Added MobilePipeline

This commit is contained in:
Richard Davey 2022-10-04 17:08:48 +01:00
parent 083100163b
commit 20485e1aa2
9 changed files with 291 additions and 3 deletions

View file

@ -92,7 +92,8 @@ var Pipeline = {
*/ */
initPipeline: function (pipeline) initPipeline: function (pipeline)
{ {
if (pipeline === undefined) { pipeline = PIPELINE_CONST.MULTI_PIPELINE; } // if (pipeline === undefined) { pipeline = PIPELINE_CONST.MULTI_PIPELINE; }
if (pipeline === undefined) { pipeline = PIPELINE_CONST.MOBILE_PIPELINE; }
var renderer = this.scene.sys.renderer; var renderer = this.scene.sys.renderer;

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@ -14,6 +14,7 @@ var SnapCeil = require('../../math/snap/SnapCeil');
// Default Phaser 3 Pipelines // Default Phaser 3 Pipelines
var BitmapMaskPipeline = require('./pipelines/BitmapMaskPipeline'); var BitmapMaskPipeline = require('./pipelines/BitmapMaskPipeline');
var LightPipeline = require('./pipelines/LightPipeline'); var LightPipeline = require('./pipelines/LightPipeline');
var MobilePipeline = require('./pipelines/MobilePipeline');
var MultiPipeline = require('./pipelines/MultiPipeline'); var MultiPipeline = require('./pipelines/MultiPipeline');
var PointLightPipeline = require('./pipelines/PointLightPipeline'); var PointLightPipeline = require('./pipelines/PointLightPipeline');
var RopePipeline = require('./pipelines/RopePipeline'); var RopePipeline = require('./pipelines/RopePipeline');
@ -37,6 +38,7 @@ var UtilityPipeline = require('./pipelines/UtilityPipeline');
* 5. The Single Pipeline. Responsible for rendering Game Objects that explicitly require one bound texture. * 5. The Single Pipeline. Responsible for rendering Game Objects that explicitly require one bound texture.
* 6. The Bitmap Mask Pipeline. Responsible for Bitmap Mask rendering. * 6. The Bitmap Mask Pipeline. Responsible for Bitmap Mask rendering.
* 7. The Utility Pipeline. Responsible for providing lots of handy texture manipulation functions. * 7. The Utility Pipeline. Responsible for providing lots of handy texture manipulation functions.
* 8. The Mobile Pipeline. Responsible for rendering on mobile with single-bound textures.
* *
* You can add your own custom pipeline via the `PipelineManager.add` method. Pipelines are * You can add your own custom pipeline via the `PipelineManager.add` method. Pipelines are
* identified by unique string-based keys. * identified by unique string-based keys.
@ -88,7 +90,8 @@ var PipelineManager = new Class({
[ CONST.SINGLE_PIPELINE, SinglePipeline ], [ CONST.SINGLE_PIPELINE, SinglePipeline ],
[ CONST.ROPE_PIPELINE, RopePipeline ], [ CONST.ROPE_PIPELINE, RopePipeline ],
[ CONST.LIGHT_PIPELINE, LightPipeline ], [ CONST.LIGHT_PIPELINE, LightPipeline ],
[ CONST.POINTLIGHT_PIPELINE, PointLightPipeline ] [ CONST.POINTLIGHT_PIPELINE, PointLightPipeline ],
[ CONST.MOBILE_PIPELINE, MobilePipeline ]
]); ]);
/** /**
@ -169,6 +172,19 @@ var PipelineManager = new Class({
*/ */
this.UTILITY_PIPELINE = null; this.UTILITY_PIPELINE = null;
/**
* A constant-style reference to the Mobile Pipeline Instance.
*
* This is the default Phaser 3 pipeline and is used by the WebGL Renderer to manage
* camera effects and more on mobile devices. This property is set during the `boot` method.
*
* @name Phaser.Renderer.WebGL.PipelineManager#MOBILE_PIPELINE
* @type {Phaser.Renderer.WebGL.Pipelines.MobilePipeline}
* @default null
* @since 3.60.0
*/
this.MOBILE_PIPELINE = null;
/** /**
* A reference to the Full Frame 1 Render Target that belongs to the * A reference to the Full Frame 1 Render Target that belongs to the
* Utility Pipeline. This property is set during the `boot` method. * Utility Pipeline. This property is set during the `boot` method.
@ -348,6 +364,7 @@ var PipelineManager = new Class({
// Our const-like references // Our const-like references
this.MULTI_PIPELINE = this.get(CONST.MULTI_PIPELINE); this.MULTI_PIPELINE = this.get(CONST.MULTI_PIPELINE);
this.BITMAPMASK_PIPELINE = this.get(CONST.BITMAPMASK_PIPELINE); this.BITMAPMASK_PIPELINE = this.get(CONST.BITMAPMASK_PIPELINE);
this.MOBILE_PIPELINE = this.get(CONST.MOBILE_PIPELINE);
// And now the ones in the config, if any // And now the ones in the config, if any

