_SRC_ALPHA ], equation: gl.FUNC_ADD });
}
this.blendModes[1].func = [ gl.ONE, gl.DST_ALPHA ];
this.blendModes[2].func = [ gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA ];
this.blendModes[3].func = [ gl.ONE, gl.ONE_MINUS_SRC_COLOR ];
this.glFormats[0] = gl.BYTE;
this.glFormats[1] = gl.SHORT;
this.glFormats[2] = gl.UNSIGNED_BYTE;
this.glFormats[3] = gl.UNSIGNED_SHORT;
this.glFormats[4] = gl.FLOAT;
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// Load supported extensions
this.supportedExtensions = gl.getSupportedExtensions();
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// Setup initial WebGL state
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gl.disable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE);
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gl.disable(gl.SCISSOR_TEST);
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gl.enable(gl.BLEND);
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gl.clearColor(clearColor.redGL, clearColor.greenGL, clearColor.blueGL, 1.0);
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// Initialize all textures to null
for (var index = 0; index < this.currentTextures.length; ++index)
{
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this.currentTextures[index] = null;
}
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// Clear previous pipelines and reload default ones
this.pipelines = {};
this.addPipeline('TextureTintPipeline', new TextureTintPipeline({ game: this.game, renderer: this }));
this.addPipeline('FlatTintPipeline', new FlatTintPipeline({ game: this.game, renderer: this }));
this.addPipeline('BitmapMaskPipeline', new BitmapMaskPipeline({ game: this.game, renderer: this }));
this.addPipeline('Light2D', new ForwardDiffuseLightPipeline({ game: this.game, renderer: this }));
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this.setBlendMode(CONST.BlendModes.NORMAL);
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this.resize(this.width, this.height);
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#resize
* @since 3.0.0
*
* @param {number} width - [description]
* @param {number} height - [description]
*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
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resize: function (width, height)
{
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var gl = this.gl;
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var pipelines = this.pipelines;
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var resolution = this.config.resolution;
this.width = Math.floor(width * resolution);
this.height = Math.floor(height * resolution);
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this.canvas.width = this.width;
this.canvas.height = this.height;
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if (this.config.autoResize)
{
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this.canvas.style.width = (this.width / resolution) + 'px';
this.canvas.style.height = (this.height / resolution) + 'px';
}
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gl.viewport(0, 0, this.width, this.height);
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// Update all registered pipelines
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for (var pipelineName in pipelines)
{
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pipelines[pipelineName].resize(width, height, resolution);
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}
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#onContextRestored
* @since 3.0.0
*
* @param {function} callback - [description]
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* @param {object} target - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
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onContextRestored: function (callback, target)
{
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this.restoredContextCallbacks.push([ callback, target ]);
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#onContextLost
* @since 3.0.0
*
* @param {function} callback - [description]
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* @param {object} target - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
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onContextLost: function (callback, target)
{
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this.lostContextCallbacks.push([ callback, target ]);
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#hasExtension
* @since 3.0.0
*
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* @param {string} extensionName - [description]
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*
* @return {boolean} [description]
*/
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hasExtension: function (extensionName)
{
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return this.supportedExtensions ? this.supportedExtensions.indexOf(extensionName) : false;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#getExtension
* @since 3.0.0
*
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* @param {string} extensionName - [description]
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*
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* @return {object} [description]
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*/
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getExtension: function (extensionName)
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{
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if (!this.hasExtension(extensionName)) { return null; }
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if (!(extensionName in this.extensions))
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{
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this.extensions[extensionName] = this.gl.getExtension(extensionName);
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}
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return this.extensions[extensionName];
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#flush
* @since 3.0.0
*/
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flush: function ()
{
if (this.currentPipeline)
{
this.currentPipeline.flush();
}
},
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/* Renderer State Manipulation Functions */
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#hasPipeline
* @since 3.0.0
*
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* @param {string} pipelineName - [description]
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*
* @return {boolean} [description]
*/
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hasPipeline: function (pipelineName)
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{
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return (pipelineName in this.pipelines);
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#getPipeline
* @since 3.0.0
*
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* @param {string} pipelineName - [description]
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*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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getPipeline: function (pipelineName)
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{
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return (this.hasPipeline(pipelineName)) ? this.pipelines[pipelineName] : null;
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#removePipeline
* @since 3.0.0
*
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* @param {string} pipelineName - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
