2018-02-12 16:01:20 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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2018-04-05 08:02:36 +00:00
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* @author Felipe Alfonso <@bitnenfer>
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2018-02-12 16:01:20 +00:00
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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2018-01-26 23:17:11 +00:00
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var Class = require('../../../utils/Class');
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2018-05-08 22:04:57 +00:00
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var ShaderSourceFS = require('../shaders/ForwardDiffuse-frag.js');
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2018-02-09 19:19:21 +00:00
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var TextureTintPipeline = require('./TextureTintPipeline');
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2018-01-30 22:46:43 +00:00
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var LIGHT_COUNT = 10;
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2018-01-26 23:17:11 +00:00
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2018-02-09 19:19:21 +00:00
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/**
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* @classdesc
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2018-04-24 19:52:57 +00:00
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* ForwardDiffuseLightPipeline implements a forward rendering approach for 2D lights.
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* This pipeline extends TextureTintPipeline so it implements all it's rendering functions
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* and batching system.
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2018-02-09 19:19:21 +00:00
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*
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* @class ForwardDiffuseLightPipeline
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2018-04-18 11:13:49 +00:00
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* @extends Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline
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2018-10-10 09:49:13 +00:00
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* @memberof Phaser.Renderer.WebGL.Pipelines
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2018-02-09 19:19:21 +00:00
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* @constructor
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* @since 3.0.0
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*
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2018-10-19 11:32:43 +00:00
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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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2018-02-09 19:19:21 +00:00
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*/
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2018-01-26 23:17:11 +00:00
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var ForwardDiffuseLightPipeline = new Class({
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Extends: TextureTintPipeline,
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initialize:
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2018-03-05 14:29:48 +00:00
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function ForwardDiffuseLightPipeline (config)
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2018-01-26 23:17:11 +00:00
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{
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2018-10-02 10:09:58 +00:00
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LIGHT_COUNT = config.maxLights;
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2018-03-05 14:29:48 +00:00
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config.fragShader = ShaderSourceFS.replace('%LIGHT_COUNT%', LIGHT_COUNT.toString());
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TextureTintPipeline.call(this, config);
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2018-07-13 10:14:22 +00:00
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/**
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* Default normal map texture to use.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#defaultNormalMap
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* @type {Phaser.Texture.Frame}
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* @private
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* @since 3.11.0
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*/
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this.defaultNormalMap;
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2018-10-31 00:03:34 +00:00
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/**
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2018-12-12 11:58:58 +00:00
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* Inverse rotation matrix for normal map rotations.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#inverseRotationMatrix
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* @type {Float32Array}
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* @private
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* @since 3.16.0
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2018-10-31 00:03:34 +00:00
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*/
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this.inverseRotationMatrix = new Float32Array([
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1, 0, 0,
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0, 1, 0,
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0, 0, 1
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]);
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2018-07-13 10:14:22 +00:00
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},
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/**
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* Called when the Game has fully booted and the Renderer has finished setting up.
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*
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* By this stage all Game level systems are now in place and you can perform any final
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* tasks that the pipeline may need that relied on game systems such as the Texture Manager.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#boot
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* @override
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* @since 3.11.0
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*/
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boot: function ()
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{
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this.defaultNormalMap = this.game.textures.getFrame('__DEFAULT');
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2018-01-26 23:17:11 +00:00
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},
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2018-02-09 19:19:21 +00:00
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/**
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2018-07-11 15:24:58 +00:00
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* This function binds its base class resources and this lights 2D resources.
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2018-02-09 19:19:21 +00:00
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*
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2018-04-18 11:13:49 +00:00
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* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#onBind
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2018-04-19 12:28:10 +00:00
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* @override
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2018-02-09 19:19:21 +00:00
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* @since 3.0.0
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2018-07-11 15:24:58 +00:00
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*
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* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any.
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2018-02-09 19:19:21 +00:00
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*
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2018-09-25 10:36:36 +00:00
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* @return {this} This WebGLPipeline instance.
