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https://github.com/photonstorm/phaser
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Optionally pass ColorMatrix to ciopySprite method
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1a9e631c77
commit
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1 changed files with 35 additions and 2 deletions
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@ -7,6 +7,7 @@
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var BlendModes = require('../../BlendModes');
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var CenterOn = require('../../../geom/rectangle/CenterOn');
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var Class = require('../../../utils/Class');
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var ColorMatrixFS = require('../shaders/ColorMatrix-frag.js');
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var GetFastValue = require('../../../utils/object/GetFastValue');
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var MultiPipeline = require('./MultiPipeline');
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var PostFXFS = require('../shaders/PostFX-frag.js');
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@ -71,6 +72,10 @@ var SpriteFXPipeline = new Class({
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name: 'DrawGame',
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fragShader: drawShader,
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vertShader: SingleQuadVS
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},
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{
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name: 'ColorMatrix',
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fragShader: ColorMatrixFS
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}
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];
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@ -133,6 +138,17 @@ var SpriteFXPipeline = new Class({
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*/
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this.gameShader;
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/**
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* A reference to the Color Matrix Shader belonging to this Pipeline.
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*
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* This property is set during the `boot` method.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.SpriteFXPipeline#colorMatrixShader
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* @type {Phaser.Renderer.WebGL.WebGLShader}
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* @since 3.60.0
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*/
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this.colorMatrixShader;
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/**
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* Raw byte buffer of vertices used specifically during the copySprite method.
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*
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@ -219,6 +235,7 @@ var SpriteFXPipeline = new Class({
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this.drawSpriteShader = shaders[0];
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this.copyShader = shaders[1];
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this.gameShader = shaders[2];
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this.colorMatrixShader = shaders[3];
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// Our full-screen target (exclusive to this pipeline)
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this.fsTarget = new RenderTarget(renderer, renderer.width, renderer.height, 1, 0, true, true);
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@ -455,18 +472,22 @@ var SpriteFXPipeline = new Class({
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* the `onFXCopy` callback on the Sprite. Both of these happen prior to the copy, allowing you
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* to use them to set shader uniforms and other values.
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*
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* You can optionally pass in a ColorMatrix. If so, it will use the ColorMatrix shader
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* during the copy, allowing you to manipulate the colors to a fine degree.
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* See the `ColorMatrix` class for more details.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.SpriteFXPipeline#copySprite
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* @since 3.60.0
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*
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* @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target being copied from.
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* @param {Phaser.Renderer.WebGL.RenderTarget} target - The target Render Target that will be copied to.
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* @param {Phaser.GameObjects.Sprite} gameObject - The Sprite being copied.
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* @param {boolean} [clear=true] - Clear the target before copying?
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* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
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* @param {boolean} [eraseMode=false] - Erase source from target using ERASE Blend Mode?
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* @param {Phaser.Display.ColorMatrix} [colorMatrix] - Optional ColorMatrix to use when copying the Sprite.
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* @param {Phaser.Renderer.WebGL.WebGLShader} [shader] - The shader to use to copy the target. Defaults to the `copyShader`.
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*/
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copySprite: function (source, target, clear, clearAlpha, eraseMode, shader)
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copySprite: function (source, target, clear, clearAlpha, eraseMode, colorMatrix, shader)
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{
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if (clear === undefined) { clear = true; }
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if (clearAlpha === undefined) { clearAlpha = true; }
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@ -476,6 +497,11 @@ var SpriteFXPipeline = new Class({
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var gl = this.gl;
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var sprite = this.tempSprite;
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if (colorMatrix)
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{
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shader = this.colorMatrixShader;
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}
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this.currentShader = shader;
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var wasBound = this.setVertexBuffer(this.quadVertexBuffer);
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@ -488,6 +514,12 @@ var SpriteFXPipeline = new Class({
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this.onCopySprite(source, target, sprite);
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if (colorMatrix)
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{
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this.set1fv('uColorMatrix', colorMatrix.getData());
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this.set1f('uAlpha', colorMatrix.alpha);
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}
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, source.texture);
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@ -811,6 +843,7 @@ var SpriteFXPipeline = new Class({
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this.drawSpriteShader = null;
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this.copyShader = null;
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this.gameShader = null;
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this.colorMatrixShader = null;
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this.quadVertexData = null;
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this.quadVertexBuffer = null;
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