Moved scissor values to object so they can be read from batches.

Almost got Dynamic Text working with scissor (doesn't restore correctly on exit).
This commit is contained in:
photonstorm 2017-06-08 17:15:02 +01:00
parent 25b75ec1cf
commit 22875376b7
3 changed files with 72 additions and 20 deletions

View file

@ -1,4 +1,4 @@
var CHECKSUM = {
build: 'fb6f9480-4c5e-11e7-963a-7d4c667d56e9'
build: '28915330-4c65-11e7-b56e-f16b121ff103'
};
module.exports = CHECKSUM;

View file

@ -86,11 +86,17 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, gameObject, interpolati
var gl = renderer.gl;
// if (gameObject.width > 0 && gameObject.height > 0)
// {
// gl.enable(gl.SCISSOR_TEST);
// gl.scissor(gameObject.x - cameraScrollX, gameObject.y - cameraScrollY, gameObject.width, gameObject.height);
// }
if (gameObject.width > 0 && gameObject.height > 0)
{
blitterBatch.flush();
if (!renderer.scissor.enabled)
{
gl.enable(gl.SCISSOR_TEST);
}
gl.scissor(gameObject.x, gl.drawingBufferHeight - gameObject.y - gameObject.height, gameObject.width, gameObject.height);
}
for (var index = 0; index < textLength; ++index)
{
@ -210,10 +216,20 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, gameObject, interpolati
lastCharCode = charCode;
}
// if (gameObject.width > 0 && gameObject.height > 0)
// {
// gl.disable(gl.SCISSOR_TEST);
// }
if (gameObject.width > 0 && gameObject.height > 0)
{
blitterBatch.flush();
if (renderer.scissor.enabled)
{
gl.scissor(renderer.scissor.x, renderer.scissor.y, renderer.scissor.width, renderer.scissor.height);
}
else
{
gl.scissor(camera.x, gl.drawingBufferHeight - camera.y - camera.height, camera.width, camera.height);
gl.disable(gl.SCISSOR_TEST);
}
}
};
module.exports = DynamicBitmapTextWebGLRenderer;

View file

@ -64,6 +64,14 @@ var WebGLRenderer = function (game)
this.currentRenderTarget = null;
this.snapshotCallback = null;
this.scissor = {
enabled: false,
x: 0,
y: 0,
width: 0,
height: 0
};
this.init();
};
@ -73,7 +81,7 @@ WebGLRenderer.prototype = {
init: function ()
{
console.log('WebGLRenderer.init');
// console.log('WebGLRenderer.init');
this.gl = this.view.getContext('webgl', this.config.WebGLContextOptions) || this.view.getContext('experimental-webgl', this.config.WebGLContextOptions);
@ -93,7 +101,6 @@ WebGLRenderer.prototype = {
gl.enable(gl.BLEND);
gl.clearColor(color.redGL, color.greenGL, color.blueGL, color.alphaGL);
// Map Blend Modes
var add = [ gl.SRC_ALPHA, gl.DST_ALPHA ];
@ -263,6 +270,7 @@ WebGLRenderer.prototype = {
preRender: function ()
{
this.setRenderTarget(null);
// No point rendering if our context has been blown up!
if (this.contextLost)
{
@ -275,6 +283,7 @@ WebGLRenderer.prototype = {
var color = this.game.config.backgroundColor;
gl.clearColor(color.redGL, color.greenGL, color.blueGL, color.alphaGL);
// Some drivers require to call glClear
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
@ -294,14 +303,23 @@ WebGLRenderer.prototype = {
{
// Could move to the State Systems or MainLoop
var gl = this.gl;
var scissor = (camera.x !== 0 || camera.y !== 0 || camera.width !== gl.canvas.width || camera.height !== gl.canvas.height);
this.scissor.enabled = (camera.x !== 0 || camera.y !== 0 || camera.width !== gl.canvas.width || camera.height !== gl.canvas.height);
this.setRenderTarget(null);
if (scissor)
if (this.scissor.enabled)
{
gl.enable(gl.SCISSOR_TEST);
gl.scissor(camera.x, (gl.drawingBufferHeight - camera.y - camera.height), camera.width, camera.height);
this.scissor.x = camera.x;
this.scissor.y = gl.drawingBufferHeight - camera.y - camera.height;
this.scissor.width = camera.width;
this.scissor.height = camera.height;
gl.scissor(this.scissor.x, this.scissor.y, this.scissor.width, this.scissor.height);
}
// We could either clear color or render a quad
var color = this.game.config.backgroundColor;
gl.clearColor(color.redGL, color.greenGL, color.blueGL, color.alphaGL);
@ -309,12 +327,15 @@ WebGLRenderer.prototype = {
var list = children.list;
var length = list.length;
for (var index = 0; index < length; ++index)
{
var child = list[index];
// Setting blend mode if needed
var renderer = this.currentRenderer;
var newBlendMode = child.blendMode;
if (this.blendMode !== newBlendMode)
{
if (renderer)
@ -333,6 +354,7 @@ WebGLRenderer.prototype = {
}
this.blendMode = newBlendMode;
}
// drawing child
child.renderWebGL(this, child, interpolationPercentage, camera);
renderer = this.currentRenderer;
@ -349,6 +371,7 @@ WebGLRenderer.prototype = {
this.setRenderTarget(null);
var quadBatch = this.quadBatch;
quadBatch.bind();
// fade rendering
quadBatch.add(
camera.x, camera.y, camera.width, camera.height,
@ -357,6 +380,7 @@ WebGLRenderer.prototype = {
camera._fadeBlue,
camera._fadeAlpha
);
// flash rendering
quadBatch.add(
camera.x, camera.y, camera.width, camera.height,
@ -368,7 +392,8 @@ WebGLRenderer.prototype = {
quadBatch.flush();
this.currentRenderer.bind();
}
if (scissor)
if (this.scissor.enabled)
{
gl.disable(gl.SCISSOR_TEST);
}
@ -381,7 +406,6 @@ WebGLRenderer.prototype = {
if (this.snapshotCallback)
{
this.snapshotCallback(Snapshot.WebGLSnapshot(this.view));
this.snapshotCallback = null;
}
@ -413,9 +437,13 @@ WebGLRenderer.prototype = {
if (this.blendMode !== newBlendMode)
{
if (renderer)
{
renderer.flush();
}
blend = this.blendModes[newBlendMode];
gl.enable(gl.BLEND);
if (blend.length > 2)
{
gl.blendFuncSeparate(blend[0], blend[1], blend[2], blend[3]);
@ -424,6 +452,7 @@ WebGLRenderer.prototype = {
{
gl.blendFunc(blend[0], blend[1]);
}
this.blendMode = newBlendMode;
}
},
@ -431,26 +460,33 @@ WebGLRenderer.prototype = {
addRenderer: function (rendererInstance)
{
var index = this.rendererArray.indexOf(rendererInstance);
if (index < 0)
{
this.rendererArray.push(rendererInstance);
return rendererInstance;
}
return null;
},
setTextureFilterMode: function (texture, filterMode)
{
var gl = this.gl;
var glFilter = [gl.LINEAR, gl.NEAREST][filterMode];
var glFilter = [ gl.LINEAR, gl.NEAREST ][filterMode];
gl.bindTexture(gl.TEXTURE_2D, texture.texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, glFilter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, glFilter);
if (this.currentTexture !== null)
{
gl.bindTexture(gl.TEXTURE_2D, this.currentTexture.texture);
}
else
{
gl.bindTexture(gl.TEXTURE_2D, null);
}
return texture;
},