This commit is contained in:
Richard Davey 2018-01-31 17:48:32 +00:00
commit 35b1cce047
14 changed files with 33 additions and 783 deletions

View file

@ -74,15 +74,12 @@ var GameObjects = {
if (WEBGL_RENDERER) if (WEBGL_RENDERER)
{ {
// WebGL only Game Objects // WebGL only Game Objects
GameObjects.LightLayer = require('./lightlayer/LightLayer');
GameObjects.Mesh = require('./mesh/Mesh'); GameObjects.Mesh = require('./mesh/Mesh');
GameObjects.Quad = require('./quad/Quad'); GameObjects.Quad = require('./quad/Quad');
GameObjects.Factories.LightLayer = require('./lightlayer/LightLayerFactory');
GameObjects.Factories.Mesh = require('./mesh/MeshFactory'); GameObjects.Factories.Mesh = require('./mesh/MeshFactory');
GameObjects.Factories.Quad = require('./quad/QuadFactory'); GameObjects.Factories.Quad = require('./quad/QuadFactory');
GameObjects.Creators.LightLayer = require('./lightlayer/LightLayerCreator');
GameObjects.Creators.Mesh = require('./mesh/MeshCreator'); GameObjects.Creators.Mesh = require('./mesh/MeshCreator');
GameObjects.Creators.Quad = require('./quad/QuadCreator'); GameObjects.Creators.Quad = require('./quad/QuadCreator');
} }

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@ -1,6 +0,0 @@
module.exports = {
MAX_LIGHTS: 10,
DEFERRED_MAX_LIGHTS: 50
};

