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https://github.com/photonstorm/phaser
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A brand new pipeline for single-texture custom pipelines
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src/renderer/webgl/pipelines/SinglePipeline.js
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320
src/renderer/webgl/pipelines/SinglePipeline.js
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../../../utils/Class');
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var GetFastValue = require('../../../utils/object/GetFastValue');
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var ModelViewProjection = require('./components/ModelViewProjection');
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var MultiPipeline = require('./MultiPipeline');
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var ShaderSourceFS = require('../shaders/Single-frag.js');
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var ShaderSourceVS = require('../shaders/Single-vert.js');
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var WebGLPipeline = require('../WebGLPipeline');
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/**
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* @classdesc
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*
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* The Single Pipeline is a special version of the Multi Pipeline that only ever
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* uses one single texture, bound to texture unit zero. Although not as efficient as the
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* Multi Pipeline, it provides an easier way to create custom pipelines that only require
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* a single bound texture.
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*
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* Prior to Phaser v3.50 this pipeline didn't exist, but could be compared to the old `TextureTintPipeline`.
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*
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* The fragment shader it uses can be found in `shaders/src/Single.frag`.
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* The vertex shader it uses can be found in `shaders/src/Single.vert`.
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*
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* The default shader attributes for this pipeline are:
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*
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* `inPosition` (vec2, offset 0)
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* `inTexCoord` (vec2, offset 8)
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* `inTintEffect` (float, offset 16)
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* `inTint` (vec4, offset 20, normalized)
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*
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* The default shader uniforms for this pipeline are:
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*
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* `uProjectionMatrix` (mat4)
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* `uViewMatrix` (mat4)
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* `uModelMatrix` (mat4)
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* `uMainSampler` (sampler2D)
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*
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* @class SinglePipeline
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* @extends Phaser.Renderer.WebGL.Pipelines.MultiPipeline
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* @memberof Phaser.Renderer.WebGL.Pipelines
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* @constructor
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* @since 3.50.0
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*
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* @param {Phaser.Types.Renderer.WebGL.WebGLPipelineConfig} config - The configuration options for this pipeline.
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*/
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var SinglePipeline = new Class({
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Extends: MultiPipeline,
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Mixins: [
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ModelViewProjection
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],
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initialize:
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function SinglePipeline (config)
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{
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config.fragShader = GetFastValue(config, 'fragShader', ShaderSourceFS),
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config.vertShader = GetFastValue(config, 'vertShader', ShaderSourceVS),
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config.vertexSize = GetFastValue(config, 'vertexSize', 24),
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config.attributes = GetFastValue(config, 'attributes', [
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{
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name: 'inPosition',
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size: 2,
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type: config.renderer.gl.FLOAT,
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normalized: false,
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offset: 0,
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enabled: false,
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location: -1
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},
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{
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name: 'inTexCoord',
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size: 2,
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type: config.renderer.gl.FLOAT,
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normalized: false,
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offset: 8,
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enabled: false,
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location: -1
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},
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{
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name: 'inTintEffect',
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size: 1,
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type: config.renderer.gl.FLOAT,
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normalized: false,
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offset: 16,
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enabled: false,
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location: -1
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},
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{
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name: 'inTint',
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size: 4,
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type: config.renderer.gl.UNSIGNED_BYTE,
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normalized: true,
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offset: 20,
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enabled: false,
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location: -1
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}
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]);
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MultiPipeline.call(this, config);
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this.forceZero = true;
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},
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/**
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* Adds the vertices data into the batch and flushes if full.
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*
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* Assumes 6 vertices in the following arrangement:
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*
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* ```
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* 0----3
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* |\ B|
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* | \ |
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* | \ |
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* | A \|
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* | \
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* 1----2
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* ```
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*
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* Where tx0/ty0 = 0, tx1/ty1 = 1, tx2/ty2 = 2 and tx3/ty3 = 3
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*
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* @method Phaser.Renderer.WebGL.Pipelines.SinglePipeline#batchQuad
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* @since 3.50.0
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*
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* @param {number} x0 - The top-left x position.
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* @param {number} y0 - The top-left y position.
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* @param {number} x1 - The bottom-left x position.
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* @param {number} y1 - The bottom-left y position.
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* @param {number} x2 - The bottom-right x position.
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* @param {number} y2 - The bottom-right y position.
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* @param {number} x3 - The top-right x position.
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* @param {number} y3 - The top-right y position.
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* @param {number} u0 - UV u0 value.
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* @param {number} v0 - UV v0 value.
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* @param {number} u1 - UV u1 value.
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* @param {number} v1 - UV v1 value.
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* @param {number} tintTL - The top-left tint color value.
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* @param {number} tintTR - The top-right tint color value.
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* @param {number} tintBL - The bottom-left tint color value.
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* @param {number} tintBR - The bottom-right tint color value.
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* @param {(number|boolean)} tintEffect - The tint effect for the shader to use.
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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 {integer} [unit=0] - This parameter isn't used by this pipeline, but is retained for TTP support.
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*
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* @return {boolean} `true` if this method caused the batch to flush, otherwise `false`.