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removePipeline: function (pipelineName)
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{
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delete this.pipelines[pipelineName];
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return this;
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#addPipeline
* @since 3.0.0
*
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* @param {string} pipelineName - [description]
* @param {Phaser.Renderer.WebGL.WebGLPipeline} pipelineInstance - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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addPipeline: function (pipelineName, pipelineInstance)
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{
if (!this.hasPipeline(pipelineName))
{
this.pipelines[pipelineName] = pipelineInstance;
}
else
{
console.warn('Pipeline', pipelineName, ' already exists.');
}
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pipelineInstance.name = pipelineName;
this.pipelines[pipelineName].resize(this.width, this.height, this.config.resolution);
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return pipelineInstance;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setScissor
* @since 3.0.0
*
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* @param {integer} x - [description]
* @param {integer} y - [description]
* @param {integer} w - [description]
* @param {integer} h - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
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setScissor: function (x, y, w, h)
{
var gl = this.gl;
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var currentScissor = this.currentScissor;
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var enabled = (x === 0 && y === 0 && w === gl.canvas.width && h === gl.canvas.height && w >= 0 && h >= 0);
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if (currentScissor[0] !== x ||
currentScissor[1] !== y ||
currentScissor[2] !== w ||
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currentScissor[3] !== h)
{
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this.flush();
}
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currentScissor[0] = x;
currentScissor[1] = y;
currentScissor[2] = w;
currentScissor[3] = h;
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this.currentScissorEnabled = enabled;
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if (enabled)
{
gl.disable(gl.SCISSOR_TEST);
return this;
}
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gl.enable(gl.SCISSOR_TEST);
gl.scissor(x, (gl.drawingBufferHeight - y - h), w, h);
return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#pushScissor
* @since 3.0.0
*
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* @param {integer} x - [description]
* @param {integer} y - [description]
* @param {integer} w - [description]
* @param {integer} h - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
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pushScissor: function (x, y, w, h)
{
var scissorStack = this.scissorStack;
var stackIndex = this.currentScissorIdx;
var currentScissor = this.currentScissor;
scissorStack[stackIndex + 0] = currentScissor[0];
scissorStack[stackIndex + 1] = currentScissor[1];
scissorStack[stackIndex + 2] = currentScissor[2];
scissorStack[stackIndex + 3] = currentScissor[3];
this.currentScissorIdx += 4;
this.setScissor(x, y, w, h);
return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#popScissor
* @since 3.0.0
*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
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popScissor: function ()
{
var scissorStack = this.scissorStack;
var stackIndex = this.currentScissorIdx - 4;
var x = scissorStack[stackIndex + 0];
var y = scissorStack[stackIndex + 1];
var w = scissorStack[stackIndex + 2];
var h = scissorStack[stackIndex + 3];
this.currentScissorIdx = stackIndex;
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this.setScissor(x, y, w, h);
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setPipeline
* @since 3.0.0
*
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* @param {Phaser.Renderer.WebGL.WebGLPipeline} pipelineInstance - [description]
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*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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setPipeline: function (pipelineInstance)
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{
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if (this.currentPipeline !== pipelineInstance ||
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this.currentPipeline.vertexBuffer !== this.currentVertexBuffer ||
this.currentPipeline.program !== this.currentProgram)
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{
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this.flush();
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this.currentPipeline = pipelineInstance;
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this.currentPipeline.bind();
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}
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this.currentPipeline.onBind();
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return this.currentPipeline;
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setBlendMode
* @since 3.0.0
*
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* @param {integer} blendModeId - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
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setBlendMode: function (blendModeId)
{
var gl = this.gl;
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var blendMode = this.blendModes[blendModeId];
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if (blendModeId !== CONST.BlendModes.SKIP_CHECK &&
this.currentBlendMode !== blendModeId)
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{
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this.flush();
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gl.enable(gl.BLEND);
gl.blendEquation(blendMode.equation);
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if (blendMode.func.length > 2)
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{
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gl.blendFuncSeparate(blendMode.func[0], blendMode.func[1], blendMode.func[2], blendMode.func[3]);
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}
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else
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{
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gl.blendFunc(blendMode.func[0], blendMode.func[1]);
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}
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this.currentBlendMode = blendModeId;
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}
return this;
},
/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#addBlendMode
* @since 3.0.0
*
* @param {function} func - [description]
* @param {function} equation - [description]
*
* @return {integer} [description]
*/
addBlendMode: function (func, equation)
{
var index = this.blendModes.push({ func: func, equation: equation });
return index - 1;
},
/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#updateBlendMode
* @since 3.0.0
*
* @param {integer} index - [description]
* @param {function} func - [description]
* @param {function} equation - [description]
*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} This WebGL Renderer.