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@ -1,165 +0,0 @@
var VertexBuffer = require('../../renderer/webgl/resources/VertexBuffer');
var GameObject = require('../GameObject');
var DeferredRenderer = function (renderer, lightLayer, interpolationPercentage, camera)
{
var spriteList = lightLayer.sprites;
var length = spriteList.length;
var batch = renderer.spriteBatch;
var gl = renderer.gl;
if (GameObject.RENDER_MASK !== lightLayer.renderFlags || length === 0 || (lightLayer.cameraFilter > 0 && (lightLayer.cameraFilter & camera._id)))
{
return;
}
if (renderer.currentRenderer !== null)
{
renderer.currentRenderer.flush();
}
batch.bind(lightLayer.gBufferShaderPass);
batch.indexBufferObject.bind();
lightLayer.updateLights(renderer, camera, lightLayer.lightPassShader);
gl.bindFramebuffer(gl.FRAMEBUFFER, lightLayer.gBufferFbo);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
for (var index = 0; index < length; ++index)
{
var spriteNormalPair = spriteList[index];
var gameObject = spriteNormalPair.spriteRef;
/* Inlined function of add sprite modified. */
{
var tempMatrix = batch.tempMatrix;
var frame = gameObject.frame;
var forceFlipY = (frame.texture.source[frame.sourceIndex].glTexture.isRenderTexture ? true : false);
var flipX = gameObject.flipX;
var flipY = gameObject.flipY ^ forceFlipY;
var vertexDataBuffer = batch.vertexDataBuffer;
var vertexBufferObjectF32 = vertexDataBuffer.floatView;
var vertexBufferObjectU32 = vertexDataBuffer.uintView;
var vertexOffset = 0;
var uvs = frame.uvs;
var width = frame.width * (flipX ? -1 : 1);
var height = frame.height * (flipY ? -1 : 1);
var translateX = gameObject.x - camera.scrollX * gameObject.scrollFactorX;
var translateY = gameObject.y - camera.scrollY * gameObject.scrollFactorY;
var scaleX = gameObject.scaleX;
var scaleY = gameObject.scaleY;
var rotation = -gameObject.rotation;
var tempMatrixMatrix = tempMatrix.matrix;
var x = -gameObject.displayOriginX + frame.x + ((frame.width) * (flipX ? 1 : 0.0));
var y = -gameObject.displayOriginY + frame.y + ((frame.height) * (flipY ? 1 : 0.0));
var xw = x + width;
var yh = y + height;
var cameraMatrix = camera.matrix.matrix;
var mva, mvb, mvc, mvd, mve, mvf, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3;
var sra, srb, src, srd, sre, srf, cma, cmb, cmc, cmd, cme, cmf;
var alphaTL = gameObject._alphaTL;
var alphaTR = gameObject._alphaTR;
var alphaBL = gameObject._alphaBL;
var alphaBR = gameObject._alphaBR;
var tintTL = gameObject._tintTL;
var tintTR = gameObject._tintTR;
var tintBL = gameObject._tintBL;
var tintBR = gameObject._tintBR;
tempMatrix.applyITRS(translateX, translateY, rotation, scaleX, scaleY);
sra = tempMatrixMatrix[0];
srb = tempMatrixMatrix[1];
src = tempMatrixMatrix[2];
srd = tempMatrixMatrix[3];
sre = tempMatrixMatrix[4];
srf = tempMatrixMatrix[5];
cma = cameraMatrix[0];
cmb = cameraMatrix[1];
