phaser/src/renderer/webgl/pipelines/ForwardDiffuseLightPipeline.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @author Felipe Alfonso <@bitnenfer>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../../../utils/Class');
var ShaderSourceFS = require('../shaders/ForwardDiffuse-frag.js');
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var TextureTintPipeline = require('./TextureTintPipeline');
var WebGLPipeline = require('../WebGLPipeline');
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var LIGHT_COUNT = 10;
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/**
* @classdesc
* ForwardDiffuseLightPipeline implements a forward rendering approach for 2D lights.
* This pipeline extends TextureTintPipeline so it implements all it's rendering functions
* and batching system.
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*
* @class ForwardDiffuseLightPipeline
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* @extends Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline
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* @memberof Phaser.Renderer.WebGL.Pipelines
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* @constructor
* @since 3.0.0
*
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* @param {object} config - The configuration of the pipeline, same as the {@link Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline}. The fragment shader will be replaced with the lighting shader.
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*/
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var ForwardDiffuseLightPipeline = new Class({
Extends: TextureTintPipeline,
initialize:
function ForwardDiffuseLightPipeline (config)
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{
LIGHT_COUNT = config.maxLights;
config.fragShader = ShaderSourceFS.replace('%LIGHT_COUNT%', LIGHT_COUNT.toString());
TextureTintPipeline.call(this, config);
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/**
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* Inverse rotation matrix for normal map rotations.
*
* @name Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#inverseRotationMatrix
* @type {Float32Array}
* @private
* @since 3.16.0
*/
this.inverseRotationMatrix = new Float32Array([
1, 0, 0,
0, 1, 0,
0, 0, 1
]);
/**
* Stores a default normal map, which is an object with a `glTexture` property that
* maps to a 1x1 texture of the color #7f7fff created in the `boot` method.
*
* @name Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#defaultNormalMap
* @type {object}
* @since 3.25.0
*/
this.defaultNormalMap;
/**
* Stores the previous number of lights rendered.
*
* @name Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#lightCount
* @type {number}
* @since 3.25.0
*/
this.lightCount = 0;
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},
/**
* Called when the Game has fully booted and the Renderer has finished setting up.
*
* By this stage all Game level systems are now in place and you can perform any final
* tasks that the pipeline may need that relied on game systems such as the Texture Manager.
*
* @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#boot
* @since 3.11.0
*/
boot: function ()
{
WebGLPipeline.prototype.boot.call(this);
var gl = this.gl;
var tempTexture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, tempTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([ 127, 127, 255, 255 ]));
this.defaultNormalMap = { glTexture: tempTexture };
return this;
},
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/**
* Called every time the pipeline is bound by the renderer.
* Sets the shader program, vertex buffer and other resources.
* Should only be called when changing pipeline.
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*
* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#bind
* @since 3.25.0
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*
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* @return {this} This WebGLPipeline instance.
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*/
bind: function ()
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{
WebGLPipeline.prototype.bind.call(this);
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var renderer = this.renderer;
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var program = this.program;
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renderer.setInt1(program, 'uMainSampler', 0);
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renderer.setInt1(program, 'uNormSampler', 1);
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renderer.setFloat2(program, 'uResolution', this.width, this.height);
return this;
},
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/**
* This function sets all the needed resources for each camera pass.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#onRender
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* @since 3.0.0
*
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* @param {Phaser.Scene} scene - The Scene being rendered.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Scene Camera being rendered with.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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onRender: function (scene, camera)
{
this.active = false;
var lightManager = scene.sys.lights;
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if (!lightManager || lightManager.lights.length <= 0 || !lightManager.active)
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{
// Passthru
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return this;
}
var lights = lightManager.cull(camera);
var lightCount = Math.min(lights.length, LIGHT_COUNT);
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if (lightCount === 0)
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{
return this;
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}
this.active = true;
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var renderer = this.renderer;
var program = this.program;
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var cameraMatrix = camera.matrix;
var point = {x: 0, y: 0};
var height = renderer.height;
var i;
if (lightCount !== this.lightCount)
{
for (i = 0; i < LIGHT_COUNT; i++)
{
// Reset lights
renderer.setFloat1(program, 'uLights[' + i + '].radius', 0);
}
this.lightCount = lightCount;
}
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if (camera.dirty)
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{
renderer.setFloat4(program, 'uCamera', camera.x, camera.y, camera.rotation, camera.zoom);
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}
// TODO - Only if dirty! and cache the location
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renderer.setFloat3(program, 'uAmbientLightColor', lightManager.ambientColor.r, lightManager.ambientColor.g, lightManager.ambientColor.b);
for (i = 0; i < lightCount; i++)
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{
var light = lights[i];
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var lightName = 'uLights[' + i + '].';
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cameraMatrix.transformPoint(light.x, light.y, point);
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// TODO - Cache the uniform locations!!!
renderer.setFloat2(program, lightName + 'position', point.x - (camera.scrollX * light.scrollFactorX * camera.zoom), height - (point.y - (camera.scrollY * light.scrollFactorY) * camera.zoom));
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if (light.dirty)
{
renderer.setFloat3(program, lightName + 'color', light.r, light.g, light.b);
renderer.setFloat1(program, lightName + 'intensity', light.intensity);
renderer.setFloat1(program, lightName + 'radius', light.radius);
light.dirty = false;
}
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}
this.currentNormalMapRotation = null;
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return this;
},
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/**
* Rotates the normal map vectors inversely by the given angle.
