mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 21:53:59 +00:00
Added manager, target auto clear, clearTarget and lots of new hooks for handlers, plus post bind and post flush support.
This commit is contained in:
parent
f94e7b4f75
commit
4287181b2b
1 changed files with 260 additions and 127 deletions
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@ -81,6 +81,18 @@ var WebGLPipeline = new Class({
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*/
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this.renderer = renderer;
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/**
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* A reference to the WebGL Pipeline Manager.
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*
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* This is initially undefined and only set when this pipeline is added
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* to the manager.
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#manager
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* @type {?Phaser.Renderer.WebGL.PipelineManager}
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* @since 3.50.0
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*/
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this.manager;
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/**
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* The WebGL context this WebGL Pipeline uses.
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*
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@ -275,6 +287,19 @@ var WebGLPipeline = new Class({
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*/
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this.targetScale = GetFastValue(config, 'targetScale', 1);
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/**
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* When using a targetTexture this controls if the target is
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* automatically cleared (via `gl.COLOR_BUFFER_BIT`) during the `postBind` method.
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*
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* If you need more control how, or if, the target is cleared, you can disable
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* this via the config, or even directly at runtime.
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*
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* @name Phaser.GameObjects.Shader#targetAutoClear
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* @type {boolean}
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* @since 3.50.0
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*/
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this.targetAutoClear = GetFastValue(config, 'targetAutoClear', true);
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/**
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* An array of all the WebGLShader instances that belong to this pipeline.
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*
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@ -350,8 +375,6 @@ var WebGLPipeline = new Class({
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{
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this.targetTexture = renderer.createTextureFromSource(null, width, height, 0);
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this.targetFramebuffer = renderer.createFramebuffer(width, height, this.targetTexture, false);
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// this.targetTexture.flipY = flipY;
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}
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this.setShadersFromConfig(config);
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@ -412,6 +435,24 @@ var WebGLPipeline = new Class({
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this.onBoot();
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},
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clearTarget: function ()
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{
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var gl = this.gl;
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var renderer = this.renderer;
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var target = this.targetTexture;
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if (target)
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{
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renderer.setFramebuffer(this.targetFramebuffer);
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gl.clearColor(0, 0, 0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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renderer.setFramebuffer(null, false);
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}
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},
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/**
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* This method is called once when this pipeline has finished being set-up
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* at the end of the boot process. By the time this method is called, all
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@ -664,8 +705,6 @@ var WebGLPipeline = new Class({
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this.targetTexture = renderer.createTextureFromSource(null, width, height, 0);
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this.targetFramebuffer = renderer.createFramebuffer(width, height, this.targetTexture, false);
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// this.targetTexture.flipY = flipY;
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}
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var shaders = this.shaders;
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@ -698,11 +737,6 @@ var WebGLPipeline = new Class({
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*/
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bind: function ()
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{
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if (this.targetTexture)
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{
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this.renderer.setFramebuffer(this.targetFramebuffer);
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}
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var wasBound = this.renderer.setVertexBuffer(this.vertexBuffer);
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this.currentShader.bind(wasBound);
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@ -710,6 +744,40 @@ var WebGLPipeline = new Class({
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return this;
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},
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/**
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* TODO
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#postBind
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* @since 3.50.0
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*
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* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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postBind: function (gameObject)
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{
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var renderer = this.renderer;
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var target = this.targetTexture;
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if (target)
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{
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renderer.setFramebuffer(this.targetFramebuffer);
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if (this.targetAutoClear)
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{
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var gl = this.gl;
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gl.clearColor(0, 0, 0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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}
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}
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this.onPostBind(gameObject);
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return this;
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},
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/**
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* This method is called every time the Pipeline Manager deactivates this pipeline, swapping from
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* it to another one. This happens after a call to `flush` and before the new pipeline is bound.
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@ -725,134 +793,25 @@ var WebGLPipeline = new Class({
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}
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},
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/**
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* This method is called every time a **Game Object** asks the Pipeline Manager to use this pipeline.