cmc = cameraMatrix[2];
cmd = cameraMatrix[3];
cme = cameraMatrix[4];
cmf = cameraMatrix[5];
mva = sra * cma + srb * cmc;
mvb = sra * cmb + srb * cmd;
mvc = src * cma + srd * cmc;
mvd = src * cmb + srd * cmd;
mve = sre * cma + srf * cmc + cme;
mvf = sre * cmb + srf * cmd + cmf;
tx0 = x * mva + y * mvc + mve;
ty0 = x * mvb + y * mvd + mvf;
tx1 = x * mva + yh * mvc + mve;
ty1 = x * mvb + yh * mvd + mvf;
tx2 = xw * mva + yh * mvc + mve;
ty2 = xw * mvb + yh * mvd + mvf;
tx3 = xw * mva + y * mvc + mve;
ty3 = xw * mvb + y * mvd + mvf;
if (renderer.currentTexture[0] !== frame.texture.source[frame.sourceIndex].glTexture ||
renderer.currentTexture[1] !== spriteNormalPair.normalTextureRef.source[spriteNormalPair.spriteRef.frame.sourceIndex].glTexture ||
batch.shouldFlush())
{
batch.flush(lightLayer.gBufferShaderPass, lightLayer.renderTarget);
renderer.setTexture(frame.texture.source[frame.sourceIndex].glTexture, 0);
renderer.setTexture(spriteNormalPair.normalTextureRef.source[spriteNormalPair.spriteRef.frame.sourceIndex].glTexture, 1);
}
batch.drawIndexed = true;
batch.drawingMesh = false;
vertexOffset = vertexDataBuffer.allocate(24);
batch.elementCount += 6;
// Top Left
vertexBufferObjectF32[vertexOffset++] = tx0;
vertexBufferObjectF32[vertexOffset++] = ty0;
vertexBufferObjectF32[vertexOffset++] = uvs.x0;
vertexBufferObjectF32[vertexOffset++] = uvs.y0;
vertexBufferObjectU32[vertexOffset++] = tintTL;
vertexBufferObjectF32[vertexOffset++] = alphaTL;
// Bottom Left
vertexBufferObjectF32[vertexOffset++] = tx1;
vertexBufferObjectF32[vertexOffset++] = ty1;
vertexBufferObjectF32[vertexOffset++] = uvs.x1;
vertexBufferObjectF32[vertexOffset++] = uvs.y1;
vertexBufferObjectU32[vertexOffset++] = tintBL;
vertexBufferObjectF32[vertexOffset++] = alphaBL;
// Bottom Right
vertexBufferObjectF32[vertexOffset++] = tx2;
vertexBufferObjectF32[vertexOffset++] = ty2;
vertexBufferObjectF32[vertexOffset++] = uvs.x2;
vertexBufferObjectF32[vertexOffset++] = uvs.y2;
vertexBufferObjectU32[vertexOffset++] = tintBR;
vertexBufferObjectF32[vertexOffset++] = alphaBR;
// Top Right
vertexBufferObjectF32[vertexOffset++] = tx3;
vertexBufferObjectF32[vertexOffset++] = ty3;
vertexBufferObjectF32[vertexOffset++] = uvs.x3;
vertexBufferObjectF32[vertexOffset++] = uvs.y3;
vertexBufferObjectU32[vertexOffset++] = tintTR;
vertexBufferObjectF32[vertexOffset++] = alphaTR;
}
}
batch.flush(lightLayer.gBufferShaderPass, lightLayer.renderTarget);
renderer.setTexture({texture: lightLayer.gBufferColorTex}, 0);
renderer.setTexture({texture: lightLayer.gBufferNormalTex}, 1);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
lightLayer.lightPassShader.bind();
gl.bindBuffer(gl.ARRAY_BUFFER, lightLayer.lightPassVBO);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT, 0);
gl.drawArrays(gl.TRIANGLES, 0, 3);
VertexBuffer.SetDirty();
batch.bind();
};
module.exports = DeferredRenderer;