*/
updateBlendMode: function (index, func, equation)
{
if (this.blendModes[index])
{
this.blendModes[index].func = func;
if (equation)
{
this.blendModes[index].equation = equation;
}
}
return this;
},
/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#removeBlendMode
* @since 3.0.0
*
* @param {integer} index - [description]
*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} This WebGL Renderer.
*/
removeBlendMode: function (index)
{
if (index > 16 && this.blendModes[index])
{
this.blendModes.splice(index, 1);
}
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return this;
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setTexture2D
* @since 3.0.0
*
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* @param {WebGLTexture} texture - [description]
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* @param {integer} textureUnit - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} This WebGL Renderer.
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*/
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setTexture2D: function (texture, textureUnit)
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{
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var gl = this.gl;
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if (texture !== this.currentTextures[textureUnit])
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{
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this.flush();
if (this.currentActiveTextureUnit !== textureUnit)
{
gl.activeTexture(gl.TEXTURE0 + textureUnit);
this.currentActiveTextureUnit = textureUnit;
}
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gl.bindTexture(gl.TEXTURE_2D, texture);
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this.currentTextures[textureUnit] = texture;
}
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return this;
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setFramebuffer
* @since 3.0.0
*
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* @param {WebGLFramebuffer} framebuffer - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} This WebGL Renderer.
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*/
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setFramebuffer: function (framebuffer)
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{
var gl = this.gl;
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if (framebuffer !== this.currentFramebuffer)
{
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this.flush();
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gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
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this.currentFramebuffer = framebuffer;
}
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setProgram
* @since 3.0.0
*
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* @param {WebGLProgram} program - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} This WebGL Renderer.
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*/
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setProgram: function (program)
{
var gl = this.gl;
if (program !== this.currentProgram)
{
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this.flush();
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gl.useProgram(program);
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this.currentProgram = program;
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}
return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setVertexBuffer
* @since 3.0.0
*
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* @param {WebGLBuffer} vertexBuffer - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} This WebGL Renderer.
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*/
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setVertexBuffer: function (vertexBuffer)
{
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var gl = this.gl;
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if (vertexBuffer !== this.currentVertexBuffer)
{
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this.flush();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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this.currentVertexBuffer = vertexBuffer;
}
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setIndexBuffer
* @since 3.0.0
*
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* @param {WebGLBuffer} indexBuffer - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} This WebGL Renderer.
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*/
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setIndexBuffer: function (indexBuffer)
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{
var gl = this.gl;
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if (indexBuffer !== this.currentIndexBuffer)
{
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this.flush();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
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this.currentIndexBuffer = indexBuffer;
}
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return this;
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},
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/* Renderer Resource Creation Functions */
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createTextureFromSource
* @since 3.0.0
*
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* @param {object} source - [description]
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* @param {integer} width - [description]
* @param {integer} height - [description]
* @param {integer} scaleMode - [description]
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*
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* @return {WebGLTexture} [description]
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*/
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createTextureFromSource: function (source, width, height, scaleMode)
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{
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var gl = this.gl;
var filter = gl.NEAREST;
var wrap = gl.CLAMP_TO_EDGE;
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var texture = null;
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width = source ? source.width : width;
height = source ? source.height : height;
if (IsSizePowerOfTwo(width, height))
{
wrap = gl.REPEAT;
}
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if (scaleMode === CONST.ScaleModes.LINEAR)
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{
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filter = gl.LINEAR;
}
else if (scaleMode === CONST.ScaleModes.NEAREST || this.config.pixelArt)
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{
filter = gl.NEAREST;
}
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if (!source && typeof width === 'number' && typeof height === 'number')
{
texture = this.createTexture2D(0, filter, filter, wrap, wrap, gl.RGBA, null, width, height);
}
else
{
texture = this.createTexture2D(0, filter, filter, wrap, wrap, gl.RGBA, source);
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}
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return texture;
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createTexture2D
* @since 3.0.0
*
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* @param {integer} mipLevel - [description]
* @param {integer} minFilter - [description]