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2018-02-09 19:19:21 +00:00
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*/
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2018-07-11 15:24:58 +00:00
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onBind: function (gameObject)
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2018-01-26 23:17:11 +00:00
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{
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TextureTintPipeline.prototype.onBind.call(this);
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var renderer = this.renderer;
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2018-01-30 03:38:31 +00:00
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var program = this.program;
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2018-01-26 23:17:11 +00:00
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this.mvpUpdate();
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2018-01-30 03:38:31 +00:00
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renderer.setInt1(program, 'uNormSampler', 1);
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2018-01-26 23:17:11 +00:00
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renderer.setFloat2(program, 'uResolution', this.width, this.height);
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2018-07-11 15:24:58 +00:00
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if (gameObject)
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{
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this.setNormalMap(gameObject);
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}
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2018-01-26 23:17:11 +00:00
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return this;
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},
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2018-02-09 19:19:21 +00:00
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/**
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2018-04-24 19:52:57 +00:00
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* This function sets all the needed resources for each camera pass.
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2018-02-09 19:19:21 +00:00
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*
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2018-04-18 11:13:49 +00:00
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* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#onRender
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2018-02-09 19:19:21 +00:00
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* @since 3.0.0
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*
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2018-10-19 11:32:43 +00:00
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* @param {Phaser.Scene} scene - The Scene being rendered.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Scene Camera being rendered with.
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2018-02-09 19:19:21 +00:00
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*
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2018-09-25 10:36:36 +00:00
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* @return {this} This WebGLPipeline instance.
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2018-02-09 19:19:21 +00:00
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*/
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2018-01-29 21:46:48 +00:00
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onRender: function (scene, camera)
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{
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2018-05-31 15:57:21 +00:00
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this.active = false;
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2018-03-12 12:55:09 +00:00
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var lightManager = scene.sys.lights;
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2018-01-31 01:11:51 +00:00
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2018-05-31 15:57:21 +00:00
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if (!lightManager || lightManager.lights.length <= 0 || !lightManager.active)
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2018-03-12 02:22:42 +00:00
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{
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2018-05-31 15:57:21 +00:00
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// Passthru
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2018-03-12 02:22:42 +00:00
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return this;
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}
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2018-05-31 15:57:21 +00:00
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var lights = lightManager.cull(camera);
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var lightCount = Math.min(lights.length, LIGHT_COUNT);
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2018-01-31 01:11:51 +00:00
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2018-05-31 15:57:21 +00:00
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if (lightCount === 0)
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2018-01-31 01:11:51 +00:00
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{
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2018-05-31 15:57:21 +00:00
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return this;
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2018-01-31 01:11:51 +00:00
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}
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2018-05-31 15:57:21 +00:00
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this.active = true;
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2018-01-30 03:38:31 +00:00
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var renderer = this.renderer;
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var program = this.program;
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2018-01-30 22:46:43 +00:00
