mirror of
https://github.com/photonstorm/phaser
synced 2024-11-30 16:39:34 +00:00
First pass of the newly re-structured Canvas Renderer (still using old texture system though).
This commit is contained in:
parent
42b8118fa0
commit
1da95994a5
13 changed files with 575 additions and 147 deletions
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@ -133,6 +133,10 @@ EOL;
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<script src="$path/src/textures/parsers/JSONHash.js"></script>
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<script src="$path/src/textures/parsers/SpriteSheet.js"></script>
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<script src="$path/src/renderer/canvas/CanvasRenderer.js"></script>
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<script src="$path/src/renderer/canvas/gameobjects/Container.js"></script>
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<script src="$path/src/renderer/canvas/gameobjects/Sprite.js"></script>
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EOL;
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@ -542,7 +542,13 @@ var Phaser = Phaser || { // jshint ignore:line
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NEAREST: 1
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},
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PIXI: PIXI || {},
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Renderer: {
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},
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PIXI: PIXI || {
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},
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// Used to create IDs for various Pixi objects.
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_UID: 0
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@ -685,10 +685,12 @@ Phaser.Game.prototype = {
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return;
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}
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var c = (this.renderType === Phaser.CANVAS) ? 'Canvas' : 'WebGL';
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if (!this.device.ie)
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{
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var args = [
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'%c %c %c %c %c Phaser v' + Phaser.VERSION + ' / Pixi.js %c http://phaser.io',
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'%c %c %c %c %c Phaser v' + Phaser.VERSION + ' / Pixi.js / ' + c + ' %c http://phaser.io',
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'background: #ff0000',
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'background: #ffff00',
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'background: #00ff00',
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@ -739,7 +741,8 @@ Phaser.Game.prototype = {
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// They requested Canvas and their browser supports it
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this.renderType = Phaser.CANVAS;
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this.renderer = new PIXI.CanvasRenderer(this);
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// this.renderer = new PIXI.CanvasRenderer(this);
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this.renderer = new Phaser.Renderer.Canvas(this);
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this.context = this.renderer.context;
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}
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@ -46,6 +46,11 @@ Phaser.Component.Children.prototype = {
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addAt: function (child, index) {
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if (this.list.length === 0)
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{
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return this.add(child);
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}
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if (index >= 0 && index <= this.list.length)
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{
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if (child.parent)
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@ -34,6 +34,8 @@ PIXI.DisplayObjectContainer = function () {
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*/
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this.ignoreChildInput = false;
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this.render = Phaser.Renderer.Canvas.GameObjects.Container.render;
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};
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PIXI.DisplayObjectContainer.prototype = Object.create( PIXI.DisplayObject.prototype );
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@ -116,6 +116,8 @@ PIXI.Sprite = function (texture) {
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this.renderable = true;
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this.render = Phaser.Renderer.Canvas.GameObjects.Sprite.render;
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};
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// constructor
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@ -499,6 +499,8 @@ PIXI.WebGLRenderer.prototype.updateCompressedTexture = function (texture) {
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};
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/**
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* Note: Moved to TextureManager class.
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*
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* Updates and Creates a WebGL texture for the renderers context.
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*
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* @method updateTexture
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277
src/renderer/canvas/CanvasRenderer.js
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277
src/renderer/canvas/CanvasRenderer.js
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@ -0,0 +1,277 @@
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @author Mat Groves (@Doormat23)
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* @copyright 2016 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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/**
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* A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view.
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* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
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*
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* @class Phaser.Camera
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* @constructor
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* @param {Phaser.Game} game - Game reference to the currently running game.
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*/
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Phaser.Renderer.Canvas = function (game)
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{
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console.log('CanvasRenderer Alive');
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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this.type = Phaser.CANVAS;
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// this.resolution = game.resolution;
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/**
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* This sets if the CanvasRenderer will clear the canvas or not before the new render pass.
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* If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.
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* If the Stage is transparent Pixi will use clearRect to clear the canvas every frame.
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* Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set.
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*
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* @property clearBeforeRender
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* @type Boolean
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* @default
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*/
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this.clearBeforeRender = game.clearBeforeRender;
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/**
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* Whether the render view is transparent
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*
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* @property transparent
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* @type Boolean
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*/
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this.transparent = game.transparent;
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/**
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* Whether the render view should be resized automatically
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*
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* @property autoResize
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* @type Boolean
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*/
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this.autoResize = false;
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/**
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* The width of the canvas view
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*
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* @property width
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* @type Number
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* @default 800
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*/
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this.width = game.width * game.resolution;
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/**
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* The height of the canvas view
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*
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* @property height
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* @type Number
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* @default 600
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*/
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this.height = game.height * game.resolution;
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/**
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* The canvas element that everything is drawn to.