* @param {integer} magFilter - [description]
* @param {integer} wrapT - [description]
* @param {integer} wrapS - [description]
* @param {integer} format - [description]
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* @param {object} pixels - [description]
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* @param {integer} width - [description]
* @param {integer} height - [description]
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* @param {boolean} pma - [description]
*
* @return {WebGLTexture} [description]
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*/
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createTexture2D: function (mipLevel, minFilter, magFilter, wrapT, wrapS, format, pixels, width, height, pma)
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{
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var gl = this.gl;
var texture = gl.createTexture();
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pma = (pma === undefined || pma === null) ? true : pma;
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this.setTexture2D(texture, 0);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrapS);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrapT);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, pma);
if (pixels === null || pixels === undefined)
{
gl.texImage2D(gl.TEXTURE_2D, mipLevel, format, width, height, 0, format, gl.UNSIGNED_BYTE, null);
}
else
{
gl.texImage2D(gl.TEXTURE_2D, mipLevel, format, format, gl.UNSIGNED_BYTE, pixels);
width = pixels.width;
height = pixels.height;
}
this.setTexture2D(null, 0);
texture.isAlphaPremultiplied = pma;
texture.isRenderTexture = false;
texture.width = width;
texture.height = height;
this.nativeTextures.push(texture);
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return texture;
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createFramebuffer
* @since 3.0.0
*
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* @param {integer} width - [description]
* @param {integer} height - [description]
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* @param {WebGLFramebuffer} renderTexture - [description]
* @param {boolean} addDepthStencilBuffer - [description]
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*
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* @return {WebGLFramebuffer} [description]
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*/
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createFramebuffer: function (width, height, renderTexture, addDepthStencilBuffer)
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{
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var gl = this.gl;
var framebuffer = gl.createFramebuffer();
var complete = 0;
this.setFramebuffer(framebuffer);
if (addDepthStencilBuffer)
{
var depthStencilBuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
}
renderTexture.isRenderTexture = true;
renderTexture.isAlphaPremultiplied = false;
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, renderTexture, 0);
complete = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if (complete !== gl.FRAMEBUFFER_COMPLETE)
{
var errors = {
36054: 'Incomplete Attachment',
36055: 'Missing Attachment',
36057: 'Incomplete Dimensions',
36061: 'Framebuffer Unsupported'
};
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throw new Error('Framebuffer incomplete. Framebuffer status: ' + errors[complete]);
}
framebuffer.renderTexture = renderTexture;
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this.setFramebuffer(null);
return framebuffer;
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createProgram
* @since 3.0.0
*
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* @param {string} vertexShader - [description]
* @param {string} fragmentShader - [description]
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*
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* @return {WebGLProgram} [description]
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*/
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createProgram: function (vertexShader, fragmentShader)
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{
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var gl = this.gl;
var program = gl.createProgram();
var vs = gl.createShader(gl.VERTEX_SHADER);
var fs = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(vs, vertexShader);
gl.shaderSource(fs, fragmentShader);
gl.compileShader(vs);
gl.compileShader(fs);
if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS))
{
throw new Error('Failed to compile Vertex Shader:\n' + gl.getShaderInfoLog(vs));
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}
if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS))
{
throw new Error('Failed to compile Fragment Shader:\n' + gl.getShaderInfoLog(fs));
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}
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gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS))
{
throw new Error('Failed to link program:\n' + gl.getProgramInfoLog(program));
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}
return program;
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createVertexBuffer
* @since 3.0.0
*
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* @param {ArrayBuffer} initialDataOrSize - [description]
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* @param {integer} bufferUsage - [description]
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*
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* @return {WebGLBuffer} [description]
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*/
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createVertexBuffer: function (initialDataOrSize, bufferUsage)
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{
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var gl = this.gl;
var vertexBuffer = gl.createBuffer();
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this.setVertexBuffer(vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, initialDataOrSize, bufferUsage);
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this.setVertexBuffer(null);
return vertexBuffer;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createIndexBuffer
* @since 3.0.0
*
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* @param {ArrayBuffer} initialDataOrSize - [description]
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* @param {integer} bufferUsage - [description]
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*
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* @return {WebGLBuffer} [description]
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*/
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createIndexBuffer: function (initialDataOrSize, bufferUsage)
{
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var gl = this.gl;
var indexBuffer = gl.createBuffer();
this.setIndexBuffer(indexBuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, initialDataOrSize, bufferUsage);
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this.setIndexBuffer(null);
return indexBuffer;
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#deleteTexture
* @since 3.0.0
*
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* @param {WebGLTexture} texture - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} This WebGL Renderer.