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@ -1,149 +0,0 @@
var GameObject = require('../GameObject');
var ForwardRenderer = function (renderer, lightLayer, interpolationPercentage, camera)
{
var spriteList = lightLayer.sprites;
var length = spriteList.length;
var batch = renderer.spriteBatch;
if (GameObject.RENDER_MASK !== lightLayer.renderFlags || length === 0 || (lightLayer.cameraFilter > 0 && (lightLayer.cameraFilter & camera._id)))
{
return;
}
if (renderer.currentRenderer !== null)
{
renderer.currentRenderer.flush();
}
batch.bind(lightLayer.passShader);
batch.indexBufferObject.bind();
lightLayer.updateLights(renderer, camera, lightLayer.passShader);
for (var index = 0; index < length; ++index)
{
var spriteNormalPair = spriteList[index];
var gameObject = spriteNormalPair.spriteRef;
/* Inlined function of add sprite modified. */
{
var tempMatrix = batch.tempMatrix;
var frame = gameObject.frame;
var forceFlipY = (frame.texture.source[frame.sourceIndex].glTexture.isRenderTexture ? true : false);
var flipX = gameObject.flipX;
var flipY = gameObject.flipY ^ forceFlipY;
var vertexDataBuffer = batch.vertexDataBuffer;
var vertexBufferObjectF32 = vertexDataBuffer.floatView;
var vertexBufferObjectU32 = vertexDataBuffer.uintView;
var vertexOffset = 0;
var uvs = frame.uvs;
var width = frame.width * (flipX ? -1 : 1);
var height = frame.height * (flipY ? -1 : 1);
var translateX = gameObject.x - camera.scrollX * gameObject.scrollFactorX;
var translateY = gameObject.y - camera.scrollY * gameObject.scrollFactorY;
var scaleX = gameObject.scaleX;
var scaleY = gameObject.scaleY;
var rotation = -gameObject.rotation;
var tempMatrixMatrix = tempMatrix.matrix;
var x = -gameObject.displayOriginX + frame.x + ((frame.width) * (flipX ? 1 : 0.0));
var y = -gameObject.displayOriginY + frame.y + ((frame.height) * (flipY ? 1 : 0.0));
var xw = x + width;
var yh = y + height;
var cameraMatrix = camera.matrix.matrix;
var mva, mvb, mvc, mvd, mve, mvf, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3;
var sra, srb, src, srd, sre, srf, cma, cmb, cmc, cmd, cme, cmf;
var alphaTL = gameObject._alphaTL;
var alphaTR = gameObject._alphaTR;
var alphaBL = gameObject._alphaBL;
var alphaBR = gameObject._alphaBR;
var tintTL = gameObject._tintTL;
var tintTR = gameObject._tintTR;
var tintBL = gameObject._tintBL;
var tintBR = gameObject._tintBR;
tempMatrix.applyITRS(translateX, translateY, rotation, scaleX, scaleY);
sra = tempMatrixMatrix[0];
srb = tempMatrixMatrix[1];
src = tempMatrixMatrix[2];
srd = tempMatrixMatrix[3];
sre = tempMatrixMatrix[4];
srf = tempMatrixMatrix[5];
cma = cameraMatrix[0];
cmb = cameraMatrix[1];
cmc = cameraMatrix[2];
cmd = cameraMatrix[3];
cme = cameraMatrix[4];
cmf = cameraMatrix[5];
mva = sra * cma + srb * cmc;
mvb = sra * cmb + srb * cmd;
mvc = src * cma + srd * cmc;
mvd = src * cmb + srd * cmd;
mve = sre * cma + srf * cmc + cme;
mvf = sre * cmb + srf * cmd + cmf;
tx0 = x * mva + y * mvc + mve;
ty0 = x * mvb + y * mvd + mvf;
tx1 = x * mva + yh * mvc + mve;
ty1 = x * mvb + yh * mvd + mvf;
tx2 = xw * mva + yh * mvc + mve;
ty2 = xw * mvb + yh * mvd + mvf;
tx3 = xw * mva + y * mvc + mve;
ty3 = xw * mvb + y * mvd + mvf;
if (renderer.currentTexture[0] !== frame.texture.source[frame.sourceIndex].glTexture ||
renderer.currentTexture[1] !== spriteNormalPair.normalTextureRef.source[spriteNormalPair.spriteRef.frame.sourceIndex].glTexture ||
batch.shouldFlush())
{
batch.flush(lightLayer.passShader, lightLayer.renderTarget);
renderer.setTexture(frame.texture.source[frame.sourceIndex].glTexture, 0);
renderer.setTexture(spriteNormalPair.normalTextureRef.source[spriteNormalPair.spriteRef.frame.sourceIndex].glTexture, 1);
}
batch.drawIndexed = true;
batch.drawingMesh = false;
vertexOffset = vertexDataBuffer.allocate(24);
batch.elementCount += 6;
// Top Left
vertexBufferObjectF32[vertexOffset++] = tx0;
vertexBufferObjectF32[vertexOffset++] = ty0;
vertexBufferObjectF32[vertexOffset++] = uvs.x0;
vertexBufferObjectF32[vertexOffset++] = uvs.y0;
vertexBufferObjectU32[vertexOffset++] = tintTL;
vertexBufferObjectF32[vertexOffset++] = alphaTL;
// Bottom Left
vertexBufferObjectF32[vertexOffset++] = tx1;
vertexBufferObjectF32[vertexOffset++] = ty1;
vertexBufferObjectF32[vertexOffset++] = uvs.x1;
vertexBufferObjectF32[vertexOffset++] = uvs.y1;
vertexBufferObjectU32[vertexOffset++] = tintBL;
vertexBufferObjectF32[vertexOffset++] = alphaBL;
// Bottom Right
vertexBufferObjectF32[vertexOffset++] = tx2;
vertexBufferObjectF32[vertexOffset++] = ty2;
vertexBufferObjectF32[vertexOffset++] = uvs.x2;
vertexBufferObjectF32[vertexOffset++] = uvs.y2;
vertexBufferObjectU32[vertexOffset++] = tintBR;
vertexBufferObjectF32[vertexOffset++] = alphaBR;
// Top Right
vertexBufferObjectF32[vertexOffset++] = tx3;
vertexBufferObjectF32[vertexOffset++] = ty3;
vertexBufferObjectF32[vertexOffset++] = uvs.x3;
vertexBufferObjectF32[vertexOffset++] = uvs.y3;
vertexBufferObjectU32[vertexOffset++] = tintTR;
vertexBufferObjectF32[vertexOffset++] = alphaTR;
}
}
batch.flush(lightLayer.passShader, lightLayer.renderTarget);
};
module.exports = ForwardRenderer;

