Optionally pass ColorMatrix to ciopySprite method

This commit is contained in:
Richard Davey 2023-01-23 17:16:43 +00:00
parent 1a9e631c77
commit 61278d0812

View file

@ -7,6 +7,7 @@
var BlendModes = require('../../BlendModes');
var CenterOn = require('../../../geom/rectangle/CenterOn');
var Class = require('../../../utils/Class');
var ColorMatrixFS = require('../shaders/ColorMatrix-frag.js');
var GetFastValue = require('../../../utils/object/GetFastValue');
var MultiPipeline = require('./MultiPipeline');
var PostFXFS = require('../shaders/PostFX-frag.js');
@ -71,6 +72,10 @@ var SpriteFXPipeline = new Class({
name: 'DrawGame',
fragShader: drawShader,
vertShader: SingleQuadVS
},
{
name: 'ColorMatrix',
fragShader: ColorMatrixFS
}
];
@ -133,6 +138,17 @@ var SpriteFXPipeline = new Class({
*/
this.gameShader;
/**
* A reference to the Color Matrix Shader belonging to this Pipeline.
*
* This property is set during the `boot` method.
*
* @name Phaser.Renderer.WebGL.Pipelines.SpriteFXPipeline#colorMatrixShader
* @type {Phaser.Renderer.WebGL.WebGLShader}
* @since 3.60.0
*/
this.colorMatrixShader;
/**
* Raw byte buffer of vertices used specifically during the copySprite method.
*
@ -219,6 +235,7 @@ var SpriteFXPipeline = new Class({
this.drawSpriteShader = shaders[0];
this.copyShader = shaders[1];
this.gameShader = shaders[2];
this.colorMatrixShader = shaders[3];
// Our full-screen target (exclusive to this pipeline)
this.fsTarget = new RenderTarget(renderer, renderer.width, renderer.height, 1, 0, true, true);
@ -455,18 +472,22 @@ var SpriteFXPipeline = new Class({
* the `onFXCopy` callback on the Sprite. Both of these happen prior to the copy, allowing you
* to use them to set shader uniforms and other values.
*
* You can optionally pass in a ColorMatrix. If so, it will use the ColorMatrix shader
* during the copy, allowing you to manipulate the colors to a fine degree.
* See the `ColorMatrix` class for more details.
*
* @method Phaser.Renderer.WebGL.Pipelines.SpriteFXPipeline#copySprite
* @since 3.60.0
*
* @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target being copied from.
* @param {Phaser.Renderer.WebGL.RenderTarget} target - The target Render Target that will be copied to.
* @param {Phaser.GameObjects.Sprite} gameObject - The Sprite being copied.
* @param {boolean} [clear=true] - Clear the target before copying?
* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
* @param {boolean} [eraseMode=false] - Erase source from target using ERASE Blend Mode?
* @param {Phaser.Display.ColorMatrix} [colorMatrix] - Optional ColorMatrix to use when copying the Sprite.
* @param {Phaser.Renderer.WebGL.WebGLShader} [shader] - The shader to use to copy the target. Defaults to the `copyShader`.
*/
copySprite: function (source, target, clear, clearAlpha, eraseMode, shader)
copySprite: function (source, target, clear, clearAlpha, eraseMode, colorMatrix, shader)
{
if (clear === undefined) { clear = true; }
if (clearAlpha === undefined) { clearAlpha = true; }
@ -476,6 +497,11 @@ var SpriteFXPipeline = new Class({
var gl = this.gl;
var sprite = this.tempSprite;
if (colorMatrix)
{
shader = this.colorMatrixShader;
}
this.currentShader = shader;
var wasBound = this.setVertexBuffer(this.quadVertexBuffer);
@ -488,6 +514,12 @@ var SpriteFXPipeline = new Class({
this.onCopySprite(source, target, sprite);
if (colorMatrix)
{
this.set1fv('uColorMatrix', colorMatrix.getData());
this.set1f('uAlpha', colorMatrix.alpha);
}
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, source.texture);
@ -811,6 +843,7 @@ var SpriteFXPipeline = new Class({
this.drawSpriteShader = null;
this.copyShader = null;
this.gameShader = null;
this.colorMatrixShader = null;
this.quadVertexData = null;
this.quadVertexBuffer = null;