mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
Blend Modes work. More optimisations in the batch manager.
This commit is contained in:
parent
dae0b2c124
commit
120b6eb2bd
5 changed files with 74 additions and 131 deletions
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@ -71,13 +71,6 @@ Phaser.Renderer.WebGL.GameObjects.Image = {
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}
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*/
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// Also works ...
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// renderer.spriteBatch.startGameObject(src);
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// renderer.spriteBatch.addVert(verts.x0, verts.y0, uvs.x0, uvs.y0, index, tint.topLeft + alpha, bg);
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// renderer.spriteBatch.addVert(verts.x1, verts.y1, uvs.x1, uvs.y1, index, tint.topRight + alpha, bg);
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// renderer.spriteBatch.addVert(verts.x2, verts.y2, uvs.x2, uvs.y2, index, tint.bottomRight + alpha, bg);
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// renderer.spriteBatch.addVert(verts.x3, verts.y3, uvs.x3, uvs.y3, index, tint.bottomLeft + alpha, bg);
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}
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};
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@ -47,10 +47,10 @@ Phaser.Renderer.WebGL.BatchManager = function (renderer, batchSize)
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// View on the vertices as a Uint32Array
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this.colors = new Uint32Array(this.vertices);
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this.currentTextureSource = null;
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this.currentBatchSize = 0;
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this.dirty = true;
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this.list = [];
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/**
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@ -109,8 +109,9 @@ Phaser.Renderer.WebGL.BatchManager = function (renderer, batchSize)
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'uniform sampler2D uSampler;', // our texture
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'void main(void) {',
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' vec4 pixel = texture2D(uSampler, vTextureCoord) * vTintColor;', // get the color from the texture
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' if (pixel.a == 0.0) pixel = vBgColor;', // if texture alpha is zero, use the bg color
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' vec4 pixel = texture2D(uSampler, vTextureCoord);', // get the color from the texture
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// ' vec4 pixel = texture2D(uSampler, vTextureCoord) * vTintColor;', // get the color from the texture
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// ' if (pixel.a == 0.0) pixel = vBgColor;', // if texture alpha is zero, use the bg color
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' gl_FragColor = pixel;',
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'}'
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];
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@ -217,7 +218,7 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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var fragmentSrc = this.fragmentSrc;
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if (this.renderer.multiTexture && this.renderer.maxTextures > 1)
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if (this.renderer.multiTexture)
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{
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var multiFrag = [
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'precision lowp float;',
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@ -243,22 +244,20 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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}
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multiFrag = multiFrag.concat([
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// ' else pixel = PINK;',
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' else pixel = PINK;',
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' pixel *= vTintColor;',
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// ' if (pixel.a == 0.0) pixel = vBgColor;', // if texture alpha is zero, use the bg color
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' if (pixel.a == 0.0) pixel = vBgColor;', // if texture alpha is zero, use the bg color
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' gl_FragColor = pixel;',
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// ' gl_FragColor = PINK;',
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'}'
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]);
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this.multiTextureFragmentSrc = multiFrag;
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fragmentSrc = this.multiTextureFragmentSrc;
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// console.dir(this.multiTextureFragmentSrc);
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}
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// Compile the Shaders
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// Compile the Shader
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var program = this.renderer.compileProgram(this.vertexSrc, fragmentSrc);
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// Set Shader
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@ -283,7 +282,6 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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gl.enableVertexAttribArray(this.aBgColor);
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// Get and store the uniforms for the shader
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// this part is different for multi-textures
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if (this.renderer.multiTexture)
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{
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// Bind empty multi-textures to avoid WebGL spam
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@ -302,8 +300,6 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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this.uSampler = gl.getUniformLocation(program, 'uSamplerArray[0]');
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gl.activeTexture(gl.TEXTURE0);
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gl.uniform1iv(this.uSampler, indices);
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}
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else
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@ -314,7 +310,7 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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// The projection vector (middle of the game world)
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this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
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// The offset vector
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// The offset vector (camera shake)
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this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
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this.program = program;
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@ -324,7 +320,6 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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{
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this._i = 0;
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this.dirty = true;
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this.currentTextureSource = null;
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this.currentBatchSize = 0;
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},
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@ -353,91 +348,22 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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},
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setCurrentTexture: function (textureSource)
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{
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var gl = this.gl;
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if (this.renderer.multiTexture)
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{
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if (this.renderer.textureArray[textureSource.glTextureIndex] !== textureSource)
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{
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// console.log('setCurrentTexture - batch size', this.currentBatchSize);
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// console.log(textureSource);
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if (this.currentBatchSize > 0)
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{
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this.flush();
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}
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gl.activeTexture(gl.TEXTURE0 + textureSource.glTextureIndex);
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var gl = this.gl;
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// console.log('activeTexture', gl.TEXTURE0 + textureSource.glTextureIndex);
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gl.activeTexture(gl.TEXTURE0 + textureSource.glTextureIndex);
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gl.bindTexture(gl.TEXTURE_2D, textureSource.glTexture);
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this.renderer.textureArray[textureSource.glTextureIndex] = textureSource;
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}
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}
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else
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{
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// console.log('setCurrentTexture');
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if (this.currentTextureSource === textureSource)
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{
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// console.log('skip');
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return;
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}
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if (this.currentBatchSize > 0)
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{
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// console.log('force flush from insdie setCurrentTexture');
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this.flush();
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}
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// console.log('bind new sprites texture', textureSource.image.currentSrc);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, textureSource.glTexture);
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this.currentTextureSource = textureSource;
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}
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},
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// Call 'addVert' x4 after calling this
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startGameObject: function (gameObject)
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{
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// Does this Game Objects texture need updating?