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@ -1,37 +0,0 @@
var Class = require('../../utils/Class');
var Light = new Class({
initialize:
function Light (x, y, z, radius, r, g, b, attenuation)
{
this.x = x;
this.y = y;
this.z = z;
this.radius = radius;
this.r = r;
this.g = g;
this.b = b;
this.attenuation = attenuation;
this.scrollFactorX = 1.0;
this.scrollFactorY = 1.0;
},
set: function (x, y, z, radius, r, g, b, attenuation)
{
this.x = x;
this.y = y;
this.z = z;
this.radius = radius;
this.r = r;
this.g = g;
this.b = b;
this.attenuation = attenuation;
this.scrollFactorX = 1.0;
this.scrollFactorY = 1.0;
}
});
module.exports = Light;

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@ -1,336 +0,0 @@
var Class = require('../../utils/Class');
var Components = require('../components');
var Const = require('./Const');
var GameObject = require('../GameObject');
var Light = require('./Light');
var Render = require('./LightLayerRender');
var SpriteNormalPair = require('./SpriteNormalPair');
// http://cpetry.github.io/NormalMap-Online/
var LightLayer = new Class({
Extends: GameObject,
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.Origin,
Components.ScrollFactor,
Components.Visible,
Render
],
initialize:
function LightLayer (scene)
{
var _this = this;
GameObject.call(this, scene, 'LightLayer');
this.renderer = scene.sys.game.renderer;
this.passShader = null;
this.gl = null;
this.ambientLightColorR = 0.0;
this.ambientLightColorG = 0.0;
this.ambientLightColorB = 0.0;
this.lightPool = [];
this.spritePool = [];
this.lights = [];
this.sprites = [];
this._z = 0;
this.setOrigin(0, 0);
this.renderer.onContextRestored(function (renderer) {
this.onContextRestored(renderer);
}, this);
this.init(scene.sys.game.renderer, this.renderer.hasExtension('WEBGL_draw_buffers'));
},
onContextRestored: function (renderer)
{
/* It won't allow the use of drawBuffers on restored context */
this.init(renderer, false);
//this.renderWebGL = require('./ForwardRenderer');
this.lights.length = Math.min(this.lights.length, Const.MAX_LIGHTS);
},
init: function (renderer, deferred)
{
/*var resourceManager = renderer.resourceManager;
this._isDeferred = deferred;
this.renderer = renderer;
this.lightsLocations = [];
if (resourceManager !== undefined && !this._isDeferred)
{
this.gl = renderer.gl;
this.passShader = resourceManager.createShader('Phong2DShaderForward', {
vert: TexturedAndNormalizedTintedShader.vert,
frag: LightFragmentShader(Const.MAX_LIGHTS)
});
this.ambientLightColorLoc = this.passShader.getUniformLocation('uAmbientLightColor');
this.uMainTextureLoc = this.passShader.getUniformLocation('uMainTexture');
this.uNormTextureLoc = this.passShader.getUniformLocation('uNormTexture');
this.uResolutionLoc = this.passShader.getUniformLocation('uResolution');
this.uCameraLoc = this.passShader.getUniformLocation('uCamera');
this.passShader.setConstantInt1(this.uMainTextureLoc, 0);
this.passShader.setConstantInt1(this.uNormTextureLoc, 1);
for (var index = 0; index < Const.MAX_LIGHTS; ++index)
{
this.lightsLocations[index] = {
position: this.passShader.getUniformLocation('uLights[' + index + '].position'),
color: this.passShader.getUniformLocation('uLights[' + index + '].color'),
attenuation: this.passShader.getUniformLocation('uLights[' + index + '].attenuation'),