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*
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* Unlike the `bind` method, which is only called once per frame, this is called for every object
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* that requests use of this pipeline, allowing you to perform per-object set-up, such as loading
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* shader uniform data.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onBind
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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onBind: function ()
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{
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return this;
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},
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/**
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* This method is called once per frame, right before anything has been rendered, but after the canvas
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* has been cleared. If this pipeline has a targetTexture, it will be cleared.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onPreRender
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* @since 3.0.0
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*
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* @return {this} This WebGLPipeline instance.
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*/
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onPreRender: function ()
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{
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var gl = this.gl;
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var renderer = this.renderer;
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var target = this.targetTexture;
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if (target)
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{
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renderer.setFramebuffer(this.targetFramebuffer);
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gl.clearColor(0, 0, 0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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renderer.setFramebuffer(null, false);
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}
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return this;
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},
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/**
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* This method is called once per frame, for every Camera in a Scene that wants to render.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onRender
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* @since 3.0.0
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*
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* @param {Phaser.Scene} scene - The Scene being rendered.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Scene Camera being rendered with.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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onRender: function ()
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{
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return this;
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},
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/**
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* This method is called once per frame, after all rendering has happened and snapshots have been taken.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onPostRender
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* @since 3.0.0
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*
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* @return {this} This WebGLPipeline instance.
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*/
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onPostRender: function ()
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{
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return this;
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},
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/**
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* This method is called every time this pipeline is asked to flush its batch.
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*
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* It is called immediately before the gl.bufferData and gl.drawArray calls are made, so you can
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* perform any final pre-render modifications. To apply changes post-render, see `onPostFlush`.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onFlush
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* @since 3.0.0
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*
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* @return {this} This WebGLPipeline instance.
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*/
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onFlush: function ()
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{
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return this;
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},
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/**
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* This method is called immediately after this pipeline has finished flushing its batch.
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*
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* It is called after the `gl.drawArray` call.
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*
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* You can perform additional post-render effects, but be careful not to call `flush`
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* on this pipeline from within this method, or you'll cause an infinite loop.
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*
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* To apply changes pre-render, see `onFlush`.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onPostFlush
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* @since 3.0.0
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*
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* @return {this} This WebGLPipeline instance.
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*/
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onPostFlush: function ()
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{
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return this;
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},
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/**
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* Uploads the vertex data and emits a draw call for the current batch of vertices.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#flush
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* @since 3.0.0
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*
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* @param {boolean} [isPostFlush=false] - Was this flush invoked as part of a post-process, or not?
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*
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* @return {this} This WebGLPipeline instance.
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*/
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flush: function ()
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flush: function (isPostFlush)
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{
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if (isPostFlush === undefined) { isPostFlush = false; }
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var vertexCount = this.vertexCount;
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if (vertexCount > 0)
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{
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this.onFlush();
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this.onBeforeFlush(isPostFlush);
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var gl = this.gl;
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var vertexSize = this.currentShader.vertexSize;
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@ -870,12 +829,173 @@ var WebGLPipeline = new Class({
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this.vertexCount = 0;
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this.onPostFlush();
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this.onAfterFlush(isPostFlush);
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}
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return this;
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},
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/**
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* TODO
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#postFlush
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* @since 3.50.0
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*
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* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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postFlush: function (gameObject)
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{
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this.renderer.setFramebuffer(null);
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this.renderer.resetTextures();
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var wasBound = this.renderer.setVertexBuffer(this.vertexBuffer);
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this.currentShader.bind(wasBound);
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var texture = this.targetTexture;
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var width = texture.width;
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var height = texture.height;
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this.drawFillRect(0, 0, width, height, 0x0, 0.5, texture, true);
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this.flush(true);
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this.onPostFlush(gameObject);
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return this;
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},
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/**
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* By default this is an empty method hook that you can override and use in your own custom pipelines.
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*
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* This method is called every time a **Game Object** asks the Pipeline Manager to use this pipeline.
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*
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* Unlike the `bind` method, which is only called once per frame, this is called for every object
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* that requests use of this pipeline, allowing you to perform per-object set-up, such as loading
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* shader uniform data.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onBind
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* @since 3.50.0
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*
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* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any.
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*/
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onBind: function ()
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{
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},
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/**
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* By default this is an empty method hook that you can override and use in your own custom pipelines.
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*
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* This method is called every time a **Game Object** asks the Pipeline Manager to use this pipeline
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* as the post-render pipeline.