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@ -0,0 +1,123 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @author Felipe Alfonso <@bitnenfer>
* @copyright 2022 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../../utils/Class');
var GetFastValue = require('../../../utils/object/GetFastValue');
var MultiPipeline = require('./MultiPipeline');
var ShaderSourceFS = require('../shaders/Mobile-frag.js');
var ShaderSourceVS = require('../shaders/Mobile-vert.js');
var WEBGL_CONST = require('../const');
var WebGLPipeline = require('../WebGLPipeline');
/**
* @classdesc
* The Multi Pipeline is the core 2D texture rendering pipeline used by Phaser in WebGL.
* Virtually all Game Objects use this pipeline by default, including Sprites, Graphics
* and Tilemaps. It handles the batching of quads and tris, as well as methods for
* drawing and batching geometry data.
*
* Prior to Phaser v3.50 this pipeline was called the `TextureTintPipeline`.
*
* In previous versions of Phaser only one single texture unit was supported at any one time.
* The Multi Pipeline is an evolution of the old Texture Tint Pipeline, updated to support
* multi-textures for increased performance.
*
* The fragment shader it uses can be found in `shaders/src/Multi.frag`.
* The vertex shader it uses can be found in `shaders/src/Multi.vert`.
*
* The default shader attributes for this pipeline are:
*
* `inPosition` (vec2, offset 0)
* `inTexCoord` (vec2, offset 8)
* `inTexId` (float, offset 16)
* `inTintEffect` (float, offset 20)
* `inTint` (vec4, offset 24, normalized)
*
* The default shader uniforms for this pipeline are:
*
* `uProjectionMatrix` (mat4)
* `uMainSampler` (sampler2D array)
*
* If you wish to create a custom pipeline extending from this one, you should use the string
* declaration `%count%` in your fragment shader source, which is used to set the number of
* `sampler2Ds` available. Also add `%getSampler%` so Phaser can inject the getSampler glsl function.
* This function can be used to get the pixel vec4 from the texture:
*
* `vec4 texture = getSampler(int(outTexId), outTexCoord);`
*
* This pipeline will automatically inject the getSampler function for you, should the value exist
* in your shader source. If you wish to handle this yourself, you can also use the
* function `Utils.parseFragmentShaderMaxTextures`.
*
* If you wish to create a pipeline that works from a single texture, or that doesn't have
* internal texture iteration, please see the `SinglePipeline` instead.
*
* @class MultiPipeline
* @extends Phaser.Renderer.WebGL.WebGLPipeline
* @memberof Phaser.Renderer.WebGL.Pipelines
* @constructor
* @since 3.50.0
*
* @param {Phaser.Types.Renderer.WebGL.WebGLPipelineConfig} config - The configuration options for this pipeline.
*/
var MobilePipeline = new Class({
Extends: MultiPipeline,
initialize:
function MobilePipeline (config)
{
config.fragShader = GetFastValue(config, 'fragShader', ShaderSourceFS);
config.vertShader = GetFastValue(config, 'vertShader', ShaderSourceVS);
config.attributes = GetFastValue(config, 'attributes', [
{
name: 'inPosition',
size: 2
},
{
name: 'inTexCoord',
size: 2
},
{
name: 'inTexId'
},
{
name: 'inTintEffect'
},
{
name: 'inTint',
size: 4,
type: WEBGL_CONST.UNSIGNED_BYTE,
normalized: true
}
]);
config.forceZero = true;
MultiPipeline.call(this, config);
},
/**
* Called every time the pipeline is bound by the renderer.
* Sets the shader program, vertex buffer and other resources.
* Should only be called when changing pipeline.
*
* @method Phaser.Renderer.WebGL.Pipelines.MultiPipeline#bind
* @since 3.50.0
*
* @return {this} This WebGLPipeline instance.
*/
boot: function ()
{
WebGLPipeline.prototype.boot.call(this);
this.set1i('uMainSampler', 0);
}
});
module.exports = MobilePipeline;