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*
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* @property view
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* @type HTMLCanvasElement
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*/
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this.view = game.canvas;
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/**
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* The canvas 2d context that everything is drawn with
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* @property context
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* @type CanvasRenderingContext2D
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*/
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this.context = this.view.getContext('2d', {
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alpha: this.transparent
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});
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this.smoothProperty = Phaser.Canvas.getSmoothingPrefix(this.context);
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this.roundPixels = false;
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var so = 'source-over';
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this.blendModes = [ so, 'lighter', so, so, so, so, so, so, so, so, so, so, so, so, so, so, so ];
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this.currentBlendMode = 0;
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this.currentScaleMode = 0;
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if (this.game.device.canUseMultiply)
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{
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this.mapBlendModes();
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}
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this.resize(this.width, this.height);
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// this.renderTypes = [];
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// this.renderTypes[Phaser.GROUP] = Phaser.Renderer.Canvas.GameObjects.Container;
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// this.renderTypes[Phaser.SPRITE] = Phaser.Renderer.Canvas.GameObjects.Sprite;
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};
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Phaser.Renderer.Canvas.GameObjects = {
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// Populated by the GameObjects classes
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};
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Phaser.Renderer.Canvas.prototype.constructor = Phaser.Renderer.Canvas;
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Phaser.Renderer.Canvas.prototype = {
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/**
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* Maps Blend modes to Canvas blend modes.
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*
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* @method mapBlendModes
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* @private
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*/
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mapBlendModes: function ()
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{
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var modes = Phaser.blendModes;
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this.blendModes[modes.MULTIPLY] = 'multiply';
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this.blendModes[modes.SCREEN] = 'screen';
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this.blendModes[modes.OVERLAY] = 'overlay';
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this.blendModes[modes.DARKEN] = 'darken';
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this.blendModes[modes.LIGHTEN] = 'lighten';
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this.blendModes[modes.COLOR_DODGE] = 'color-dodge';
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this.blendModes[modes.COLOR_BURN] = 'color-burn';
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this.blendModes[modes.HARD_LIGHT] = 'hard-light';
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this.blendModes[modes.SOFT_LIGHT] = 'soft-light';
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this.blendModes[modes.DIFFERENCE] = 'difference';
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this.blendModes[modes.EXCLUSION] = 'exclusion';
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this.blendModes[modes.HUE] = 'hue';
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this.blendModes[modes.SATURATION] = 'saturation';
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this.blendModes[modes.COLOR] = 'color';
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this.blendModes[modes.LUMINOSITY] = 'luminosity';
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},
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resize: function (width, height)
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{
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this.width = width * this.game.resolution;
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this.height = height * this.game.resolution;
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this.view.width = this.width;
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this.view.height = this.height;
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if (this.autoResize)
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{
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this.view.style.width = (this.width / this.game.resolution) + 'px';
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this.view.style.height = (this.height / this.game.resolution) + 'px';
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}
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if (this.smoothProperty)
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{
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this.context[this.smoothProperty] = (this.scaleMode === Phaser.scaleModes.LINEAR);
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}
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},
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/**
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* Renders the Phaser.Stage to the canvas view, then iterates through its children.
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*
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* @method render
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* @param stage {Phaser.Stage}
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*/
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render: function (stage)
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{
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this.context.setTransform(1, 0, 0, 1, 0, 0);
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this.context.globalAlpha = 1;
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this.context.globalCompositeOperation = 'source-over';
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this.currentBlendMode = 0;
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this.currentScaleMode = 0;
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// Add Pre-render hook
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// this.renderSession.currentBlendMode = 0;
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// this.renderSession.shakeX = this.game.camera._shake.x;
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// this.renderSession.shakeY = this.game.camera._shake.y;
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// Is this needed any longer?
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/*
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if (navigator.isCocoonJS && this.view.screencanvas)
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{
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this.context.fillStyle = "black";
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this.context.clear();
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}
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*/
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if (this.clearBeforeRender)
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{
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if (this.transparent)
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{
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this.context.clearRect(0, 0, this.width, this.height);
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}
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else if (stage._bgColor)
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{
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this.context.fillStyle = stage._bgColor.rgba;
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this.context.fillRect(0, 0, this.width , this.height);
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}
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}
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stage.render(this, stage);
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// Add Post-render hook
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},
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/**
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* This method adds it to the current stack of masks.
