mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
Fixed Multi Texture support in the new batch manager.
This commit is contained in:
parent
2af81bdfba
commit
4c6691863c
3 changed files with 133 additions and 111 deletions
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@ -20,7 +20,7 @@ Phaser.Renderer.WebGL.GameObjects.Image = {
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var uvs = frame.uvs;
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var verts = src.transform.glVertextData;
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var index = src.glTextureIndex;
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var index = src.frame.source.glTextureIndex;
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var tint = src.color._glTint;
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var bg = src.color._glBg;
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@ -85,7 +85,6 @@ Phaser.Renderer.WebGL.BatchManager = function (renderer, batchSize)
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'void main(void) {',
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' if (aTextureIndex > 0.0) gl_Position = vec4(0.0);',
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// ' gl_Position = vec4((aVertexPosition / projectionVector) + center, 0.0, 1.0);',
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' gl_Position = vec4(((aVertexPosition + offsetVector) / projectionVector) + center, 0.0, 1.0);',
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' vTextureCoord = aTextureCoord;', // pass the texture coordinate to the fragment shader, the GPU will interpolate the points
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' vTintColor = vec4(aTintColor.rgb * aTintColor.a, aTintColor.a);',
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@ -109,16 +108,15 @@ Phaser.Renderer.WebGL.BatchManager = function (renderer, batchSize)
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'uniform sampler2D uSampler;', // our texture
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'const vec4 PINK = vec4(1.0, 0.0, 1.0, 1.0);',
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'void main(void) {',
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' vec4 pixel = texture2D(uSampler, vTextureCoord) * vTintColor;', // get the color from the texture
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' if (pixel.a == 0.0) pixel = vBgColor;', // if texture alpha is zero, use the bg color
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// ' if (pixel.a > 0.0) pixel = PINK;', // if texture alpha is zero, use the bg color
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' gl_FragColor = pixel;',
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'}'
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];
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this.multiTextureFragmentSrc = null;
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// @type {GLint}
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this.aVertexPosition;
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@ -197,11 +195,6 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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this.indices[i + 5] = j + 3; // Bottom Left
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}
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if (this.renderer.enableMultiTextureToggle)
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{
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// this.initMultitexShader();
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}
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var gl = this.gl;
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// Create indices buffer
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@ -222,8 +215,51 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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// Set the source of the buffer data (this.vertices array)
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gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
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// initShader
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var program = this.renderer.compileProgram(this.vertexSrc, this.fragmentSrc);
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var fragmentSrc = this.fragmentSrc;
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if (this.renderer.multiTexture && this.renderer.maxTextures > 1)
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{
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var multiFrag = [
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'precision lowp float;',
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'varying vec2 vTextureCoord;', // the texture coords passed in from the vertex shader
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'varying vec4 vTintColor;', // the color value passed in from the vertex shader (texture color + alpha + tint)
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'varying vec4 vBgColor;', // the bg color value passed in from the vertex shader
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'varying float vTextureIndex;',
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'uniform sampler2D uSamplerArray[' + this.renderer.maxTextures + '];',
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'const vec4 PINK = vec4(1.0, 0.0, 1.0, 1.0);',
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'void main(void) {',
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' vec4 pixel;',
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' if (vTextureIndex == 0.0) pixel = texture2D(uSamplerArray[0], vTextureCoord);'
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];
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for (i = 1; i < this.renderer.maxTextures; i++)
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{
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multiFrag.push(' else if (vTextureIndex == ' + i + '.0) pixel = texture2D(uSamplerArray[' + i + '], vTextureCoord);');
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}
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multiFrag = multiFrag.concat([
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// ' else pixel = PINK;',
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' pixel *= vTintColor;',
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// ' if (pixel.a == 0.0) pixel = vBgColor;', // if texture alpha is zero, use the bg color
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' gl_FragColor = pixel;',
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// ' gl_FragColor = PINK;',
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'}'
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]);
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this.multiTextureFragmentSrc = multiFrag;
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fragmentSrc = this.multiTextureFragmentSrc;
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console.dir(this.multiTextureFragmentSrc);
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}
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// Compile the Shaders
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var program = this.renderer.compileProgram(this.vertexSrc, fragmentSrc);
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// Set Shader
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gl.useProgram(program);
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@ -248,7 +284,32 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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// Get and store the uniforms for the shader
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// this part is different for multi-textures
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if (this.renderer.multiTexture)
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{
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// Bind empty multi-textures to avoid WebGL spam
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var indices = [];
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var tempTexture = this.renderer.createEmptyTexture(1, 1, 0);
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for (i = 0; i < this.maxTextures; i++)
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{
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gl.activeTexture(gl.TEXTURE0 + i);
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gl.bindTexture(gl.TEXTURE_2D, tempTexture);
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indices.push(i);
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}
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this.uSampler = gl.getUniformLocation(program, 'uSamplerArray[0]');
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gl.activeTexture(gl.TEXTURE0);
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gl.uniform1iv(this.uSamplerArray, indices);
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}
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else
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{
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this.uSampler = gl.getUniformLocation(program, 'uSampler');
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}
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// The projection vector (middle of the game world)
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this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
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@ -259,64 +320,6 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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this.program = program;
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},
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initMultiTextureShader: function ()
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{
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this.gl = this.renderer.gl;
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// var gl = this.gl;
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// New Fragment Source ...