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var cameraMatrix = camera.matrix;
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var point = {x: 0, y: 0};
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var height = renderer.height;
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2018-02-16 18:44:07 +00:00
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var index;
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2018-01-30 22:46:43 +00:00
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2018-02-16 18:44:07 +00:00
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for (index = 0; index < LIGHT_COUNT; ++index)
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2018-01-31 01:11:51 +00:00
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{
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2018-05-31 15:57:21 +00:00
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// Reset lights
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renderer.setFloat1(program, 'uLights[' + index + '].radius', 0);
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2018-01-31 01:11:51 +00:00
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}
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2018-01-30 22:46:43 +00:00
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renderer.setFloat4(program, 'uCamera', camera.x, camera.y, camera.rotation, camera.zoom);
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renderer.setFloat3(program, 'uAmbientLightColor', lightManager.ambientColor.r, lightManager.ambientColor.g, lightManager.ambientColor.b);
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2018-02-16 18:44:07 +00:00
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for (index = 0; index < lightCount; ++index)
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2018-01-30 22:46:43 +00:00
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{
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var light = lights[index];
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var lightName = 'uLights[' + index + '].';
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2018-05-31 15:57:21 +00:00
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2018-01-30 22:46:43 +00:00
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cameraMatrix.transformPoint(light.x, light.y, point);
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2018-05-31 15:57:21 +00:00
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2018-01-30 22:46:43 +00:00
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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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renderer.setFloat3(program, lightName + 'color', light.r, light.g, light.b);
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renderer.setFloat1(program, lightName + 'intensity', light.intensity);
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renderer.setFloat1(program, lightName + 'radius', light.radius);
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}
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2018-01-31 01:11:51 +00:00
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2018-01-29 21:46:48 +00:00
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return this;
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},
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2018-07-13 10:14:22 +00:00
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/**
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* Generic function for batching a textured quad
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*
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* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchTexture
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.GameObject} gameObject - Source GameObject
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* @param {WebGLTexture} texture - Raw WebGLTexture associated with the quad
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* @param {integer} textureWidth - Real texture width
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* @param {integer} textureHeight - Real texture height
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* @param {number} srcX - X coordinate of the quad
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* @param {number} srcY - Y coordinate of the quad
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* @param {number} srcWidth - Width of the quad
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* @param {number} srcHeight - Height of the quad
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* @param {number} scaleX - X component of scale
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* @param {number} scaleY - Y component of scale
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* @param {number} rotation - Rotation of the quad
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* @param {boolean} flipX - Indicates if the quad is horizontally flipped
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* @param {boolean} flipY - Indicates if the quad is vertically flipped
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* @param {number} scrollFactorX - By which factor is the quad affected by the camera horizontal scroll
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* @param {number} scrollFactorY - By which factor is the quad effected by the camera vertical scroll
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* @param {number} displayOriginX - Horizontal origin in pixels
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* @param {number} displayOriginY - Vertical origin in pixels
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* @param {number} frameX - X coordinate of the texture frame
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* @param {number} frameY - Y coordinate of the texture frame
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* @param {number} frameWidth - Width of the texture frame
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* @param {number} frameHeight - Height of the texture frame
