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https://github.com/photonstorm/phaser
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Update SpriteFXPipeline.js
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2782e594c3
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0bf366a096
1 changed files with 104 additions and 160 deletions
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@ -13,6 +13,7 @@ var Rectangle = require('../../../geom/rectangle/Rectangle');
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var RenderTarget = require('../RenderTarget');
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var SingleQuadFS = require('../shaders/Single-frag.js');
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var SingleQuadVS = require('../shaders/Single-vert.js');
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var QuadVS = require('../shaders/Quad-vert.js');
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var SnapCeil = require('../../../math/snap/SnapCeil');
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var TransformMatrix = require('../../../gameobjects/components/TransformMatrix');
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var WEBGL_CONST = require('../const');
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@ -63,7 +64,7 @@ var SpriteFXPipeline = new Class({
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]);
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var fragShader = GetFastValue(config, 'fragShader', PostFXFS);
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var vertShader = GetFastValue(config, 'vertShader', SingleQuadVS);
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var vertShader = GetFastValue(config, 'vertShader', QuadVS);
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var defaultShaders = [
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{
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@ -146,9 +147,45 @@ var SpriteFXPipeline = new Class({
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*/
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this.copyShader;
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/**
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* Raw byte buffer of vertices.
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*
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* Either set via the config object `vertices` property, or generates a new Array Buffer of
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* size `vertexCapacity * vertexSize`.
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexData
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* @type {ArrayBuffer}
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* @readonly
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* @since 3.0.0
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*/
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this.quadVertexData;
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/**
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* The WebGLBuffer that holds the vertex data.
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*
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* Created from the `vertexData` ArrayBuffer. If `vertices` are set in the config, a `STATIC_DRAW` buffer
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* is created. If not, a `DYNAMIC_DRAW` buffer is created.
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexBuffer
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* @type {WebGLBuffer}
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* @readonly
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* @since 3.0.0
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*/
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this.quadVertexBuffer;
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/**
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* Float32 view of the array buffer containing the pipeline's vertices.
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexViewF32
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* @type {Float32Array}
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* @since 3.0.0
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*/
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this.quadVertexViewF32;
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this.drawToFrame = false;
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this.maxDimension = 0;
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this.swapTargetIndex = 0;
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this.spriteBounds = new Rectangle();
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this.targetBounds = new Rectangle();
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@ -214,6 +251,25 @@ var SpriteFXPipeline = new Class({
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}
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this.maxDimension = (qty - 1) * 64;
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this.swapTargetIndex = (qty - 1);
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// Create our fbo copy vertexData
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var vertices = [
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-1, -1, 0, 0,
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-1, 1, 0, 1,
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1, 1, 1, 1,
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-1, -1, 0, 0,
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1, 1, 1, 1,
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1, -1, 1, 0
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];
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var data = new ArrayBuffer(6 * 28);
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this.quadVertexData = data;
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this.quadVertexViewF32 = new Float32Array(data);
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this.quadVertexViewF32.set(vertices);
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this.quadVertexBuffer = renderer.createVertexBuffer(data, this.gl.STATIC_DRAW);
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},
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/**
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@ -356,7 +412,7 @@ var SpriteFXPipeline = new Class({
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this.onBatch(gameObject);
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this.onDraw(target);
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this.onDraw(target, this.getSwapFrame());
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return true;
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},
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@ -432,177 +488,66 @@ var SpriteFXPipeline = new Class({
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}
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else
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{
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return targets[index + this.maxDimension];
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return targets[index + this.swapTargetIndex];
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}
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},
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onDraw: function (renderTarget)
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onDraw: function (renderTarget, swapTarget)
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{
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this.bindAndDraw(renderTarget);
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},
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/**
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* Copy the `source` Render Target to the `target` Render Target.
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*
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* You can optionally set the brightness factor of the copy.
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*
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* The difference between this method and `drawFrame` is that this method
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* uses a faster copy shader, where only the brightness can be modified.
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* If you need color level manipulation, see `drawFrame` instead.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.SpriteFXPipeline#copyFrame
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* @since 3.60.0
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*
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* @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target.
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* @param {Phaser.Renderer.WebGL.RenderTarget} [target] - The target Render Target.
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* @param {number} [brightness=1] - The brightness value applied to the frame copy.
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* @param {boolean} [clear=true] - Clear the target before copying?
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* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
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*/
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copyFrame: function (source, target, brightness, clear, clearAlpha)
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copyFrame: function (source, target, clear, clearAlpha)
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{
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this.manager.copyFrame(source, target, brightness, clear, clearAlpha);
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},
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if (clear === undefined) { clear = true; }
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if (clearAlpha === undefined) { clearAlpha = true; }
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/**
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* Pops the framebuffer from the renderers FBO stack and sets that as the active target,
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* then draws the `source` Render Target to it. It then resets the renderer textures.
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*
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* This should be done when you need to draw the _final_ results of a pipeline to the game
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* canvas, or the next framebuffer in line on the FBO stack. You should only call this once
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* in the `onDraw` handler and it should be the final thing called. Be careful not to call
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* this if you need to actually use the pipeline shader, instead of the copy shader. In
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* those cases, use the `bindAndDraw` method.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.SpriteFXPipeline#copyToGame
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* @since 3.60.0
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*
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* @param {Phaser.Renderer.WebGL.RenderTarget} source - The Render Target to draw from.
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*/
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copyToGame: function (source)
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{
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this.manager.copyToGame(source);
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},
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var gl = this.gl;
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/**
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* Copy the `source` Render Target to the `target` Render Target, using the
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* given Color Matrix.