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*/
deleteTexture: function (texture)
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{
this.gl.deleteTexture(texture);
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#deleteFramebuffer
* @since 3.0.0
*
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* @param {WebGLFramebuffer} framebuffer - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} This WebGL Renderer.
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*/
deleteFramebuffer: function (framebuffer)
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{
this.gl.deleteFramebuffer(framebuffer);
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#deleteProgram
* @since 3.0.0
*
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* @param {WebGLProgram} program - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} This WebGL Renderer.
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*/
deleteProgram: function (program)
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{
this.gl.deleteProgram(program);
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#deleteBuffer
* @since 3.0.0
*
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* @param {WebGLBuffer} vertexBuffer - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} This WebGL Renderer.
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*/
deleteBuffer: function (buffer)
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{
this.gl.deleteBuffer(buffer);
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return this;
},
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/* Rendering Functions */
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#preRenderCamera
* @since 3.0.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*/
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preRenderCamera: function (camera)
{
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var resolution = this.config.resolution;
var cx = Math.floor(camera.x * resolution);
var cy = Math.floor(camera.x * resolution);
var cw = Math.floor(camera.width * resolution);
var ch = Math.floor(camera.height * resolution);
this.pushScissor(cx, cy, cw, ch);
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if (camera.backgroundColor.alphaGL > 0)
{
var color = camera.backgroundColor;
var FlatTintPipeline = this.pipelines.FlatTintPipeline;
FlatTintPipeline.batchFillRect(
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0, 0, 1, 1, 0,
camera.x, camera.y, camera.width, camera.height,
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Utils.getTintFromFloats(color.redGL, color.greenGL, color.blueGL, 1.0),
color.alphaGL,
1, 0, 0, 1, 0, 0,
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[ 1, 0, 0, 1, 0, 0 ]
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);
FlatTintPipeline.flush();
}
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#postRenderCamera
* @since 3.0.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*/
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postRenderCamera: function (camera)
{
if (camera._fadeAlpha > 0 || camera._flashAlpha > 0)
{
var FlatTintPipeline = this.pipelines.FlatTintPipeline;
// Fade
FlatTintPipeline.batchFillRect(
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0, 0, 1, 1, 0,
camera.x, camera.y, camera.width, camera.height,
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Utils.getTintFromFloats(camera._fadeRed, camera._fadeGreen, camera._fadeBlue, 1.0),
camera._fadeAlpha,
1, 0, 0, 1, 0, 0,
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[ 1, 0, 0, 1, 0, 0 ]
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);
// Flash
FlatTintPipeline.batchFillRect(
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0, 0, 1, 1, 0,
camera.x, camera.y, camera.width, camera.height,
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Utils.getTintFromFloats(camera._flashRed, camera._flashGreen, camera._flashBlue, 1.0),
camera._flashAlpha,
1, 0, 0, 1, 0, 0,
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[ 1, 0, 0, 1, 0, 0 ]
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);
FlatTintPipeline.flush();
}
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this.popScissor();
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#preRender
* @since 3.0.0
*/
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preRender: function ()
{
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if (this.contextLost) { return; }
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var gl = this.gl;
var color = this.config.backgroundColor;
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var pipelines = this.pipelines;
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// Bind custom framebuffer here
gl.clearColor(color.redGL, color.greenGL, color.blueGL, color.alphaGL);
if (this.config.clearBeforeRender)
{
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
}
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for (var key in pipelines)
{
pipelines[key].onPreRender();
}
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#render
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
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* @param {Phaser.GameObjects.GameObject} children - [description]
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* @param {number} interpolationPercentage - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*/
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render: function (scene, children, interpolationPercentage, camera)
{
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if (this.contextLost) { return; }
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var list = children.list;
var childCount = list.length;
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var pipelines = this.pipelines;
for (var key in pipelines)
{
pipelines[key].onRender(scene, camera);
}
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this.preRenderCamera(camera);
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for (var index = 0; index < childCount; ++index)
{
var child = list[index];
if (!child.willRender())