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if (gameObject.frame.source.glDirty)
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{
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this.renderer.updateTexture(gameObject.frame.source);
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}
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// Check Batch Size
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if (this.currentBatchSize >= this.maxBatchSize)
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{
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this.flush();
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}
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this.list[this.currentBatchSize++] = gameObject;
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},
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// Call this 4 times, once for each vert
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// Then call addGameObject to complete it (or before it, doesn't matter which order)
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addVert: function (x, y, uvx, uvy, textureIndex, tint, bg)
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{
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var i = this._i;
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this.positions[i++] = x;
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this.positions[i++] = y;
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this.positions[i++] = uvx;
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this.positions[i++] = uvy;
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this.positions[i++] = textureIndex;
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this.colors[i++] = tint;
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this.colors[i++] = bg;
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this._i = i;
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},
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addToBatch: function (gameObject, verts, uvs, textureIndex, alpha, tintColors, bgColors)
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@ -447,26 +373,39 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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// Check Batch Size and flush if needed
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if (this.currentBatchSize >= this.maxBatchSize)
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{
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// console.log('force flush because batch limit hit');
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this.flush();
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}
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var source = gameObject.frame.source;
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// Does this Game Objects texture need updating?
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if (gameObject.frame.source.glDirty)
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if (source.glDirty)
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{
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// Check Batch Size and flush if needed
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if (this.currentBatchSize > 0)
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{
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// console.log('force flush before updateTexture');
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this.flush();
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}
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// console.log('texture dirty');
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this.renderer.updateTexture(gameObject.frame.source);
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this.renderer.updateTexture(source);
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}
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// Set texture
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this.setCurrentTexture(gameObject.frame.source);
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// Set the current texture (not if this sprite has its own shader?)
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if (this.renderer.textureArray[source.glTextureIndex] !== source)
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{
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var gl = this.gl;
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if (this.currentBatchSize > 0)
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{
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this.flush();
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}
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gl.activeTexture(gl.TEXTURE0 + source.glTextureIndex);
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gl.bindTexture(gl.TEXTURE_2D, source.glTexture);
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this.renderer.textureArray[source.glTextureIndex] = source;
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}
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// These are TypedArray Views into the vertices ArrayBuffer
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var colors = this.colors;
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@ -474,8 +413,6 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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var i = this._i;
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// console.log('addToBatch i / ci', i, this.currentBatchSize);
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// Top Left vert (xy, uv, color)
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positions[i++] = verts.x0;
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positions[i++] = verts.y0;
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@ -521,9 +458,6 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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{
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var gl = this.gl;
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// Bind the main texture
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// gl.activeTexture(gl.TEXTURE0);
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// Bind the buffers
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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@ -563,8 +497,6 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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flush: function ()
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{
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// console.log('flush');
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// Always dirty the first pass through but subsequent calls may be clean
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if (this.dirty)
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{
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@ -573,7 +505,10 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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var gl = this.gl;
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// Upload verts to the buffer
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// Upload the vertex data to the GPU - is this cheaper (overall) than creating a new TypedArray view?