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*
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* The difference between this method and `copyFrame` is that this method
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* uses a color matrix shader, where you have full control over the luminance
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* values used during the copy. If you don't need this, you can use the faster
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* `copyFrame` method instead.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.SpriteFXPipeline#drawFrame
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* @since 3.60.0
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*
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* @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target.
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* @param {Phaser.Renderer.WebGL.RenderTarget} [target] - The target Render Target.
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* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
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*/
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drawFrame: function (source, target, clearAlpha)
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{
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this.manager.drawFrame(source, target, clearAlpha, this.colorMatrix);
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},
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// this.setShader(this.copyShader);
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/**
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* Draws the `source1` and `source2` Render Targets to the `target` Render Target
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* using a linear blend effect, which is controlled by the `strength` parameter.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.SpriteFXPipeline#blendFrames
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* @since 3.60.0
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*
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* @param {Phaser.Renderer.WebGL.RenderTarget} source1 - The first source Render Target.
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* @param {Phaser.Renderer.WebGL.RenderTarget} source2 - The second source Render Target.
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* @param {Phaser.Renderer.WebGL.RenderTarget} [target] - The target Render Target.
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* @param {number} [strength=1] - The strength of the blend.
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* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
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*/
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blendFrames: function (source1, source2, target, strength, clearAlpha)
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{
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this.manager.blendFrames(source1, source2, target, strength, clearAlpha);
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},
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gl.bindBuffer(gl.ARRAY_BUFFER, this.quadVertexBuffer);
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/**
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* Draws the `source1` and `source2` Render Targets to the `target` Render Target
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* using an additive blend effect, which is controlled by the `strength` parameter.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.SpriteFXPipeline#blendFramesAdditive
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* @since 3.60.0
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*
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* @param {Phaser.Renderer.WebGL.RenderTarget} source1 - The first source Render Target.
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* @param {Phaser.Renderer.WebGL.RenderTarget} source2 - The second source Render Target.
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* @param {Phaser.Renderer.WebGL.RenderTarget} [target] - The target Render Target.
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* @param {number} [strength=1] - The strength of the blend.
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* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
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*/
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blendFramesAdditive: function (source1, source2, target, strength, clearAlpha)
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{
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this.manager.blendFramesAdditive(source1, source2, target, strength, clearAlpha);
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},
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this.copyShader.bind(true, false);
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/**
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* Clears the given Render Target.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.SpriteFXPipeline#clearFrame
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* @since 3.60.0
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*
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* @param {Phaser.Renderer.WebGL.RenderTarget} target - The Render Target to clear.
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* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
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*/
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clearFrame: function (target, clearAlpha)
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{
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this.manager.clearFrame(target, clearAlpha);
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},
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this.set1i('uMainSampler', 0);
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this.set2f('uOffset', (1 / 512) * 2, 0);
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/**
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* Copy the `source` Render Target to the `target` Render Target.
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*
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* The difference with this copy is that no resizing takes place. If the `source`
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* Render Target is larger than the `target` then only a portion the same size as
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* the `target` dimensions is copied across.
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*
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* You can optionally set the brightness factor of the copy.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.SpriteFXPipeline#blitFrame
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* @since 3.60.0
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*
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* @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target.
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* @param {Phaser.Renderer.WebGL.RenderTarget} target - The target Render Target.
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* @param {number} [brightness=1] - The brightness value applied to the frame copy.
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* @param {boolean} [clear=true] - Clear the target before copying?
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* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
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* @param {boolean} [eraseMode=false] - Erase source from target using ERASE Blend Mode?
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*/
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blitFrame: function (source, target, brightness, clear, clearAlpha, eraseMode)
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{
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this.manager.blitFrame(source, target, brightness, clear, clearAlpha, eraseMode);
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},
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// TODO - swap for BlitFrame method?
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/**
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* Binds the `source` Render Target and then copies a section of it to the `target` Render Target.
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*
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* This method is extremely fast because it uses `gl.copyTexSubImage2D` and doesn't
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* require the use of any shaders. Remember the coordinates are given in standard WebGL format,
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* where x and y specify the lower-left corner of the section, not the top-left. Also, the
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* copy entirely replaces the contents of the target texture, no 'merging' or 'blending' takes
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* place.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.SpriteFXPipeline#copyFrameRect
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* @since 3.60.0
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*
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* @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target.
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* @param {Phaser.Renderer.WebGL.RenderTarget} target - The target Render Target.
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* @param {number} x - The x coordinate of the lower left corner where to start copying.
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* @param {number} y - The y coordinate of the lower left corner where to start copying.
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* @param {number} width - The width of the texture.
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* @param {number} height - The height of the texture.
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* @param {boolean} [clear=true] - Clear the target before copying?
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* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
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*/
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copyFrameRect: function (source, target, x, y, width, height, clear, clearAlpha)
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, source.texture);
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if (target)
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{
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this.manager.copyFrameRect(source, target, x, y, width, height, clear, clearAlpha);
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gl.viewport(0, 0, target.width, target.height);
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gl.bindFramebuffer(gl.FRAMEBUFFER, target.framebuffer);
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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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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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if (clear)
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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.clear(gl.COLOR_BUFFER_BIT);
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}
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gl.bufferData(gl.ARRAY_BUFFER, this.quadVertexData, 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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},
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/**
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@ -694,8 +639,7 @@ var SpriteFXPipeline = new Class({
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this.batchVert(x2, y2, 1, 1, 0, 0xffffff, 0);
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this.batchVert(x3, y3, 1, 0, 0, 0xffffff, 0);
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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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this.flush();
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if (!target)
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{
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