{
continue;
}
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if (child.blendMode !== this.currentBlendMode)
{
this.setBlendMode(child.blendMode);
}
if (child.mask)
{
child.mask.preRenderWebGL(this, child, camera);
}
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child.renderWebGL(this, child, interpolationPercentage, camera);
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if (child.mask)
{
child.mask.postRenderWebGL(this, child);
}
}
this.flush();
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this.setBlendMode(CONST.BlendModes.NORMAL);
this.postRenderCamera(camera);
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#postRender
* @since 3.0.0
*/
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postRender: function ()
{
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if (this.contextLost) { return; }
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// Unbind custom framebuffer here
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if (this.snapshotState.callback)
{
this.snapshotState.callback(WebGLSnapshot(this.canvas, this.snapshotState.type, this.snapshotState.encoder));
this.snapshotState.callback = null;
}
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var pipelines = this.pipelines;
for (var key in pipelines)
{
pipelines[key].onPostRender();
}
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#snapshot
* @since 3.0.0
*
* @param {function} callback - [description]
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* @param {string} type - [description]
* @param {float} encoderOptions - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
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snapshot: function (callback, type, encoderOptions)
{
this.snapshotState.callback = callback;
this.snapshotState.type = type;
this.snapshotState.encoder = encoderOptions;
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#canvasToTexture
* @since 3.0.0
*
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* @param {HTMLCanvasElement} srcCanvas - [description]
* @param {WebGLTexture} dstTexture - [description]
* @param {boolean} shouldReallocate - [description]
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* @param {integer} scaleMode - [description]
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*
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* @return {WebGLTexture} [description]
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*/
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canvasToTexture: function (srcCanvas, dstTexture)
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{
var gl = this.gl;
if (!dstTexture)
{
var wrapping = gl.CLAMP_TO_EDGE;
if (IsSizePowerOfTwo(srcCanvas.width, srcCanvas.height))
{
wrapping = gl.REPEAT;
}
dstTexture = this.createTexture2D(0, gl.NEAREST, gl.NEAREST, wrapping, wrapping, gl.RGBA, srcCanvas, srcCanvas.width, srcCanvas.height, true);
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}
else
{
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this.setTexture2D(dstTexture, 0);
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2018-03-05 01:40:11 +00:00
// if (!shouldReallocate && dstTexture.width >= srcCanvas.width || dstTexture.height >= srcCanvas.height)
// {
// gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, srcCanvas.width, srcCanvas.height, gl.RGBA, gl.UNSIGNED_BYTE, srcCanvas);
2018-03-05 01:40:11 +00:00
// }
// else
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{
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, srcCanvas);
dstTexture.width = srcCanvas.width;
dstTexture.height = srcCanvas.height;
}
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this.setTexture2D(null, 0);
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}
return dstTexture;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setTextureFilter
* @since 3.0.0
*
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* @param {integer} texture - [description]
* @param {integer} filter - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
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setTextureFilter: function (texture, filter)
{
var gl = this.gl;
var glFilter = [ gl.LINEAR, gl.NEAREST ][filter];
this.setTexture2D(texture, 0);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, glFilter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, glFilter);
this.setTexture2D(null, 0);
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setFloat1
* @since 3.0.0
*
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* @param {WebGLProgram} program - [description]
* @param {string} name - [description]
* @param {float} x - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
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setFloat1: function (program, name, x)
{
this.setProgram(program);
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this.gl.uniform1f(this.gl.getUniformLocation(program, name), x);
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setFloat2
* @since 3.0.0
*
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* @param {WebGLProgram} program - [description]
* @param {string} name - [description]
* @param {float} x - [description]
* @param {float} y - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
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setFloat2: function (program, name, x, y)
{
this.setProgram(program);
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this.gl.uniform2f(this.gl.getUniformLocation(program, name), x, y);
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setFloat3
* @since 3.0.0
*
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* @param {WebGLProgram} program - [description]
* @param {string} name - [description]
* @param {float} x - [description]
* @param {float} y - [description]
* @param {float} z - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
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setFloat3: function (program, name, x, y, z)
{
this.setProgram(program);
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this.gl.uniform3f(this.gl.getUniformLocation(program, name), x, y, z);