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* @param {integer} tintTL - Tint for top left
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* @param {integer} tintTR - Tint for top right
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* @param {integer} tintBL - Tint for bottom left
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* @param {integer} tintBR - Tint for bottom right
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* @param {number} tintEffect - The tint effect (0 for additive, 1 for replacement)
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* @param {number} uOffset - Horizontal offset on texture coordinate
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* @param {number} vOffset - Vertical offset on texture coordinate
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* @param {Phaser.Cameras.Scene2D.Camera} camera - Current used camera
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* @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - Parent container
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*/
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batchTexture: function (
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gameObject,
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texture,
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textureWidth, textureHeight,
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srcX, srcY,
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srcWidth, srcHeight,
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scaleX, scaleY,
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rotation,
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flipX, flipY,
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scrollFactorX, scrollFactorY,
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displayOriginX, displayOriginY,
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frameX, frameY, frameWidth, frameHeight,
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tintTL, tintTR, tintBL, tintBR, tintEffect,
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uOffset, vOffset,
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camera,
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parentTransformMatrix)
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{
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if (!this.active)
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{
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return;
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}
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this.renderer.setPipeline(this);
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var normalTexture;
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2018-08-23 16:30:27 +00:00
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if (gameObject.displayTexture)
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{
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normalTexture = gameObject.displayTexture.dataSource[gameObject.displayFrame.sourceIndex];
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}
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else if (gameObject.texture)
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2018-07-13 10:14:22 +00:00
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{
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normalTexture = gameObject.texture.dataSource[gameObject.frame.sourceIndex];
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}
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else if (gameObject.tileset)
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{
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normalTexture = gameObject.tileset.image.dataSource[0];
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}
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if (!normalTexture)
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{
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2018-08-23 16:30:27 +00:00
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console.warn('Normal map missing or invalid');
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return;
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2018-07-13 10:14:22 +00:00
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}
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this.setTexture2D(normalTexture.glTexture, 1);
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2018-10-31 00:03:34 +00:00
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this.setNormalMapRotation(rotation);
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2018-07-13 10:14:22 +00:00
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var camMatrix = this._tempMatrix1;
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var spriteMatrix = this._tempMatrix2;
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var calcMatrix = this._tempMatrix3;
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2018-08-23 16:30:27 +00:00
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var u0 = (frameX / textureWidth) + uOffset;
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var v0 = (frameY / textureHeight) + vOffset;
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var u1 = (frameX + frameWidth) / textureWidth + uOffset;
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var v1 = (frameY + frameHeight) / textureHeight + vOffset;
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2018-07-13 10:14:22 +00:00
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var width = srcWidth;
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var height = srcHeight;
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2018-08-23 16:30:27 +00:00
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// var x = -displayOriginX + frameX;
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// var y = -displayOriginY + frameY;
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2018-07-13 10:14:22 +00:00
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var x = -displayOriginX;
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var y = -displayOriginY;