View file

@ -94,7 +94,17 @@ var PIPELINE_CONST = {
* @const * @const
* @since 3.50.0 * @since 3.50.0
*/ */
UTILITY_PIPELINE: 'UtilityPipeline' UTILITY_PIPELINE: 'UtilityPipeline',
/**
* The Mobile Texture Pipeline.
*
* @name Phaser.Renderer.WebGL.Pipelines.MOBILE_PIPELINE
* @type {string}
* @const
* @since 3.60.0
*/
MOBILE_PIPELINE: 'MobilePipeline'
}; };

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@ -16,6 +16,7 @@ var Pipelines = {
BitmapMaskPipeline: require('./BitmapMaskPipeline'), BitmapMaskPipeline: require('./BitmapMaskPipeline'),
Events: require('./events'), Events: require('./events'),
LightPipeline: require('./LightPipeline'), LightPipeline: require('./LightPipeline'),
MobilePipeline: require('./MobilePipeline'),
MultiPipeline: require('./MultiPipeline'), MultiPipeline: require('./MultiPipeline'),
PointLightPipeline: require('./PointLightPipeline'), PointLightPipeline: require('./PointLightPipeline'),
PostFXPipeline: require('./PostFXPipeline'), PostFXPipeline: require('./PostFXPipeline'),

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@ -0,0 +1,40 @@
module.exports = [
'#define SHADER_NAME PHASER_MOBILE_FS',
'',
'#ifdef GL_FRAGMENT_PRECISION_HIGH',
'precision highp float;',
'#else',
'precision mediump float;',
'#endif',
'',
'uniform sampler2D uMainSampler;',
'',
'varying vec2 outTexCoord;',
'varying float outTexId;',
'varying float outTintEffect;',
'varying vec4 outTint;',
'',
'void main ()',
'{',
' vec4 texel = vec4(outTint.bgr * outTint.a, outTint.a);',
'',
' vec4 texture = texture2D(uMainSampler, outTexCoord);',
'',
' // Multiply texture tint',
' vec4 color = texture * texel;',
'',
' if (outTintEffect == 1.0)',
' {',
' // Solid color + texture alpha',
' color.rgb = mix(texture.rgb, outTint.bgr * outTint.a, texture.a);',
' }',
' else if (outTintEffect == 2.0)',
' {',
' // Solid color, no texture',
' color = texel;',
' }',
'',
' gl_FragColor = color;',
'}',
''
].join('\n');

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@ -0,0 +1,31 @@
module.exports = [
'#define SHADER_NAME PHASER_MOBILE_VS',
'',
'#ifdef GL_FRAGMENT_PRECISION_HIGH',
'precision highp float;',
'#else',
'precision mediump float;',
'#endif',
'',
'uniform mat4 uProjectionMatrix;',
'',
'attribute vec2 inPosition;',
'attribute vec2 inTexCoord;',
'attribute float inTexId;',
'attribute float inTintEffect;',
'attribute vec4 inTint;',
'',
'varying vec2 outTexCoord;',
'varying float outTintEffect;',
'varying vec4 outTint;',
'',
'void main ()',
'{',
' gl_Position = uProjectionMatrix * vec4(inPosition, 1.0, 1.0);',
'',
' outTexCoord = inTexCoord;',
' outTint = inTint;',
' outTintEffect = inTintEffect;',
'}',
''
].join('\n');

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@ -0,0 +1,37 @@
#define SHADER_NAME PHASER_MOBILE_FS
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform sampler2D uMainSampler;
varying vec2 outTexCoord;
varying float outTexId;
varying float outTintEffect;
varying vec4 outTint;
void main ()
{
vec4 texel = vec4(outTint.bgr * outTint.a, outTint.a);
vec4 texture = texture2D(uMainSampler, outTexCoord);
// Multiply texture tint
vec4 color = texture * texel;
if (outTintEffect == 1.0)
{
// Solid color + texture alpha
color.rgb = mix(texture.rgb, outTint.bgr * outTint.a, texture.a);
}
else if (outTintEffect == 2.0)
{
// Solid color, no texture
color = texel;
}
gl_FragColor = color;
}

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@ -0,0 +1,28 @@
#define SHADER_NAME PHASER_MOBILE_VS
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform mat4 uProjectionMatrix;
attribute vec2 inPosition;
attribute vec2 inTexCoord;
attribute float inTexId;
attribute float inTintEffect;
attribute vec4 inTint;
varying vec2 outTexCoord;
varying float outTintEffect;
varying vec4 outTint;
void main ()
{
gl_Position = uProjectionMatrix * vec4(inPosition, 1.0, 1.0);
outTexCoord = inTexCoord;
outTint = inTint;
outTintEffect = inTintEffect;
}