radius: this.passShader.getUniformLocation('uLights[' + index + '].radius')
};
}
}
else
{
var gl = this.gl = renderer.gl;
this.ext = renderer.getExtension('WEBGL_draw_buffers');
this.gBufferShaderPass = resourceManager.createShader('GBufferShader', {
vert: TexturedAndNormalizedTintedShader.vert,
frag: GBufferShader()
});
var phongShader = Phong2DShaderDeferred(Const.DEFERRED_MAX_LIGHTS);
this.lightPassShader = resourceManager.createShader('Phong2DShaderDeferred', {
vert: phongShader.vert,
frag: phongShader.frag
});
this.lightPassVBO = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.lightPassVBO);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ -1, 7, -1, -1, 7, -1 ]), gl.STATIC_DRAW);
this.uMainTextureLoc = this.gBufferShaderPass.getUniformLocation('uMainTexture');
this.uNormTextureLoc = this.gBufferShaderPass.getUniformLocation('uNormTexture');
this.gBufferShaderPass.setConstantInt1(this.uMainTextureLoc, 0);
this.gBufferShaderPass.setConstantInt1(this.uNormTextureLoc, 1);
this.ambientLightColorLoc = this.lightPassShader.getUniformLocation('uAmbientLightColor');
this.uResolutionLoc = this.lightPassShader.getUniformLocation('uResolution');
this.uGbufferColorLoc = this.lightPassShader.getUniformLocation('uGbufferColor');
this.uGbufferNormalLoc = this.lightPassShader.getUniformLocation('uGbufferNormal');
this.uCameraLoc = this.lightPassShader.getUniformLocation('uCamera');
this.lightPassShader.setConstantInt1(this.uGbufferColorLoc, 0);
this.lightPassShader.setConstantInt1(this.uGbufferNormalLoc, 1);
this.gBufferShaderPass.bindAttribLocation(0, 'v_tex_coord');
this.gBufferShaderPass.bindAttribLocation(1, 'v_color');
this.gBufferShaderPass.bindAttribLocation(2, 'v_alpha');
this.lightPassShader.bindAttribLocation(0, 'vertexPosition');
for (var index = 0; index < Const.DEFERRED_MAX_LIGHTS; ++index)
{
this.lightsLocations[index] = {
position: this.lightPassShader.getUniformLocation('uLights[' + index + '].position'),
color: this.lightPassShader.getUniformLocation('uLights[' + index + '].color'),
attenuation: this.lightPassShader.getUniformLocation('uLights[' + index + '].attenuation'),
radius: this.lightPassShader.getUniformLocation('uLights[' + index + '].radius')
};
}
// Setup render targets
this.gBufferFbo = gl.createFramebuffer();
this.gBufferColorTex = gl.createTexture();
this.gBufferNormalTex = gl.createTexture();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.gBufferFbo);
gl.bindTexture(gl.TEXTURE_2D, this.gBufferColorTex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, renderer.width, renderer.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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);
gl.bindTexture(gl.TEXTURE_2D, this.gBufferNormalTex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, renderer.width, renderer.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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);
gl.framebufferTexture2D(gl.FRAMEBUFFER, this.ext.COLOR_ATTACHMENT0_WEBGL, gl.TEXTURE_2D, this.gBufferColorTex, 0);
gl.framebufferTexture2D(gl.FRAMEBUFFER, this.ext.COLOR_ATTACHMENT1_WEBGL, gl.TEXTURE_2D, this.gBufferNormalTex, 0);
this.ext.drawBuffersWEBGL([ this.ext.COLOR_ATTACHMENT0_WEBGL, this.ext.COLOR_ATTACHMENT1_WEBGL ]);