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/*
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if (this.renderer.enableMultiTextureToggle)
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{
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var dynamicIfs = '\tif (vTextureIndex == 0.0) gl_FragColor = texture2D(uSamplerArray[0], vTextureCoord) * vColor;\n';
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for (var index = 1; index < this.MAX_TEXTURES; ++index)
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{
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dynamicIfs += '\telse if (vTextureIndex == ' +
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index + '.0) gl_FragColor = texture2D(uSamplerArray[' +
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index + '], vTextureCoord) * vColor;\n';
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}
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// Does this need the vTextureIndex varying? Doesn't look like it
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this.defaultShader = new Phaser.Filter(
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this.renderer.game,
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undefined,
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[
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'precision lowp float;',
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'varying vec2 vTextureCoord;',
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'varying vec4 vColor;',
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'varying float vTextureIndex;',
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'uniform sampler2D uSamplerArray[' + this.MAX_TEXTURES + '];',
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'void main(void) {',
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dynamicIfs,
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'\telse gl_FragColor = texture2D(uSamplerArray[0], vTextureCoord) * vColor;',
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'}'
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]);
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}
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else
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{
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// Does this need the vTextureIndex varying? Doesn't look like it
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this.defaultShader = new Phaser.Filter(
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this.renderer.game,
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undefined,
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[
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'precision lowp float;',
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'varying vec2 vTextureCoord;',
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'varying vec4 vColor;',
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'varying float vTextureIndex;',
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'uniform sampler2D uSampler;',
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'void main(void) {',
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' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor;',
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'}'
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]);
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}
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*/
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},
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begin: function ()
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{
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this._i = 0;
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@ -349,27 +352,47 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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setCurrentTexture: function (textureSource)
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{
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if (this.currentTextureSource === textureSource)
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{
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return;
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}
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var gl = this.gl;
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// if (this.renderer.textureArray[source.glTextureIndex] !== source)
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if (this.renderer.multiTexture)
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{
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if (this.renderer.textureArray[textureSource.glTextureIndex] !== textureSource)
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{
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console.log('setCurrentTexture', this.currentBatchSize);
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console.log(textureSource);
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if (this.currentBatchSize > 0)
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{
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this.flush();
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}
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var gl = this.gl;
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gl.activeTexture(gl.TEXTURE0 + textureSource.glTextureIndex);
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console.log('activeTexture', gl.TEXTURE0 + textureSource.glTextureIndex);
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gl.bindTexture(gl.TEXTURE_2D, textureSource.glTexture);
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this.renderer.textureArray[textureSource.glTextureIndex] = textureSource;
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}
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}
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else
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{
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if (this.currentTextureSource === textureSource)
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{
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return;
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}
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if (this.currentBatchSize > 0)
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{
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this.flush();
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}
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// gl.activeTexture(gl.TEXTURE0 + textureSource.glTextureIndex);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, textureSource.glTexture);
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this.currentTextureSource = textureSource;
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// this.renderer.textureArray[textureSource.glTextureIndex] = textureSource;
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}
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},
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// Call 'addVert' x4 after calling this
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@ -424,10 +447,7 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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}
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// Set texture
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if (this.currentTextureSource !== gameObject.frame.source)
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{
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this.setCurrentTexture(gameObject.frame.source);
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}
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// These are TypedArray Views into the vertices ArrayBuffer
