mirror of
https://github.com/photonstorm/phaser
synced 2024-12-19 09:34:02 +00:00
Add RenderSteps
component for customizing WebGL render steps.
This commit is contained in:
parent
0a0aa0281d
commit
6a26ba011c
12 changed files with 201 additions and 9 deletions
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@ -5,6 +5,7 @@
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*/
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var Class = require('../utils/Class');
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var Components = require('./components');
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var ComponentsToJSON = require('./components/ToJSON');
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var DataManager = require('../data/DataManager');
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var EventEmitter = require('eventemitter3');
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@ -30,6 +31,10 @@ var GameObject = new Class({
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Extends: EventEmitter,
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Mixins: [
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Components.RenderSteps,
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],
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initialize:
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function GameObject (scene, type)
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151
src/gameobjects/components/RenderSteps.js
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151
src/gameobjects/components/RenderSteps.js
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@ -0,0 +1,151 @@
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/**
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* @author Benjamin D. Richards <benjamindrichards@gmail.com>
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* @copyright 2013-2024 Phaser Studio Inc.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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/**
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* Handles render steps for a Game Object.
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* The render step is a point in the render process that allows you to inject your own logic.
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*
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* @namespace Phaser.GameObjects.Components.RenderSteps
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* @webglOnly
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* @since 4.0.0
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*/
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var RenderSteps = {};
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if (typeof WEBGL_RENDERER) RenderSteps = {
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/**
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* The list of steps to run when this Game Object is rendered.
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* This is used by `renderWebGLStep` to kick off rendering.
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* The functions in this list are responsible for invoking any
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* subsequent functions.
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*
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* @name Phaser.GameObjects.Components.RenderSteps#_renderSteps
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* @private
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* @webglOnly
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* @since 4.0.0
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* @type {Phaser.Types.GameObjects.RenderWebGLStep[]}
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*/
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_renderSteps: null,
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/**
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* Run a step in the render process.
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* This is called automatically by the Render module.
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*
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* In most cases, it just runs the `renderWebGL` function.
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*
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* When `_renderSteps` has more than one entry,
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* such as when Filters are enabled for this object,
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* it allows those processes to defer `renderWebGL`
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* and otherwise manage the flow of rendering
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*
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* The first time this method is called,
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* it will run initialization logic that adds `renderWebGL` to the end
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* of the `_renderSteps` array.
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* Then it will replace itself with `_renderWebGLStep`
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* and continue with the rendering process.
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*
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* @method Phaser.GameObjects.GameObject#renderWebGLStep
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* @webglOnly
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* @since 4.0.0
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* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - The WebGL Renderer instance to render with.
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* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object being rendered.
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* @param {Phaser.Renderer.WebGL.DrawingContext} drawingContext - The current drawing context.
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* @param {Phaser.GameObjects.Components.TransformMatrix} [parentMatrix] - The parent matrix of the Game Object, if it has one.
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* @param {number} [renderStep=0] - Which step of the rendering process should be run?
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*/
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renderWebGLStep: function (
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renderer,
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gameObject,
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drawingContext,
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parentMatrix,
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renderStep
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)
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{
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if (gameObject.renderWebGL)
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{
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gameObject.addRenderStep(gameObject.renderWebGL);
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}
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gameObject.renderWebGLStep = gameObject._renderWebGLStep;
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gameObject._renderWebGLStep(
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renderer,
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gameObject,
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drawingContext,
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parentMatrix,
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renderStep
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);
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},
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/**
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* Run a step in the render process.
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* This is called automatically by the Render module.
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*
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* In most cases, it just runs the `renderWebGL` function.
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*
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* When `_renderSteps` has more than one entry,
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* such as when Filters are enabled for this object,
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* it allows those processes to defer `renderWebGL`
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* and otherwise manage the flow of rendering.
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*
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* This private method will be copied over `renderWebGLStep`
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* the first time it runs. You should not call this method directly.
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*
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* @method Phaser.GameObjects.GameObject#_renderWebGLStep
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* @private
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* @webglOnly
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* @since 4.0.0
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* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - The WebGL Renderer instance to render with.
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* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object being rendered.
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* @param {Phaser.Renderer.WebGL.DrawingContext} drawingContext - The current drawing context.
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* @param {Phaser.GameObjects.Components.TransformMatrix} [parentMatrix] - The parent matrix of the Game Object, if it has one.
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* @param {number} [renderStep=0] - Which step of the rendering process should be run?
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*/
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_renderWebGLStep: function (
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renderer,
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gameObject,
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drawingContext,
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parentMatrix,
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renderStep
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)
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{
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if (renderStep === undefined)
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{
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renderStep = 0;
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}
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var fn = gameObject._renderSteps[renderStep];
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if (!fn)
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{
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return;
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}
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fn(renderer, gameObject, drawingContext, parentMatrix, renderStep);
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},
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addRenderStep: function (fn, index)
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{
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this.initRenderSteps();
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if (index === undefined)
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{
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this._renderSteps.push(fn);
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return;
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}
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this._renderSteps.splice(index, 0, fn);
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},
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initRenderSteps: function ()
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{
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if (!this._renderSteps)
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{
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this._renderSteps = [];
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}
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}
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};
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module.exports = RenderSteps;
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@ -25,6 +25,7 @@ module.exports = {
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Origin: require('./Origin'),
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PathFollower: require('./PathFollower'),
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RenderNodes: require('./RenderNodes'),
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RenderSteps: require('./RenderSteps'),
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ScrollFactor: require('./ScrollFactor'),
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Size: require('./Size'),
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Texture: require('./Texture'),
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@ -118,7 +118,7 @@ var ContainerWebGLRenderer = function (renderer, container, drawingContext, pare
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child.setAlpha(childAlphaTopLeft * alpha, childAlphaTopRight * alpha, childAlphaBottomLeft * alpha, childAlphaBottomRight * alpha);
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// Render
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child.renderWebGL(renderer, child, currentContext, transformMatrix, container);
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child.renderWebGLStep(renderer, child, currentContext, transformMatrix);
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// Restore original values
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@ -80,6 +80,7 @@ var Layer = new Class({
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Components.BlendMode,
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Components.Depth,
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Components.Mask,
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Components.RenderSteps, // This does not extend GameObject so it must mixin RenderSteps here.