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*
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* @method pushMask
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* @param maskData {Object} the maskData that will be pushed
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* @param renderSession {Object} The renderSession whose context will be used for this mask manager.
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*/
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pushMask: function (maskData)
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{
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this.context.save();
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var cacheAlpha = maskData.alpha;
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var transform = maskData.worldTransform;
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var resolution = this.game.resolution;
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this.context.setTransform(
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transform.a * resolution,
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transform.b * resolution,
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transform.c * resolution,
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transform.d * resolution,
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transform.tx * resolution,
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transform.ty * resolution
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);
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// PIXI.CanvasGraphics.renderGraphicsMask(maskData, context);
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this.context.clip();
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maskData.worldAlpha = cacheAlpha;
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},
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popMask: function ()
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{
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this.context.restore();
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},
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/**
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* Removes everything from the renderer and optionally removes the Canvas DOM element.
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*
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* @method destroy
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* @param [removeView=true] {boolean} Removes the Canvas element from the DOM.
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*/
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destroy: function ()
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{
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// CanvasPool
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this.view = null;
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this.context = null;
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this.maskManager = null;
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}
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};
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49
src/renderer/canvas/gameobjects/Container.js
Normal file
49
src/renderer/canvas/gameobjects/Container.js
Normal file
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/**
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* Renders the object using the Canvas renderer
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*
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* @method _renderCanvas
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* @param renderSession {RenderSession}
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* @private
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*/
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Phaser.Renderer.Canvas.GameObjects.Container = {
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render: function (renderer, source)
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{
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if (source.visible === false || source.alpha === 0)
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{
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return;
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}
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// if (this._cacheAsBitmap)
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// {
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// this._renderCachedSprite(renderSession);
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// return;
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// }
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if (source._mask)
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{
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renderer.pushMask(source._mask);
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}
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for (var i = 0; i < source.children.length; i++)
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{
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var child = source.children[i];
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child.render(renderer, child);
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}
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if (this._mask)
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{
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renderer.popMask();
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}
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},
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renderCache: function (renderer, source)
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{
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// Do something
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return source;
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}
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};
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@ -6,34 +6,36 @@
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* @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform.
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* @private
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*/
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Phaser.CanvasRenderer.GameObjects.Sprite = function (src, renderSession, matrix) {
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Phaser.Renderer.Canvas.GameObjects.Sprite = {
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render: function (renderer, source, matrix)
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{
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// If the sprite is not visible or the alpha is 0 then no need to render this element
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if (!src.visible || src.alpha === 0 || !src.renderable || src.texture.crop.width <= 0 || src.texture.crop.height <= 0)
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if (!source.visible || source.alpha === 0 || !source.renderable)
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{
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return;
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}
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var wt = src.worldTransform;
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// Add back in: || src.texture.crop.width <= 0 || src.texture.crop.height <= 0
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// If they provided an alternative rendering matrix then use it
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if (matrix)
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var wt = (matrix) ? matrix : source.worldTransform;
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if (source.blendMode !== renderer.currentBlendMode)
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{