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setFloat4
* @since 3.0.0
*
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* @param {WebGLProgram} program - [description]
* @param {string} name - [description]
* @param {float} x - [description]
* @param {float} y - [description]
* @param {float} z - [description]
* @param {float} w - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
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setFloat4: function (program, name, x, y, z, w)
{
this.setProgram(program);
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this.gl.uniform4f(this.gl.getUniformLocation(program, name), x, y, z, w);
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setInt1
* @since 3.0.0
*
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* @param {WebGLProgram} program - [description]
* @param {string} name - [description]
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* @param {integer} x - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
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setInt1: function (program, name, x)
{
this.setProgram(program);
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this.gl.uniform1i(this.gl.getUniformLocation(program, name), x);
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setInt2
* @since 3.0.0
*
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* @param {WebGLProgram} program - [description]
* @param {string} name - [description]
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* @param {integer} x - [description]
* @param {integer} y - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
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setInt2: function (program, name, x, y)
{
this.setProgram(program);
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this.gl.uniform2i(this.gl.getUniformLocation(program, name), x, y);
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setInt3
* @since 3.0.0
*
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* @param {WebGLProgram} program - [description]
* @param {string} name - [description]
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* @param {integer} x - [description]
* @param {integer} y - [description]
* @param {integer} z - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
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setInt3: function (program, name, x, y, z)
{
this.setProgram(program);
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this.gl.uniform3i(this.gl.getUniformLocation(program, name), x, y, z);
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setInt4
* @since 3.0.0
*
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* @param {WebGLProgram} program - [description]
* @param {string} name - [description]
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* @param {integer} x - [description]
* @param {integer} y - [description]
* @param {integer} z - [description]
* @param {integer} w - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
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setInt4: function (program, name, x, y, z, w)
{
this.setProgram(program);
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this.gl.uniform4i(this.gl.getUniformLocation(program, name), x, y, z, w);
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setMatrix2
* @since 3.0.0
*
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* @param {WebGLProgram} program - [description]
* @param {string} name - [description]
* @param {boolean} transpose - [description]
* @param {Float32Array} matrix - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
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setMatrix2: function (program, name, transpose, matrix)
{
this.setProgram(program);
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this.gl.uniformMatrix2fv(this.gl.getUniformLocation(program, name), transpose, matrix);
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setMatrix3
* @since 3.0.0
*
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* @param {WebGLProgram} program - [description]
* @param {string} name - [description]
* @param {boolean} transpose - [description]
* @param {Float32Array} matrix - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
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setMatrix3: function (program, name, transpose, matrix)
{
this.setProgram(program);
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this.gl.uniformMatrix3fv(this.gl.getUniformLocation(program, name), transpose, matrix);
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setMatrix4
* @since 3.0.0
*
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* @param {WebGLProgram} program - [description]
* @param {string} name - [description]
* @param {boolean} transpose - [description]
* @param {Float32Array} matrix - [description]
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*
* @return {Phaser.Renderer.WebGL.WebGLRenderer} [description]
*/
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setMatrix4: function (program, name, transpose, matrix)
{
this.setProgram(program);
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this.gl.uniformMatrix4fv(this.gl.getUniformLocation(program, name), transpose, matrix);
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return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#destroy
* @since 3.0.0
*/
destroy: function ()
{
// Clear-up anything that should be cleared :)
for (var key in this.pipelines)
{
this.pipelines[key].destroy();
delete this.pipelines[key];
}
for (var index = 0; index < this.nativeTextures.length; ++index)
{
this.deleteTexture(this.nativeTextures[index]);
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delete this.nativeTextures[index];
}
if (this.hasExtension('WEBGL_lose_context'))
{
this.getExtension('WEBGL_lose_context').loseContext();
}
delete this.gl;
delete this.game;
this.contextLost = true;
this.extensions = {};
this.nativeTextures.length = 0;
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}
});
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module.exports = WebGLRenderer;