var complete = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if (complete !== gl.FRAMEBUFFER_COMPLETE)
{
var errors = {
36054: 'Incomplete Attachment',
36055: 'Missing Attachment',
36057: 'Incomplete Dimensions',
36061: 'Framebuffer Unsupported'
};
throw new Error('Framebuffer incomplete. Framebuffer status: ' + errors[complete]);
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
VertexBuffer.SetDirty();
}*/
},
forEachLight: function (callback)
{
if (!callback)
{
return;
}
var lights = this.lights;
var length = lights.length;
for (var index = 0; index < length; ++index)
{
callback(lights[index]);
}
},
get z ()
{
return this._z;
},
set z (newZ)
{
this._z = newZ;
},
setAmbientLightColor: function (r, g, b)
{
this.ambientLightColorR = r;
this.ambientLightColorG = g;
this.ambientLightColorB = b;
},
getMaxLights: function ()
{
return (this._isDeferred) ? Const.DEFERRED_MAX_LIGHTS : Const.MAX_LIGHTS;
},
getLightCount: function ()
{
return this.lights.length;
},
isDeferred: function ()
{
return this._isDeferred;
},
/* This will probably be removed later */
addSprite: function (sprite, normalTexture)
{
var spriteNormalPair;
if (this.spritePool.length > 0)
{
spriteNormalPair = this.spritePool.pop();
spriteNormalPair.set(sprite, normalTexture);
}
else
{
spriteNormalPair = new SpriteNormalPair(sprite, normalTexture);
}
this.scene.sys.displayList.remove(sprite);
this.sprites.push(spriteNormalPair);
},
removeSprite: function (sprite)
{
var length = this.sprites.length;
for (var index = 0; index < length; ++index)
{
if (this.sprites[index].spriteRef === sprite)
{
this.spritePool.push(this.sprites[index]);
this.sprites.splice(index, 1);
break;
}
}
return sprite;
},
addLight: function (x, y, z, radius, r, g, b, attenuation)
{
if (this.lights.length < this.getMaxLights())
{
var light = null;
if (this.lightPool.length > 0)
{
light = this.lightPool.pop();
light.set(x, y, z, radius, r, g, b, attenuation);
}
else
{
light = new Light(x, y, z, radius, r, g, b, attenuation);
}
this.lights.push(light);
return light;
}
return null;
},
removeLight: function (light)
{
var index = this.lights.indexOf(light);
if (index >= 0)
{
this.lightPool.push(light);
this.lights.splice(index, 1);
}
},
updateLights: function (renderer, camera, shader)
{
/*if (this.gl !== null)
{
var locations = this.lightsLocations;
var lights = this.lights;
var length = lights.length;
var point = {x: 0, y: 0};
var height = renderer.height;
var cameraMatrix = camera.matrix;
var gl = this.gl;
shader.bind();
gl.uniform2f(this.uResolutionLoc, renderer.width, renderer.height);
gl.uniform3f(this.ambientLightColorLoc, this.ambientLightColorR, this.ambientLightColorG, this.ambientLightColorB);
gl.uniform4f(this.uCameraLoc, camera.x, camera.y, camera.rotation, camera.zoom);
for (var index = 0; index < length; ++index)
{
var light = lights[index];
cameraMatrix.transformPoint(light.x, light.y, point);
gl.uniform1f(locations[index].attenuation, light.attenuation);
gl.uniform1f(locations[index].radius, light.radius);
gl.uniform3f(locations[index].position, point.x - (camera.scrollX * light.scrollFactorX * camera.zoom), height - (point.y - (camera.scrollY * light.scrollFactorY) * camera.zoom), light.z);
gl.uniform3f(locations[index].color, light.r, light.g, light.b);
}
}*/
}
});
module.exports = LightLayer;