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2018-08-23 16:30:27 +00:00
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if (gameObject.isCropped)
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{
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var crop = gameObject._crop;
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width = crop.width;
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height = crop.height;
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srcWidth = crop.width;
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srcHeight = crop.height;
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frameX = crop.x;
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frameY = crop.y;
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var ox = frameX;
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var oy = frameY;
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if (flipX)
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{
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ox = (frameWidth - crop.x - crop.width);
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}
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if (flipY && !texture.isRenderTexture)
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{
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oy = (frameHeight - crop.y - crop.height);
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}
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u0 = (ox / textureWidth) + uOffset;
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|
|
v0 = (oy / textureHeight) + vOffset;
|
|
|
|
u1 = (ox + crop.width) / textureWidth + uOffset;
|
|
|
|
v1 = (oy + crop.height) / textureHeight + vOffset;
|
|
|
|
|
|
|
|
x = -displayOriginX + frameX;
|
|
|
|
y = -displayOriginY + frameY;
|
|
|
|
}
|
|
|
|
|
2018-07-13 10:14:22 +00:00
|
|
|
// Invert the flipY if this is a RenderTexture
|
|
|
|
flipY = flipY ^ (texture.isRenderTexture ? 1 : 0);
|
|
|
|
|
|
|
|
if (flipX)
|
|
|
|
{
|
|
|
|
width *= -1;
|
|
|
|
x += srcWidth;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (flipY)
|
|
|
|
{
|
|
|
|
height *= -1;
|
|
|
|
y += srcHeight;
|
|
|
|
}
|
|
|
|
|
2018-08-23 16:30:27 +00:00
|
|
|
// Do we need this? (doubt it)
|
|
|
|
// if (camera.roundPixels)
|
|
|
|
// {
|
|
|
|
// x |= 0;
|
|
|
|
// y |= 0;
|
|
|
|
// }
|
2018-07-13 10:14:22 +00:00
|
|
|
|
|
|
|
var xw = x + width;
|
|
|
|
var yh = y + height;
|
|
|
|
|
|
|
|
spriteMatrix.applyITRS(srcX, srcY, rotation, scaleX, scaleY);
|
|
|
|
|
|
|
|
camMatrix.copyFrom(camera.matrix);
|
|
|
|
|
|
|
|
if (parentTransformMatrix)
|
|
|
|
{
|
|
|
|
// Multiply the camera by the parent matrix
|
|
|
|
camMatrix.multiplyWithOffset(parentTransformMatrix, -camera.scrollX * scrollFactorX, -camera.scrollY * scrollFactorY);
|
|
|
|
|
|
|
|
// Undo the camera scroll
|
|
|
|
spriteMatrix.e = srcX;
|
|
|
|
spriteMatrix.f = srcY;
|
|
|
|
|
|
|
|
// Multiply by the Sprite matrix, store result in calcMatrix
|
|
|
|
camMatrix.multiply(spriteMatrix, calcMatrix);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
spriteMatrix.e -= camera.scrollX * scrollFactorX;
|
|
|
|
spriteMatrix.f -= camera.scrollY * scrollFactorY;
|
|
|
|
|
|
|
|
// Multiply by the Sprite matrix, store result in calcMatrix
|
|
|
|
camMatrix.multiply(spriteMatrix, calcMatrix);
|
|
|
|
}
|
|
|
|
|
2018-08-23 16:30:27 +00:00
|
|
|
var tx0 = calcMatrix.getX(x, y);
|
|
|
|
var ty0 = calcMatrix.getY(x, y);
|
2018-07-13 10:14:22 +00:00
|
|
|
|
2018-08-23 16:30:27 +00:00
|
|
|
var tx1 = calcMatrix.getX(x, yh);
|
|
|
|
var ty1 = calcMatrix.getY(x, yh);
|
2018-07-13 10:14:22 +00:00
|
|
|
|
2018-08-23 16:30:27 +00:00
|
|
|
var tx2 = calcMatrix.getX(xw, yh);
|
|
|
|
var ty2 = calcMatrix.getY(xw, yh);
|
2018-07-13 10:14:22 +00:00
|
|
|
|
2018-08-23 16:30:27 +00:00
|
|
|
var tx3 = calcMatrix.getX(xw, y);
|
|
|
|
var ty3 = calcMatrix.getY(xw, y);
|
2018-07-13 10:14:22 +00:00
|
|
|
|
|
|
|
if (camera.roundPixels)
|
|
|
|
{
|
2018-11-30 10:27:25 +00:00
|
|
|
tx0 = Math.round(tx0);
|
|
|
|
ty0 = Math.round(ty0);
|
2018-07-13 10:14:22 +00:00
|
|
|
|
2018-11-30 10:27:25 +00:00
|
|
|
tx1 = Math.round(tx1);
|
|
|
|
ty1 = Math.round(ty1);
|
2018-07-13 10:14:22 +00:00
|
|
|
|
2018-11-30 10:27:25 +00:00
|
|
|
tx2 = Math.round(tx2);
|
|
|
|
ty2 = Math.round(ty2);
|
2018-07-13 10:14:22 +00:00
|
|
|
|
2018-11-30 10:27:25 +00:00
|
|
|
tx3 = Math.round(tx3);
|
|
|
|
ty3 = Math.round(ty3);
|
2018-07-13 10:14:22 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
this.setTexture2D(texture, 0);
|
|
|
|
|
2018-12-12 11:08:52 +00:00
|
|
|
this.batchQuad(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, 0);
|
2018-07-13 10:14:22 +00:00
|
|
|
},
|
|
|
|
|
2018-02-09 19:19:21 +00:00
|
|
|
/**
|
2018-07-11 15:55:18 +00:00
|
|
|
* Sets the Game Objects normal map as the active texture.
|
2018-02-09 19:19:21 +00:00
|
|
|
*
|
2018-07-11 15:55:18 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#setNormalMap
|
|
|
|
* @since 3.11.0
|
2018-02-09 19:19:21 +00:00
|
|
|
*
|
2018-10-19 11:32:43 +00:00
|
|
|
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to update.
|
2018-02-09 19:19:21 +00:00
|
|
|
*/
|
2018-07-11 15:24:58 +00:00
|
|
|
setNormalMap: function (gameObject)
|
|
|
|
{
|
2018-07-13 10:14:22 +00:00
|
|
|
if (!this.active || !gameObject)
|
2018-07-11 15:24:58 +00:00
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2018-07-13 10:14:22 +00:00
|
|
|
var normalTexture;
|
2018-07-11 15:24:58 +00:00
|
|
|
|
2018-07-13 10:14:22 +00:00
|
|
|
if (gameObject.texture)
|
2018-07-11 15:24:58 +00:00
|
|
|
{
|
2018-07-13 10:14:22 +00:00
|
|
|
normalTexture = gameObject.texture.dataSource[gameObject.frame.sourceIndex];
|
2018-07-11 15:24:58 +00:00
|
|
|
}
|
2018-07-11 15:55:18 +00:00
|
|
|
|
2018-07-13 10:14:22 +00:00
|
|
|
if (!normalTexture)
|
|
|
|
{
|
|
|
|
normalTexture = this.defaultNormalMap;
|
|
|
|
}
|
|
|
|
|
|
|
|
this.setTexture2D(normalTexture.glTexture, 1);
|
|
|
|
|
2018-07-11 15:55:18 +00:00
|
|
|
this.renderer.setPipeline(gameObject.defaultPipeline);
|
2018-07-11 15:24:58 +00:00
|
|
|
},
|
|
|
|
|
2018-10-31 00:03:34 +00:00
|
|
|
/**
|
|
|
|
* Rotates the normal map vectors inversely by the given angle.