* Only works in 2D space.
*
* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#setNormalMapRotation
* @since 3.16.0
*
* @param {number} rotation - The angle of rotation in radians.
*/
setNormalMapRotation: function (rotation)
{
if (rotation !== this.currentNormalMapRotation || this.vertexCount === 0)
{
if (this.vertexCount > 0)
{
this.flush();
}
var inverseRotationMatrix = this.inverseRotationMatrix;
if (rotation)
{
var rot = -rotation;
var c = Math.cos(rot);
var s = Math.sin(rot);
inverseRotationMatrix[1] = s;
inverseRotationMatrix[3] = -s;
inverseRotationMatrix[0] = inverseRotationMatrix[4] = c;
}
else
{
inverseRotationMatrix[0] = inverseRotationMatrix[4] = 1;
inverseRotationMatrix[1] = inverseRotationMatrix[3] = 0;
}
this.renderer.setMatrix3(this.program, 'uInverseRotationMatrix', false, inverseRotationMatrix);
this.currentNormalMapRotation = rotation;
}
},
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/**
* Assigns a texture to the current batch. If a different texture is already set it creates a new batch object.
*
* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#setTexture2D
* @since 3.25.0
*
* @param {WebGLTexture} [texture] - WebGLTexture that will be assigned to the current batch. If not given uses blankTexture.
* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object being rendered or added to the batch.
*/
setTexture2D: function (texture, gameObject)
{
var renderer = this.renderer;
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if (texture === undefined) { texture = renderer.tempTextures[0]; }
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var normalTexture = this.getNormalMap(gameObject);
if (renderer.isNewNormalMap())
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{
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this.flush();
renderer.setTextureZero(texture);
renderer.setNormalMap(normalTexture);
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}
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if (gameObject)
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{
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this.setNormalMapRotation(gameObject.rotation);
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}
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this.currentUnit = 0;
return 0;
},
/**
* Custom pipelines can use this method in order to perform any required pre-batch tasks
* for the given Game Object. It must return the texture unit the Game Object was assigned.
*
* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#setGameObject
* @since 3.25.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object being rendered or added to the batch.
* @param {Phaser.Textures.Frame} [frame] - Optional frame to use. Can override that of the Game Object.
*
* @return {number} The texture unit the Game Object has been assigned.
*/
setGameObject: function (gameObject, frame)
{
if (frame === undefined) { frame = gameObject.frame; }
var renderer = this.renderer;
var texture = frame.glTexture;
var normalTexture = this.getNormalMap(gameObject);
if (renderer.isNewNormalMap())
{
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this.flush();
renderer.setTextureZero(texture);
renderer.setNormalMap(normalTexture);
}
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this.setNormalMapRotation(gameObject.rotation);
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this.currentUnit = 0;
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return 0;
},
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/**
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* Returns the normal map WebGLTexture from the given Game Object.
* If the Game Object doesn't have one, it returns the default normal map from this pipeline instead.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#getNormalMap
* @since 3.25.0
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*
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* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object to get the normal map from.
*
* @return {WebGLTexture} The normal map texture.
*/
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getNormalMap: function (gameObject)
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{
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var normalTexture;
if (!gameObject)
{
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normalTexture = this.defaultNormalMap;
}
else if (gameObject.displayTexture)
{
normalTexture = gameObject.displayTexture.dataSource[gameObject.displayFrame.sourceIndex];
}
else if (gameObject.texture)
{
normalTexture = gameObject.texture.dataSource[gameObject.frame.sourceIndex];
}
else if (gameObject.tileset)
{
if (Array.isArray(gameObject.tileset))
{
normalTexture = gameObject.tileset[0].image.dataSource[0];
}
else
{
normalTexture = gameObject.tileset.image.dataSource[0];
}
}
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if (!normalTexture)
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{
normalTexture = this.defaultNormalMap;
}
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return normalTexture.glTexture;
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}
});
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ForwardDiffuseLightPipeline.LIGHT_COUNT = LIGHT_COUNT;
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module.exports = ForwardDiffuseLightPipeline;