View file

@ -1,7 +0,0 @@
var LightLayerCanvasRenderer = function (renderer, src, interpolationPercentage, camera)
{
};
module.exports = LightLayerCanvasRenderer;

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@ -1,15 +0,0 @@
var BuildGameObject = require('../BuildGameObject');
var GameObjectCreator = require('../GameObjectCreator');
var GetAdvancedValue = require('../../utils/object/GetAdvancedValue');
var LightLayer = require('./LightLayer');
// When registering a factory function 'this' refers to the GameObjectCreator context.
GameObjectCreator.register('lightLayer', function (config)
{
var pass = new LightLayer(this.scene);
BuildGameObject(this.scene, pass, config);
return pass;
});

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@ -1,18 +0,0 @@
var LightLayer = require('./LightLayer');
var GameObjectFactory = require('../GameObjectFactory');
// When registering a factory function 'this' refers to the GameObjectFactory context.
//
// There are several properties available to use:
//
// this.scene - a reference to the Scene that owns the GameObjectFactory
// this.displayList - a reference to the Display List the Scene owns
// this.updateList - a reference to the Update List the Scene owns
if (WEBGL_RENDERER)
{
GameObjectFactory.register('lightLayer', function ()
{
return this.displayList.add(new LightLayer(this.scene));
});
}

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@ -1,19 +0,0 @@
var renderWebGL = require('../../utils/NOOP');
var renderCanvas = require('../../utils/NOOP');
if (WEBGL_RENDERER)
{
renderWebGL = require('./LightLayerWebGLRenderer');
}
if (CANVAS_RENDERER)
{
renderCanvas = require('./LightLayerCanvasRenderer');
}
module.exports = {
renderWebGL: renderWebGL,
renderCanvas: renderCanvas
};

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@ -1 +0,0 @@
module.exports = function () {};

View file

@ -1,21 +0,0 @@
var Class = require('../../utils/Class');
var SpriteNormalPair = new Class({
initialize:
function SpriteNormalPair (sprite, normalTexture)
{
this.spriteRef = sprite;
this.normalTextureRef = normalTexture;
},
set: function (sprite, normalTexture)
{
this.spriteRef = sprite;
this.normalTextureRef = normalTexture;
}
});
module.exports = SpriteNormalPair;

View file

@ -118,11 +118,12 @@ var WebGLPipeline = new Class({
{ {
var gl = this.gl; var gl = this.gl;
gl.deleteShader(this.program); gl.deleteProgram(this.program);
gl.deleteBuffer(this.vertexBuffer); gl.deleteBuffer(this.vertexBuffer);
this.program = null; delete this.program;
this.vertexBuffer = null; delete this.vertexBuffer;
delete this.gl;
return this; return this;
} }

View file

@ -42,6 +42,7 @@ var WebGLRenderer = new Class({
this.lostContextCallbacks = []; this.lostContextCallbacks = [];
this.restoredContextCallbacks = []; this.restoredContextCallbacks = [];
this.blendModes = []; this.blendModes = [];
this.nativeTextures = [];
this.contextLost = false; this.contextLost = false;
this.autoResize = false; this.autoResize = false;
this.pipelines = null; this.pipelines = null;
@ -77,6 +78,7 @@ var WebGLRenderer = new Class({
this.canvas.addEventListener('webglcontextlost', function (event) { this.canvas.addEventListener('webglcontextlost', function (event) {
renderer.contextLost = true; renderer.contextLost = true;
event.preventDefault(); event.preventDefault();
for (var index = 0; index < renderer.lostContextCallbacks.length; ++index) for (var index = 0; index < renderer.lostContextCallbacks.length; ++index)
{ {
var callback = renderer.lostContextCallbacks[index]; var callback = renderer.lostContextCallbacks[index];
@ -498,6 +500,8 @@ var WebGLRenderer = new Class({
texture.width = width; texture.width = width;
texture.height = height; texture.height = height;
this.nativeTextures.push(texture);
return texture; return texture;
}, },
@ -891,10 +895,32 @@ var WebGLRenderer = new Class({
destroy: function () destroy: function ()
{ {
// Clear-up anything that should be cleared :) var gl = this.gl;
this.contextLost = true;
this.game = null; // Clear-up anything that should be cleared :)
for (var key in this.pipelines)
{
this.pipelines[key].destroy();
delete this.pipelines[key];
}
for (var index = 0; index < this.nativeTextures.length; ++index)
{
this.deleteTexture(this.nativeTextures[index]);
delete this.nativeTextures[index];
}
if (this.hasExtension('WEBGL_lose_context'))
{
this.getExtension('WEBGL_lose_context').loseContext();
}
delete this.gl;
delete this.game;
this.contextLost = true;
this.extensions = {};
this.nativeTextures.length = 0;
} }
}); });