diff --git a/src/renderer/webgl/WebGLPipeline.js b/src/renderer/webgl/WebGLPipeline.js index 37b0eae7e..86c349e3a 100644 --- a/src/renderer/webgl/WebGLPipeline.js +++ b/src/renderer/webgl/WebGLPipeline.js @@ -81,6 +81,18 @@ var WebGLPipeline = new Class({ */ this.renderer = renderer; + /** + * A reference to the WebGL Pipeline Manager. + * + * This is initially undefined and only set when this pipeline is added + * to the manager. + * + * @name Phaser.Renderer.WebGL.WebGLPipeline#manager + * @type {?Phaser.Renderer.WebGL.PipelineManager} + * @since 3.50.0 + */ + this.manager; + /** * The WebGL context this WebGL Pipeline uses. * @@ -275,6 +287,19 @@ var WebGLPipeline = new Class({ */ this.targetScale = GetFastValue(config, 'targetScale', 1); + /** + * When using a targetTexture this controls if the target is + * automatically cleared (via `gl.COLOR_BUFFER_BIT`) during the `postBind` method. + * + * If you need more control how, or if, the target is cleared, you can disable + * this via the config, or even directly at runtime. + * + * @name Phaser.GameObjects.Shader#targetAutoClear + * @type {boolean} + * @since 3.50.0 + */ + this.targetAutoClear = GetFastValue(config, 'targetAutoClear', true); + /** * An array of all the WebGLShader instances that belong to this pipeline. * @@ -350,8 +375,6 @@ var WebGLPipeline = new Class({ { this.targetTexture = renderer.createTextureFromSource(null, width, height, 0); this.targetFramebuffer = renderer.createFramebuffer(width, height, this.targetTexture, false); - - // this.targetTexture.flipY = flipY; } this.setShadersFromConfig(config); @@ -412,6 +435,24 @@ var WebGLPipeline = new Class({ this.onBoot(); }, + clearTarget: function () + { + var gl = this.gl; + var renderer = this.renderer; + var target = this.targetTexture; + + if (target) + { + renderer.setFramebuffer(this.targetFramebuffer); + + gl.clearColor(0, 0, 0, 0); + + gl.clear(gl.COLOR_BUFFER_BIT); + + renderer.setFramebuffer(null, false); + } + }, + /** * This method is called once when this pipeline has finished being set-up * at the end of the boot process. By the time this method is called, all @@ -664,8 +705,6 @@ var WebGLPipeline = new Class({ this.targetTexture = renderer.createTextureFromSource(null, width, height, 0); this.targetFramebuffer = renderer.createFramebuffer(width, height, this.targetTexture, false); - - // this.targetTexture.flipY = flipY; } var shaders = this.shaders; @@ -698,11 +737,6 @@ var WebGLPipeline = new Class({ */ bind: function () { - if (this.targetTexture) - { - this.renderer.setFramebuffer(this.targetFramebuffer); - } - var wasBound = this.renderer.setVertexBuffer(this.vertexBuffer); this.currentShader.bind(wasBound); @@ -710,6 +744,40 @@ var WebGLPipeline = new Class({ return this; }, + /** + * TODO + * + * @method Phaser.Renderer.WebGL.WebGLPipeline#postBind + * @since 3.50.0 + * + * @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any. + * + * @return {this} This WebGLPipeline instance. + */ + postBind: function (gameObject) + { + var renderer = this.renderer; + var target = this.targetTexture; + + if (target) + { + renderer.setFramebuffer(this.targetFramebuffer); + + if (this.targetAutoClear) + { + var gl = this.gl; + + gl.clearColor(0, 0, 0, 0); + + gl.clear(gl.COLOR_BUFFER_BIT); + } + } + + this.onPostBind(gameObject); + + return this; + }, + /** * This method is called every time the Pipeline Manager deactivates this pipeline, swapping from * it to another one. This happens after a call to `flush` and before the new pipeline is bound. @@ -725,134 +793,25 @@ var WebGLPipeline = new Class({ } }, - /** - * This method is called every time a **Game Object** asks the Pipeline Manager to use this pipeline. - * - * Unlike the `bind` method, which is only called once per frame, this is called for every object - * that requests use of this pipeline, allowing you to perform per-object set-up, such as loading - * shader uniform data. - * - * @method Phaser.Renderer.WebGL.WebGLPipeline#onBind - * @since 3.0.0 - * - * @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any. - * - * @return {this} This WebGLPipeline instance. - */ - onBind: function () - { - return this; - }, - - /** - * This method is called once per frame, right before anything has been rendered, but after the canvas - * has been cleared. If this pipeline has a targetTexture, it will be cleared. - * - * @method Phaser.Renderer.WebGL.WebGLPipeline#onPreRender - * @since 3.0.0 - * - * @return {this} This WebGLPipeline