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wt = matrix;
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renderer.currentBlendMode = source.blendMode;
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renderer.context.globalCompositeOperation = Phaser.blendModesCanvas[renderer.currentBlendMode];
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}
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if (src.blendMode !== renderSession.currentBlendMode)
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{
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renderSession.currentBlendMode = src.blendMode;
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renderSession.context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
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}
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// Check if the texture can be rendered
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if (src._mask)
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if (source._mask)
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{
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renderSession.maskManager.pushMask(src._mask, renderSession);
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renderer.pushMask(source._mask);
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}
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// Ignore null sources
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/*
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if (!src.texture.valid)
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{
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// Update the children and leave
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@ -49,29 +51,30 @@ Phaser.CanvasRenderer.GameObjects.Sprite = function (src, renderSession, matrix)
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return;
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}
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*/
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var resolution = src.texture.baseTexture.resolution / renderSession.resolution;
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var resolution = source.texture.baseTexture.resolution / renderer.game.resolution;
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renderSession.context.globalAlpha = src.worldAlpha;
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renderer.context.globalAlpha = source.worldAlpha;
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// If smoothingEnabled is supported and we need to change the smoothing property for src texture
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if (renderSession.smoothProperty && renderSession.scaleMode !== src.texture.baseTexture.scaleMode)
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if (renderer.smoothProperty && renderer.currentScaleMode !== source.texture.baseTexture.scaleMode)
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{
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renderSession.scaleMode = src.texture.baseTexture.scaleMode;
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renderSession.context[renderSession.smoothProperty] = (renderSession.scaleMode === PIXI.scaleModes.LINEAR);
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renderer.currentScaleMode = source.texture.baseTexture.scaleMode;
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renderer.context[renderer.smoothProperty] = (renderer.currentScaleMode === Phaser.scaleModes.LINEAR);
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}
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// If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions
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var dx = (src.texture.trim) ? src.texture.trim.x - src.anchor.x * src.texture.trim.width : src.anchor.x * -src.texture.frame.width;
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var dy = (src.texture.trim) ? src.texture.trim.y - src.anchor.y * src.texture.trim.height : src.anchor.y * -src.texture.frame.height;
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var dx = (source.texture.trim) ? source.texture.trim.x - source.anchor.x * source.texture.trim.width : source.anchor.x * -source.texture.frame.width;
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var dy = (source.texture.trim) ? source.texture.trim.y - source.anchor.y * source.texture.trim.height : source.anchor.y * -source.texture.frame.height;
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var tx = (wt.tx * renderSession.resolution) + renderSession.shakeX;
|
||||
var ty = (wt.ty * renderSession.resolution) + renderSession.shakeY;
|
||||
var tx = (wt.tx * renderer.game.resolution) + renderer.game.camera._shake.x;
|
||||
var ty = (wt.ty * renderer.game.resolution) + renderer.game.camera._shake.y;
|
||||
|
||||
var cw = src.texture.crop.width;
|
||||
var ch = src.texture.crop.height;
|
||||
var cw = source.texture.crop.width;
|
||||
var ch = source.texture.crop.height;
|
||||
|
||||
if (src.texture.rotated)
|
||||
if (source.texture.rotated)
|
||||
{
|
||||
var a = wt.a;
|
||||
var b = wt.b;
|
||||
|
@ -96,48 +99,52 @@ Phaser.CanvasRenderer.GameObjects.Sprite = function (src, renderSession, matrix)
|
|||
}
|
||||
|
||||
// Allow for pixel rounding
|
||||
if (renderSession.roundPixels)
|
||||
if (renderer.roundPixels)
|
||||
{
|
||||
renderSession.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx | 0, ty | 0);
|
||||
renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx | 0, ty | 0);
|
||||
dx |= 0;
|
||||
dy |= 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
renderSession.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx, ty);
|
||||
renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx, ty);
|
||||
}
|
||||
|
||||
dx /= resolution;
|
||||
dy /= resolution;
|
||||
|
||||
if (src.tint !== 0xFFFFFF)
|
||||
if (source.tint !== 0xFFFFFF)
|
||||
{
|
||||
if (src.texture.requiresReTint || src.cachedTint !== src.tint)
|
||||
if (source.texture.requiresReTint || source.cachedTint !== source.tint)
|
||||
{
|
||||
src.tintedTexture = PIXI.CanvasTinter.getTintedTexture(src, src.tint);
|
||||
source.tintedTexture = PIXI.CanvasTinter.getTintedTexture(source, source.tint);
|
||||
|
||||
src.cachedTint = src.tint;
|
||||
src.texture.requiresReTint = false;
|
||||
source.cachedTint = source.tint;
|
||||
source.texture.requiresReTint = false;
|
||||
}
|
||||
|
||||
renderSession.context.drawImage(src.tintedTexture, 0, 0, cw, ch, dx, dy, cw / resolution, ch / resolution);
|
||||
renderer.context.drawImage(source.tintedTexture, 0, 0, cw, ch, dx, dy, cw / resolution, ch / resolution);
|
||||
}
|
||||
else
|
||||
{
|
||||
var cx = src.texture.crop.x;
|
||||
var cy = src.texture.crop.y;
|
||||
var cx = source.texture.crop.x;
|
||||
var cy = source.texture.crop.y;
|
||||
|
||||
renderSession.context.drawImage(src.texture.baseTexture.source, cx, cy, cw, ch, dx, dy, cw / resolution, ch / resolution);
|
||||
renderer.context.drawImage(source.texture.baseTexture.source, cx, cy, cw, ch, dx, dy, cw / resolution, ch / resolution);
|
||||
}
|
||||
|
||||
for (var i = 0; i < src.children.length; i++)
|
||||
for (var i = 0; i < source.children.length; i++)
|
||||
{
|
||||
src.children[i]._renderCanvas(renderSession);
|
||||
var child = source.children[i];
|
||||
|
||||
child.render(renderer, child);
|
||||
}
|
||||
|
||||
if (src._mask)
|
||||
if (source._mask)
|
||||
{
|
||||
renderSession.maskManager.popMask(renderSession);
|
||||
renderer.popMask();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
|
|
@ -100,6 +100,9 @@ Phaser.TextureFrame = function (texture, name, sourceIndex, x, y, width, height)
|
|||
*/
|
||||
this.requiresReTint = false;
|
||||
|
||||
// Over-rides the Renderer setting? 0 = use Renderer Setting, 1 = No rounding, 2 = Round
|
||||
this.autoRound = 0;
|
||||
|
||||
/**
|
||||
* The un-modified source frame, trim and UV data.
