mirror of
https://github.com/photonstorm/phaser
synced 2025-01-11 20:58:56 +00:00
226 lines
5.9 KiB
JavaScript
226 lines
5.9 KiB
JavaScript
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var AddBlendFS = require('../shaders/AddBlend-frag.js');
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var Class = require('../../../utils/Class');
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var ColorMatrixFS = require('../shaders/ColorMatrix-frag.js');
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var CopyFS = require('../shaders/Copy-frag.js');
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var GetFastValue = require('../../../utils/object/GetFastValue');
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var LinearBlendFS = require('../shaders/LinearBlend-frag.js');
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var QuadVS = require('../shaders/Quad-vert.js');
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var WEBGL_CONST = require('../const');
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var WebGLPipeline = require('../WebGLPipeline');
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/**
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* @classdesc
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* TODO
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*
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* The fragment shader it uses can be found in `shaders/src/PostFX.frag`.
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* The vertex shader it uses can be found in `shaders/src/PostFX.vert`.
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*
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* The default shader attributes for this pipeline are:
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*
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* `inPosition` (vec2, offset 0)
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* `inTexCoord` (vec2, offset 8)
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*
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* The default shader uniforms for this pipeline are:
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*
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* `uProjectionMatrix` (mat4)
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* `uMainSampler` (sampler2D)
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*
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* @class UtilityPipeline
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* @extends Phaser.Renderer.WebGL.WebGLPipeline
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* @memberof Phaser.Renderer.WebGL.Pipelines
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* @constructor
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* @since 3.50.0
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*
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* @param {Phaser.Types.Renderer.WebGL.WebGLPipelineConfig} config - The configuration options for this pipeline.
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*/
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var UtilityPipeline = new Class({
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Extends: WebGLPipeline,
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initialize:
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function UtilityPipeline (config)
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{
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config.renderTarget = [
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{
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scale: 1
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},
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{
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scale: 1
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},
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{
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scale: 0.5
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},
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{
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scale: 0.5
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}
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];
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config.vertShader = QuadVS;
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config.shaders = [
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{
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name: 'Copy',
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fragShader: CopyFS,
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uniforms: [
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'uProjectionMatrix',
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'uMainSampler',
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'uBrightness'
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]
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},
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{
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name: 'AddBlend',
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fragShader: AddBlendFS,
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uniforms: [
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'uProjectionMatrix',
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'uMainSampler1',
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'uMainSampler2',
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'uStrength'
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]
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},
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{
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name: 'LinearBlend',
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fragShader: LinearBlendFS,
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uniforms: [
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'uProjectionMatrix',
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'uMainSampler1',
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'uMainSampler2',
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'uStrength'
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]
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},
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{
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name: 'ColorMatrix',
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fragShader: ColorMatrixFS,
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uniforms: [
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'uProjectionMatrix',
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'uMainSampler',
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'uColorMatrix'
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]
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}
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];
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config.attributes = GetFastValue(config, 'attributes', [
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{
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name: 'inPosition',
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size: 2,
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type: WEBGL_CONST.FLOAT
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},
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{
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name: 'inTexCoord',
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size: 2,
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type: WEBGL_CONST.FLOAT
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}
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]);
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config.vertices = new Float32Array([ -1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1 ]);
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config.batchSize = 1;
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WebGLPipeline.call(this, config);
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this.copyShader;
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this.addShader;
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this.linearShader;
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this.colorMatrixShader;
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this.fullFrame1;
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this.fullFrame2;
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this.halfFrame1;
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this.halfFrame2;
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},
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boot: function ()
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{
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WebGLPipeline.prototype.boot.call(this);
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var shaders = this.shaders;
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var targets = this.renderTargets;
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this.copyShader = shaders[0];
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this.addShader = shaders[1];
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this.linearShader = shaders[2];
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this.colorMatrixShader = shaders[3];
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this.fullFrame1 = targets[0];
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this.fullFrame2 = targets[1];
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this.halfFrame1 = targets[2];
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this.halfFrame2 = targets[3];
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console.log(this);
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},
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// params = RenderTargets
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copyFrame: function (source, target, brightness, clearAlpha)
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{
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if (brightness === undefined) { brightness = 1; }
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if (clearAlpha === undefined) { clearAlpha = true; }
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var gl = this.gl;
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window.spector.setMarker('cf1');
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this.set1i('uMainSampler', 1, this.copyShader);
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this.set1f('uBrightness', brightness, this.copyShader);
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if (target)
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{
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gl.viewport(0, 0, target.width, target.height);
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}
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else
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{
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gl.viewport(0, 0, source.width, source.height);
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}
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window.spector.clearMarker();
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window.spector.setMarker('cf2');
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gl.activeTexture(gl.TEXTURE1);
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gl.bindTexture(gl.TEXTURE_2D, source.texture);
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.fullFrame1.framebuffer);
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// gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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if (target)
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{
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, target.texture, 0);
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}
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if (clearAlpha)
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{
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// gl.clearColor(0, 0, 0, 0);
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}
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else
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{
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// gl.clearColor(0, 0, 0, 1);
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}
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gl.bufferData(gl.ARRAY_BUFFER, this.vertexData, gl.STATIC_DRAW);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.bindTexture(gl.TEXTURE_2D, null);
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window.spector.clearMarker();
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},
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batchVert: function (x, y, u, v)
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{
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var vertexViewF32 = this.vertexViewF32;
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var vertexOffset = (this.vertexCount * this.currentShader.vertexComponentCount) - 1;
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vertexViewF32[++vertexOffset] = x;
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vertexViewF32[++vertexOffset] = y;
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vertexViewF32[++vertexOffset] = u;
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vertexViewF32[++vertexOffset] = v;
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this.vertexCount++;
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}
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});
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module.exports = UtilityPipeline;
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