instance. - */ - onPreRender: function () - { - var gl = this.gl; - var renderer = this.renderer; - var target = this.targetTexture; - - if (target) - { - renderer.setFramebuffer(this.targetFramebuffer); - - gl.clearColor(0, 0, 0, 0); - - gl.clear(gl.COLOR_BUFFER_BIT); - - renderer.setFramebuffer(null, false); - } - - return this; - }, - - /** - * This method is called once per frame, for every Camera in a Scene that wants to render. - * - * @method Phaser.Renderer.WebGL.WebGLPipeline#onRender - * @since 3.0.0 - * - * @param {Phaser.Scene} scene - The Scene being rendered. - * @param {Phaser.Cameras.Scene2D.Camera} camera - The Scene Camera being rendered with. - * - * @return {this} This WebGLPipeline instance. - */ - onRender: function () - { - return this; - }, - - /** - * This method is called once per frame, after all rendering has happened and snapshots have been taken. - * - * @method Phaser.Renderer.WebGL.WebGLPipeline#onPostRender - * @since 3.0.0 - * - * @return {this} This WebGLPipeline instance. - */ - onPostRender: function () - { - return this; - }, - - /** - * This method is called every time this pipeline is asked to flush its batch. - * - * It is called immediately before the gl.bufferData and gl.drawArray calls are made, so you can - * perform any final pre-render modifications. To apply changes post-render, see `onPostFlush`. - * - * @method Phaser.Renderer.WebGL.WebGLPipeline#onFlush - * @since 3.0.0 - * - * @return {this} This WebGLPipeline instance. - */ - onFlush: function () - { - return this; - }, - - /** - * This method is called immediately after this pipeline has finished flushing its batch. - * - * It is called after the `gl.drawArray` call. - * - * You can perform additional post-render effects, but be careful not to call `flush` - * on this pipeline from within this method, or you'll cause an infinite loop. - * - * To apply changes pre-render, see `onFlush`. - * - * @method Phaser.Renderer.WebGL.WebGLPipeline#onPostFlush - * @since 3.0.0 - * - * @return {this} This WebGLPipeline instance. - */ - onPostFlush: function () - { - return this; - }, - /** * Uploads the vertex data and emits a draw call for the current batch of vertices. * * @method Phaser.Renderer.WebGL.WebGLPipeline#flush * @since 3.0.0 * + * @param {boolean} [isPostFlush=false] - Was this flush invoked as part of a post-process, or not? + * * @return {this} This WebGLPipeline instance. */ - flush: function () + flush: function (isPostFlush) { + if (isPostFlush === undefined) { isPostFlush = false; } + var vertexCount = this.vertexCount; if (vertexCount > 0) { - this.onFlush(); + this.onBeforeFlush(isPostFlush); var gl = this.gl; var vertexSize = this.currentShader.vertexSize; @@ -870,12 +829,173 @@ var WebGLPipeline = new Class({ this.vertexCount = 0; - this.onPostFlush(); + this.onAfterFlush(isPostFlush); } return this; }, + /** + * TODO + * + * @method Phaser.Renderer.WebGL.WebGLPipeline#postFlush + * @since 3.50.0 + * + * @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any. + * + * @return {this} This WebGLPipeline instance. + */ + postFlush: function (gameObject) + { + this.renderer.setFramebuffer(null); + this.renderer.resetTextures(); + + var wasBound = this.renderer.setVertexBuffer(this.vertexBuffer); + + this.currentShader.bind(wasBound); + + var texture = this.targetTexture; + var width = texture.width; + var height = texture.height; + + this.drawFillRect(0, 0, width, height, 0x0, 0.5, texture, true); + + this.flush(true); + + this.onPostFlush(gameObject); + + return this; + }, + + /** + * By default this is an empty method hook that you can override and use in your own custom pipelines. + * + * This method is called every time a **Game Object** asks the Pipeline Manager to use this pipeline. + * + * Unlike the `bind` method, which is only called once per frame, this is called for every object + * that requests use of this pipeline, allowing you to perform per-object set-up, such as loading + * shader uniform data. + * + * @method Phaser.Renderer.WebGL.WebGLPipeline#onBind + * @since 3.50.0 + * + * @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any. + */ + onBind: function () + { + }, + + /** + * By default this is an empty method hook that you can override and use in your own custom pipelines. + * + * This method is called every time a **Game Object** asks the Pipeline Manager to use this pipeline + * as the post-render pipeline. + * + * Unlike the `bind` method, which is only called once per frame, this