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Components.Visible,
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EventEmitter,
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Render
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@ -92,7 +92,7 @@ var LayerWebGLRenderer = function (renderer, layer, drawingContext)
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child.setAlpha(childAlphaTopLeft * alpha, childAlphaTopRight * alpha, childAlphaBottomLeft * alpha, childAlphaBottomRight * alpha);
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// Render
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child.renderWebGL(renderer, child, currentContext);
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child.renderWebGLStep(renderer, child, currentContext);
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// Restore original values
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child.setAlpha(childAlphaTopLeft, childAlphaTopRight, childAlphaBottomLeft, childAlphaBottomRight);
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@ -386,7 +386,7 @@ var Shader = new Class({
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this.renderToTexture = true;
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// Render at least once, so our texture isn't blank on the first update
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this.renderWebGL(renderer, this, this.drawingContext);
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this.renderWebGLStep(renderer, this, this.drawingContext);
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return this;
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},
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20
src/gameobjects/typedefs/RenderWebGLStep.js
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20
src/gameobjects/typedefs/RenderWebGLStep.js
Normal file
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/**
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* A function which performs a rendering operation on the given Game Object.
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* This is usually the `renderWebGL` method of the Game Object itself,
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* but `Phaser.GameObjects.Components.RenderSteps` allows you to define
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* a series of steps that are run in sequence.
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* The function is not expected to run in any particular scope,
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* so it should not use `this`. Instead, all required properties should be
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* accessed via `gameObject`.
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*
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* @callback Phaser.Types.GameObjects.RenderWebGLStep
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* @since 4.0.0
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*
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* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
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* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object being rendered in this call.
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* @param {Phaser.Renderer.WebGL.DrawingContext} drawingContext - The current drawing context.
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* @param {Phaser.GameObjects.Components.TransformMatrix} [parentMatrix] - This transform matrix is defined if the game object is nested
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* @param {number} [renderStep=0] - The index of this function in the Game Object's list of render processes. Used to support multiple rendering functions.
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*
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* @returns {void}
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*/
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@ -75,8 +75,16 @@ var Camera = new Class({
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* @param {Phaser.Cameras.Scene2D.Camera} camera - Current Camera.
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* @param {Phaser.GameObjects.Components.TransformMatrix} [parentTransformMatrix] - This transform matrix is defined if the game object is nested
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* @param {boolean} [forceFramebuffer=false] - Should the camera always draw to a new framebuffer? This will also be activated if the camera has filters enabled.
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* @param {number} [renderStep=0] - Which step of the rendering process is this? This is the index of the currently running function in a list of functions.
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*/
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run: function (drawingContext, children, camera, parentTransformMatrix, forceFramebuffer)
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run: function (
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drawingContext,
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children,
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camera,
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parentTransformMatrix,
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forceFramebuffer,
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renderStep
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)
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{
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this.onRunBegin(drawingContext);
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@ -127,7 +135,7 @@ var Camera = new Class({
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}
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// Draw children.
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this.listCompositorNode.run(currentContext, children, useFramebuffers ? null : parentTransformMatrix);
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this.listCompositorNode.run(currentContext, children, useFramebuffers ? null : parentTransformMatrix, renderStep);
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// Draw camera post effects.
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@ -307,7 +307,7 @@ var DynamicTextureHandler = new Class({
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currentContext.use();
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}
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object.renderWebGL(renderer, object, currentContext);
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object.renderWebGLStep(renderer, object, currentContext);
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return currentContext;
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}
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@ -37,8 +37,14 @@ var ListCompositor = new Class({
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* @param {Phaser.Renderer.WebGL.DrawingContext} displayContext - The context currently in use.
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* @param {Phaser.GameObjects.GameObject[]} children - The list of children to render.
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* @param {Phaser.GameObjects.Components.TransformMatrix} [parentTransformMatrix] - This transform matrix is defined if the game object is nested
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* @param {number} [renderStep=0] - Which step of the rendering process is this? This is the index of the currently running function in a list of functions.
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*/
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run: function (displayContext, children, parentTransformMatrix)
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run: function (
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displayContext,
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children,
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parentTransformMatrix,
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renderStep
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)
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{
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this.onRunBegin(displayContext);
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}
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}
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child.renderWebGL(renderer, child, currentContext, parentTransformMatrix);
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child.renderWebGLStep(renderer, child, currentContext, parentTransformMatrix, renderStep);
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}
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// Release any remaining context.
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@ -965,7 +965,7 @@ var DynamicTexture = new Class({
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stamp.setTexture(this);
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stamp.setOrigin(0);
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stamp.renderWebGL(renderer, stamp, camera, parentMatrix);
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stamp.renderWebGLStep(renderer, stamp, camera, parentMatrix);
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},
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/**
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