|
|
|
|
* Only works in 2D space.
|
2018-12-12 11:58:58 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#setNormalMapRotation
|
|
|
|
* @since 3.16.0
|
|
|
|
*
|
|
|
|
* @param {number} rotation - The angle of rotation in radians.
|
2018-10-31 00:03:34 +00:00
|
|
|
*/
|
|
|
|
setNormalMapRotation: function (rotation)
|
|
|
|
{
|
|
|
|
var inverseRotationMatrix = this.inverseRotationMatrix;
|
2018-12-12 11:58:58 +00:00
|
|
|
|
2018-10-31 00:03:34 +00:00
|
|
|
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);
|
|
|
|
},
|
|
|
|
|
2018-02-09 19:19:21 +00:00
|
|
|
/**
|
2018-10-19 11:32:43 +00:00
|
|
|
* Takes a Sprite Game Object, or any object that extends it, which has a normal texture and adds it to the batch.
|
2018-02-09 19:19:21 +00:00
|
|
|
*
|
2018-04-18 11:13:49 +00:00
|
|
|
* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#batchSprite
|
2018-02-09 19:19:21 +00:00
|
|
|
* @since 3.0.0
|
|
|
|
*
|
2018-10-19 11:32:43 +00:00
|
|
|
* @param {Phaser.GameObjects.Sprite} sprite - The texture-based Game Object to add to the batch.
|
|
|
|
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to use for the rendering transform.
|
|
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - The transform matrix of the parent container, if set.
|
2018-07-11 15:55:18 +00:00
|
|
|
*/
|
2018-04-18 21:40:27 +00:00
|
|
|
batchSprite: function (sprite, camera, parentTransformMatrix)
|
2018-01-30 03:38:31 +00:00
|
|
|
{
|
2018-05-31 15:57:21 +00:00
|
|
|
if (!this.active)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2018-05-04 13:31:19 +00:00
|
|
|
var normalTexture = sprite.texture.dataSource[sprite.frame.sourceIndex];
|
2018-01-30 03:38:31 +00:00
|
|
|
|
|
|
|
if (normalTexture)
|
|
|
|
{
|
2018-02-14 02:46:34 +00:00
|
|
|
this.renderer.setPipeline(this);
|
2018-05-31 15:57:21 +00:00
|
|
|
|
2018-02-14 02:46:34 +00:00
|
|
|
this.setTexture2D(normalTexture.glTexture, 1);
|
2018-10-31 00:03:34 +00:00
|
|
|
this.setNormalMapRotation(sprite.rotation);
|
2018-01-30 03:38:31 +00:00
|
|
|
|
2018-07-11 15:55:18 +00:00
|
|
|
TextureTintPipeline.prototype.batchSprite.call(this, sprite, camera, parentTransformMatrix);
|
2018-01-30 03:38:31 +00:00
|
|
|
}
|
2018-01-26 23:17:11 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
2018-01-31 01:11:51 +00:00
|
|
|
ForwardDiffuseLightPipeline.LIGHT_COUNT = LIGHT_COUNT;
|
|
|
|
|
2018-01-26 23:17:11 +00:00
|
|
|
module.exports = ForwardDiffuseLightPipeline;
|