is called for every object + * that requests use of this pipeline, allowing you to perform per-object set-up, such as loading + * shader uniform data. + * + * @method Phaser.Renderer.WebGL.WebGLPipeline#onPostBind + * @since 3.50.0 + * + * @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any. + */ + onPostBind: function () + { + }, + + /** + * By default this is an empty method hook that you can override and use in your own custom pipelines. + * + * TODO + * + * @method Phaser.Renderer.WebGL.WebGLPipeline#onPostFlush + * @since 3.50.0 + * + * @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any. + */ + onPostFlush: function () + { + }, + + /** + * By default this is an empty method hook that you can override and use in your own custom pipelines. + * + * This method is called once per frame, right before anything has been rendered, but after the canvas + * has been cleared. If this pipeline has a targetTexture, it will be cleared. + * + * @method Phaser.Renderer.WebGL.WebGLPipeline#onPreRender + * @since 3.50.0 + */ + onPreRender: function () + { + }, + + /** + * By default this is an empty method hook that you can override and use in your own custom pipelines. + * + * This method is called once per frame, for every Camera in a Scene that wants to render. + * + * @method Phaser.Renderer.WebGL.WebGLPipeline#onRender + * @since 3.50.0 + * + * @param {Phaser.Scene} scene - The Scene being rendered. + * @param {Phaser.Cameras.Scene2D.Camera} camera - The Scene Camera being rendered with. + */ + onRender: function () + { + }, + + /** + * By default this is an empty method hook that you can override and use in your own custom pipelines. + * + * This method is called once per frame, after all rendering has happened and snapshots have been taken. + * + * @method Phaser.Renderer.WebGL.WebGLPipeline#onPostRender + * @since 3.50.0 + */ + onPostRender: function () + { + }, + + /** + * By default this is an empty method hook that you can override and use in your own custom pipelines. + * + * This method is called every time this pipeline is asked to flush its batch. + * + * It is called immediately before the gl.bufferData and gl.drawArray calls are made, so you can + * perform any final pre-render modifications. To apply changes post-render, see `onPostFlush`. + * + * @method Phaser.Renderer.WebGL.WebGLPipeline#onBeforeFlush + * @since 3.50.0 + * + * @param {boolean} [isPostFlush=false] - Was this flush invoked as part of a post-process, or not? + */ + onBeforeFlush: function () + { + }, + + /** + * By default this is an empty method hook that you can override and use in your own custom pipelines. + * + * This method is called immediately after this pipeline has finished flushing its batch. + * + * It is called after the `gl.drawArrays` call. + * + * You can perform additional post-render effects, but be careful not to call `flush` + * on this pipeline from within this method, or you'll cause an infinite loop. + * + * To apply changes pre-render, see `onBeforeFlush`. + * + * @method Phaser.Renderer.WebGL.WebGLPipeline#onAfterFlush + * @since 3.50.0 + * + * @param {boolean} [isPostFlush=false] - Was this flush invoked as part of a post-process, or not? + */ + onAfterFlush: function () + { + }, + /** * Adds a single vertex to the current vertex buffer and increments the * `vertexCount` property by 1. @@ -1059,10 +1179,12 @@ var WebGLPipeline = new Class({ * @param {number} color - Color of the rectangle to draw. * @param {number} alpha - Alpha value of the rectangle to draw. * @param {WebGLTexture} [texture] - WebGLTexture that will be assigned to the current batch if a flush occurs. + * @param {boolean} [flipUV=true] - Flip the vertical UV coordinates of the texture before rendering? */ - drawFillRect: function (x, y, width, height, color, alpha, texture) + drawFillRect: function (x, y, width, height, color, alpha, texture, flipUV) { if (texture === undefined) { texture = this.renderer.whiteTexture.glTexture; } + if (flipUV === undefined) { flipUV = true; } x = Math.floor(x); y = Math.floor(y); @@ -1074,7 +1196,18 @@ var WebGLPipeline = new Class({ var tint = Utils.getTintAppendFloatAlphaAndSwap(color, alpha); - this.batchQuad(x, y, x, yh, xw, yh, xw, y, 0, 0, 1, 1, tint, tint, tint, tint, 0, texture, unit); + var u0 = 0; + var v0 = 0; + var u1 = 1; + var v1 = 1; + + if (flipUV) + { + v0 = 1; + v1 = 0; + } + + this.batchQuad(x, y, x, yh, xw, yh, xw, y, u0, v0, u1, v1, tint, tint, tint, tint, 0, texture, unit); }, /**