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*
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* Unlike the `bind` method, which is only called once per frame, this is called for every object
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* that requests use of this pipeline, allowing you to perform per-object set-up, such as loading
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* shader uniform data.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onPostBind
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* @since 3.50.0
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*
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* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any.
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*/
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onPostBind: function ()
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{
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},
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/**
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* By default this is an empty method hook that you can override and use in your own custom pipelines.
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*
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* TODO
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onPostFlush
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* @since 3.50.0
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*
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* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any.
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*/
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onPostFlush: function ()
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{
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},
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/**
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* By default this is an empty method hook that you can override and use in your own custom pipelines.
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*
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* This method is called once per frame, right before anything has been rendered, but after the canvas
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* has been cleared. If this pipeline has a targetTexture, it will be cleared.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onPreRender
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* @since 3.50.0
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*/
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onPreRender: function ()
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{
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},
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/**
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* By default this is an empty method hook that you can override and use in your own custom pipelines.
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*
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* This method is called once per frame, for every Camera in a Scene that wants to render.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onRender
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* @since 3.50.0
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*
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* @param {Phaser.Scene} scene - The Scene being rendered.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Scene Camera being rendered with.
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*/
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onRender: function ()
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{
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},
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/**
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* By default this is an empty method hook that you can override and use in your own custom pipelines.
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*
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* This method is called once per frame, after all rendering has happened and snapshots have been taken.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onPostRender
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* @since 3.50.0
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*/
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onPostRender: function ()
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{
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},
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/**
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* By default this is an empty method hook that you can override and use in your own custom pipelines.
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*
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* This method is called every time this pipeline is asked to flush its batch.
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*
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* It is called immediately before the gl.bufferData and gl.drawArray calls are made, so you can
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* perform any final pre-render modifications. To apply changes post-render, see `onPostFlush`.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onBeforeFlush
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* @since 3.50.0
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*
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* @param {boolean} [isPostFlush=false] - Was this flush invoked as part of a post-process, or not?
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*/
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onBeforeFlush: function ()
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{
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},
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/**
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* By default this is an empty method hook that you can override and use in your own custom pipelines.
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*
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* This method is called immediately after this pipeline has finished flushing its batch.
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*
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* It is called after the `gl.drawArrays` call.
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*
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* You can perform additional post-render effects, but be careful not to call `flush`
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* on this pipeline from within this method, or you'll cause an infinite loop.
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*
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* To apply changes pre-render, see `onBeforeFlush`.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onAfterFlush
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* @since 3.50.0
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*
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* @param {boolean} [isPostFlush=false] - Was this flush invoked as part of a post-process, or not?
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*/
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onAfterFlush: function ()
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{
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},
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/**
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* Adds a single vertex to the current vertex buffer and increments the
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* `vertexCount` property by 1.
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* @param {number} color - Color of the rectangle to draw.
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* @param {number} alpha - Alpha value of the rectangle to draw.
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* @param {WebGLTexture} [texture] - WebGLTexture that will be assigned to the current batch if a flush occurs.
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* @param {boolean} [flipUV=true] - Flip the vertical UV coordinates of the texture before rendering?
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*/
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drawFillRect: function (x, y, width, height, color, alpha, texture)
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drawFillRect: function (x, y, width, height, color, alpha, texture, flipUV)
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{
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if (texture === undefined) { texture = this.renderer.whiteTexture.glTexture; }
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if (flipUV === undefined) { flipUV = true; }
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x = Math.floor(x);
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y = Math.floor(y);
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@ -1074,7 +1196,18 @@ var WebGLPipeline = new Class({
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var tint = Utils.getTintAppendFloatAlphaAndSwap(color, alpha);
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this.batchQuad(x, y, x, yh, xw, yh, xw, y, 0, 0, 1, 1, tint, tint, tint, tint, 0, texture, unit);
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var u0 = 0;
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var v0 = 0;
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var u1 = 1;
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var v1 = 1;
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if (flipUV)
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{
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v0 = 1;
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v1 = 0;
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}
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this.batchQuad(x, y, x, yh, xw, yh, xw, y, u0, v0, u1, v1, tint, tint, tint, tint, 0, texture, unit);
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},
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/**
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