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*/
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batchQuad: function (x0, y0, x1, y1, x2, y2, x3, y3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, unit)
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{
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if (unit === undefined) { unit = this.currentUnit; }
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var hasFlushed = false;
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if (this.vertexCount + 6 > this.vertexCapacity)
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{
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this.flush();
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hasFlushed = true;
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unit = this.setTexture2D(texture);
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}
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var vertexViewF32 = this.vertexViewF32;
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var vertexViewU32 = this.vertexViewU32;
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var vertexOffset = (this.vertexCount * this.vertexComponentCount) - 1;
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vertexViewF32[++vertexOffset] = x0;
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vertexViewF32[++vertexOffset] = y0;
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vertexViewF32[++vertexOffset] = u0;
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vertexViewF32[++vertexOffset] = v0;
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vertexViewF32[++vertexOffset] = tintEffect;
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vertexViewU32[++vertexOffset] = tintTL;
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vertexViewF32[++vertexOffset] = x1;
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vertexViewF32[++vertexOffset] = y1;
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vertexViewF32[++vertexOffset] = u0;
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vertexViewF32[++vertexOffset] = v1;
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vertexViewF32[++vertexOffset] = tintEffect;
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vertexViewU32[++vertexOffset] = tintBL;
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vertexViewF32[++vertexOffset] = x2;
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vertexViewF32[++vertexOffset] = y2;
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vertexViewF32[++vertexOffset] = u1;
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vertexViewF32[++vertexOffset] = v1;
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vertexViewF32[++vertexOffset] = tintEffect;
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vertexViewU32[++vertexOffset] = tintBR;
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vertexViewF32[++vertexOffset] = x0;
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vertexViewF32[++vertexOffset] = y0;
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vertexViewF32[++vertexOffset] = u0;
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vertexViewF32[++vertexOffset] = v0;
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vertexViewF32[++vertexOffset] = tintEffect;
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vertexViewU32[++vertexOffset] = tintTL;
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vertexViewF32[++vertexOffset] = x2;
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vertexViewF32[++vertexOffset] = y2;
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vertexViewF32[++vertexOffset] = u1;
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vertexViewF32[++vertexOffset] = v1;
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vertexViewF32[++vertexOffset] = tintEffect;
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vertexViewU32[++vertexOffset] = tintBR;
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vertexViewF32[++vertexOffset] = x3;
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vertexViewF32[++vertexOffset] = y3;
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vertexViewF32[++vertexOffset] = u1;
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vertexViewF32[++vertexOffset] = v0;
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vertexViewF32[++vertexOffset] = tintEffect;
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vertexViewU32[++vertexOffset] = tintTR;
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this.vertexCount += 6;
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return hasFlushed;
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},
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/**
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* Adds the vertices data into the batch and flushes if full.
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*
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* Assumes 3 vertices in the following arrangement:
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*
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* ```
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* 0
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* |\
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* | \
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* | \
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* | \
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* | \
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* 1-----2
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* ```
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*
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* @method Phaser.Renderer.WebGL.Pipelines.SinglePipeline#batchTri
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* @since 3.50.0
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*
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* @param {number} x1 - The bottom-left x position.
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* @param {number} y1 - The bottom-left y position.
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* @param {number} x2 - The bottom-right x position.
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* @param {number} y2 - The bottom-right y position.
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* @param {number} x3 - The top-right x position.
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* @param {number} y3 - The top-right y position.
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* @param {number} u0 - UV u0 value.
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* @param {number} v0 - UV v0 value.
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* @param {number} u1 - UV u1 value.
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* @param {number} v1 - UV v1 value.
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* @param {number} tintTL - The top-left tint color value.
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* @param {number} tintTR - The top-right tint color value.
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* @param {number} tintBL - The bottom-left tint color value.
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* @param {(number|boolean)} tintEffect - The tint effect for the shader to use.
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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 {integer} [unit=0] - This parameter isn't used by this pipeline, but is retained for TTP support.
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*
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* @return {boolean} `true` if this method caused the batch to flush, otherwise `false`.
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*/
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batchTri: function (x1, y1, x2, y2, x3, y3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintEffect, texture, unit)
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{
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if (unit === undefined) { unit = this.currentUnit; }
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var hasFlushed = false;
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if (this.vertexCount + 3 > this.vertexCapacity)
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{
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this.flush();
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hasFlushed = true;
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unit = this.setTexture2D(texture);
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}
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var vertexViewF32 = this.vertexViewF32;
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var vertexViewU32 = this.vertexViewU32;
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var vertexOffset = (this.vertexCount * this.vertexComponentCount) - 1;
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vertexViewF32[++vertexOffset] = x1;
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vertexViewF32[++vertexOffset] = y1;
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vertexViewF32[++vertexOffset] = u0;
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vertexViewF32[++vertexOffset] = v0;
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vertexViewF32[++vertexOffset] = tintEffect;
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vertexViewU32[++vertexOffset] = tintTL;
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vertexViewF32[++vertexOffset] = x2;
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vertexViewF32[++vertexOffset] = y2;
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vertexViewF32[++vertexOffset] = u0;
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vertexViewF32[++vertexOffset] = v1;
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vertexViewF32[++vertexOffset] = tintEffect;
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vertexViewU32[++vertexOffset] = tintTR;
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vertexViewF32[++vertexOffset] = x3;
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vertexViewF32[++vertexOffset] = y3;
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vertexViewF32[++vertexOffset] = u1;
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vertexViewF32[++vertexOffset] = v1;
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vertexViewF32[++vertexOffset] = tintEffect;
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vertexViewU32[++vertexOffset] = tintBL;
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this.vertexCount += 3;
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return hasFlushed;
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},
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/**
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* Called every time the pipeline is bound by the renderer.
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* Sets the shader program, vertex buffer and other resources.
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* Should only be called when changing pipeline.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.SinglePipeline#bind
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* @since 3.50.0
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*
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* @return {this} This WebGLPipeline instance.
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*/
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bind: function ()
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{
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WebGLPipeline.prototype.bind.call(this);
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return this;
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}
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});
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module.exports = SinglePipeline;
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