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
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/*
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if (this.currentBatchSize > this.halfBatchSize)
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{
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
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@ -587,6 +522,7 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
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}
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*/
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var sprite;
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@ -599,15 +535,24 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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if (sprite.blendMode !== this.renderer.currentBlendMode)
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{
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if (currentSize > 0)
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{
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gl.drawElements(gl.TRIANGLES, currentSize * 6, gl.UNSIGNED_SHORT, start * 6 * 2);
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this.renderer.drawCount++;
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}
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this.renderer.setBlendMode(sprite.blendMode);
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}
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// TODO: Check for shader here
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// If either blend or shader set, we need to drawElements and swap
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currentSize++;
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}
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if (currentSize > 0)
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{
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// console.log('flushed and drew', currentSize);
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gl.drawElements(gl.TRIANGLES, currentSize * 6, gl.UNSIGNED_SHORT, start * 6 * 2);
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this.renderer.drawCount++;
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}
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@ -625,8 +570,6 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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this.gl.deleteBuffer(this.vertexBuffer);
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this.gl.deleteBuffer(this.indexBuffer);
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this.currentTextureSource = null;
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this.renderer = null;
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this.gl = null;
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}
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@ -86,7 +86,7 @@ Phaser.Renderer.WebGL = function (game)
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*/
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this.stencilBufferLimit = 6;
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this.multiTexture = true;
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this.multiTexture = false;
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this.extensions = {};
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@ -111,6 +111,14 @@ Phaser.Renderer.WebGL = function (game)
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preserveDrawingBuffer: this.preserveDrawingBuffer
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};
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// this.contextOptions = {
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// alpha: true,
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// antialias: true,
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// premultipliedAlpha: true,
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// stencil: true,
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// preserveDrawingBuffer: false
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// };
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/**
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* @property projection
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* @type Point
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@ -155,7 +163,7 @@ Phaser.Renderer.WebGL = function (game)
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this.textureArray = [];
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this.currentBlendMode = 0;
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this.currentBlendMode = -1;
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this.currentTextureSource = null;
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this.blendModes = [];
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@ -399,14 +407,15 @@ Phaser.Renderer.WebGL.prototype = {
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// Transparent
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// gl.clearColor(0, 0, 0, 0);
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// gl.clearColor(0.0, 0.4, 0.0, 1.0);
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// gl.clear(gl.COLOR_BUFFER_BIT);
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// If 'alpha' is true in the context options then
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// things like blend mode ADD looks really weird
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// if you don't clear the background (would look fine over a background image though)
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// Black
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// gl.clearColor(0, 0, 0, 1);
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// gl.clear(gl.COLOR_BUFFER_BIT);
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this.setBlendMode(this.blendModes.NORMAL);
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this.setBlendMode(Phaser.blendModes.NORMAL);
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/*
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if (this.clearBeforeRender)
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@ -441,7 +450,7 @@ Phaser.Renderer.WebGL.prototype = {
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this.spriteBatch.begin();
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this.filterManager.begin();
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// this.filterManager.begin();
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// console.log('render stage');
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@ -478,8 +487,6 @@ Phaser.Renderer.WebGL.prototype = {
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// Takes a TextureSource object
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updateTexture: function (source)
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{
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console.log('updateTexture', source.image.currentSrc);
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if (source.compressionAlgorithm)
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{
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return this.updateCompressedTexture(source);
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@ -498,6 +505,8 @@ Phaser.Renderer.WebGL.prototype = {
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gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, source.premultipliedAlpha);
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// Throws a warning in Firefox: WebGL: texImage2D: Chosen format/type incured an expensive reformat: 0x1908/0x1401
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// @see https://github.com/mrdoob/three.js/issues/9109
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source.image);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, source.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
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@ -587,18 +596,18 @@ Phaser.Renderer.WebGL.prototype = {
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// Blend Mode Manager
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setBlendMode: function (blendMode)
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setBlendMode: function (newBlendMode)
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{
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if (this.currentBlendMode === blendMode)
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if (this.currentBlendMode === newBlendMode)
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{
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return false;
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}
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var blendModeWebGL = this.blendModes[this.currentBlendMode];
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var blendModeWebGL = this.blendModes[newBlendMode];
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if (blendModeWebGL)
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{
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this.currentBlendMode = blendMode;
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this.currentBlendMode = newBlendMode;
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this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
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@ -94,8 +94,6 @@ Phaser.Texture.prototype = {
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{
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this.source[i].glTextureIndex = index;
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console.log('setTextureIndex', index);
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index++;
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}
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@ -108,10 +108,10 @@ Phaser.RequestAnimationFrame.prototype = {
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if (this.isRunning)
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{
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this._timeOutID = window.requestAnimationFrame(this._onLoop);
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// floor the rafTime to make it equivalent to the Date.now() provided by updateSetTimeout (just below)
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this.game.update(Math.floor(rafTime));
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this._timeOutID = window.requestAnimationFrame(this._onLoop);
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}
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},
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