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var colors = this.colors;
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@ -476,7 +496,7 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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this.list[this.currentBatchSize++] = gameObject;
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},
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prepShader: function ()
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initShader: function ()
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{
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var gl = this.gl;
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@ -525,7 +545,7 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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// Always dirty the first pass through but subsequent calls may be clean
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if (this.dirty)
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{
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this.prepShader();
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this.initShader();
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}
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var gl = this.gl;
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@ -559,7 +579,7 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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this.renderer.setBlendMode(sprite.blendMode);
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}
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if (this.currentTextureSource !== sprite.frame.source)
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if (!this.renderer.multiTexture && this.currentTextureSource !== sprite.frame.source)
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{
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if (currentSize > 0)
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{
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@ -86,9 +86,7 @@ Phaser.Renderer.WebGL = function (game)
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*/
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this.stencilBufferLimit = 6;
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// WebGL specific from here
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this.enableMultiTextureToggle = false;
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this.multiTexture = true;
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this.extensions = {};
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@ -155,10 +153,10 @@ Phaser.Renderer.WebGL = function (game)
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this.gl = null;
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// Add a null entry to avoid an array look-up miss
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this.textureArray = [ null, null ];
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this.textureArray = [];
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this.currentBlendMode = 0;
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this.currentTextureSource = null;
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this.blendModes = [];
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@ -215,6 +213,13 @@ Phaser.Renderer.WebGL.prototype = {
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this.maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
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console.log('maxTextures', this.maxTextures);
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if (this.maxTextures === 1)
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{
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this.multiTexture = false;
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}
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gl.disable(gl.DEPTH_TEST);
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gl.disable(gl.CULL_FACE);
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gl.enable(gl.BLEND);
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@ -318,12 +323,6 @@ Phaser.Renderer.WebGL.prototype = {
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*/
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setTexturePriority: function (textureNameCollection)
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{
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if (!this.enableMultiTextureToggle)
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{
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console.warn('setTexturePriority error: Multi Texture support hasn\'t been enabled in the Phaser Game Config.');
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return;
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}
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var maxTextures = this.maxTextures;
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var imageCache = this.game.cache._cache.image;
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var imageName = null;
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@ -409,8 +408,7 @@ Phaser.Renderer.WebGL.prototype = {
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// gl.clearColor(0, 0, 0, 1);
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// gl.clear(gl.COLOR_BUFFER_BIT);
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// Normal Blend Mode
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this.setBlendMode(0);
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this.setBlendMode(this.blendModes.NORMAL);
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/*
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if (this.clearBeforeRender)
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@ -476,6 +474,8 @@ Phaser.Renderer.WebGL.prototype = {
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// Takes a TextureSource object
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updateTexture: function (source)
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{
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console.log('updateTexture', source);
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if (source.compressionAlgorithm)
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{
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return this.updateCompressedTexture(source);
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@ -488,9 +488,7 @@ Phaser.Renderer.WebGL.prototype = {
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source.glTexture = gl.createTexture();
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}
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// gl.activeTexture(gl.TEXTURE0 + source.glTextureIndex);
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gl.activeTexture(gl.TEXTURE0);
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gl.activeTexture(gl.TEXTURE0 + source.glTextureIndex);
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gl.bindTexture(gl.TEXTURE_2D, source.glTexture);
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@ -699,11 +697,15 @@ Phaser.Renderer.WebGL.prototype = {
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createEmptyTexture: function (width, height, scaleMode)
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{
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console.log('createEmptyTexture');
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var gl = this.gl;
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var texture = gl.createTexture();
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var glScaleMode = (scaleMode === Phaser.scaleModes.LINEAR) ? gl.LINEAR : gl.NEAREST;
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, glScaleMode);
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