|
||||
*
|
||||
|
|
|
@ -120,33 +120,6 @@ Phaser.Texture.prototype = {
|
|||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Removes the base texture from the GPU, useful for managing resources on the GPU.
|
||||
* A texture is still 100% usable and will simply be re-uploaded if there is a sprite on screen that is using it.
|
||||
*
|
||||
* @method unloadFromGPU
|
||||
*/
|
||||
unloadFromGPU: function ()
|
||||
{
|
||||
this.dirty();
|
||||
|
||||
// delete the webGL textures if any.
|
||||
for (var i = this._glTextures.length - 1; i >= 0; i--)
|
||||
{
|
||||
var glTexture = this._glTextures[i];
|
||||
var gl = PIXI.glContexts[i];
|
||||
|
||||
if (gl && glTexture)
|
||||
{
|
||||
gl.deleteTexture(glTexture);
|
||||
}
|
||||
}
|
||||
|
||||
this._glTextures.length = 0;
|
||||
|
||||
this.dirty();
|
||||
},
|
||||
|
||||
/**
|
||||
* Destroys this base texture
|
||||
*
|
||||
|
|
|
@ -185,6 +185,101 @@ Phaser.TextureManager.prototype = {
|
|||
|
||||
callback.apply(thisArg, args);
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* TODO: This should move to the WebGL Renderer class.
|
||||
*
|
||||
* Removes the base texture from the GPU, useful for managing resources on the GPU.
|
||||
* A texture is still 100% usable and will simply be re-uploaded if there is a sprite on screen that is using it.
|
||||
*
|
||||
* @method unloadFromGPU
|
||||
*/
|
||||
unloadFromGPU: function ()
|
||||
{
|
||||
this.dirty();
|
||||
|
||||
// delete the webGL textures if any.
|
||||
for (var i = this._glTextures.length - 1; i >= 0; i--)
|
||||
{
|
||||
var glTexture = this._glTextures[i];
|
||||
var gl = PIXI.glContexts[i];
|
||||
|
||||
if (gl && glTexture)
|
||||
{
|
||||
gl.deleteTexture(glTexture);
|
||||
}
|
||||
}
|
||||
|
||||
this._glTextures.length = 0;
|
||||
|
||||
this.dirty();
|
||||
},
|
||||
|
||||
/**
|
||||
* TODO: This should move to the WebGL Renderer class.
|
||||
*
|
||||
* Updates and Creates a WebGL texture for the renderers context.
|
||||
*
|
||||
* @method updateTexture
|
||||
* @param texture {Texture} the texture to update
|
||||
* @return {boolean} True if the texture was successfully bound, otherwise false.
|
||||
*/
|
||||
loadToGPU: function (texture)
|
||||
{
|
||||
if (!texture.hasLoaded)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (texture.source.compressionAlgorithm)
|
||||
{
|
||||
return this.updateCompressedTexture(texture);
|
||||
}
|
||||
|
||||
var gl = this.gl;
|
||||
|
||||
if (!texture._glTextures[gl.id])
|
||||
{
|
||||
texture._glTextures[gl.id] = gl.createTexture();
|
||||
}
|
||||
|
||||
gl.activeTexture(gl.TEXTURE0 + texture.textureIndex);
|
||||
|
||||
gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]);
|
||||
|
||||
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultipliedAlpha);
|
||||
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source);
|
||||
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
||||
|
||||
if (texture.mipmap && Phaser.Math.isPowerOfTwo(texture.width, texture.height))
|
||||
{
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);
|
||||
gl.generateMipmap(gl.TEXTURE_2D);
|
||||
}
|
||||
else
|
||||
{
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
||||
}
|
||||
|
||||
if (!texture._powerOf2)
|
||||
{
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||||
}
|
||||
else
|
||||
{
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
|
||||
}
|
||||
|
||||
texture._dirty[gl.id] = false;
|
||||
|
||||
// return texture._glTextures[gl.id];
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue