Shaders now work with camera masks and can have their own geometry masks

This commit is contained in:
Richard Davey 2019-04-26 01:53:34 +01:00
parent 8620e2303d
commit 6e70f0e19c
2 changed files with 33 additions and 5 deletions

View file

@ -121,7 +121,11 @@ var GeometryMask = new Class({
renderer.maskCount = 0;
}
renderer.currentMask = this;
if (renderer.currentCameraMask !== this)
{
renderer.currentMask = this;
}
renderer.maskStack.push({ mask: this, camera: camera });
var level = renderer.maskCount;
@ -195,7 +199,10 @@ var GeometryMask = new Class({
var geometryMask = prev.mask.geometryMask;
var camera = prev.camera;
renderer.currentMask = prev.mask;
if (renderer.currentCameraMask !== prev.mask)
{
renderer.currentMask = prev.mask;
}
geometryMask.renderWebGL(renderer, geometryMask, 0, camera);

View file

@ -497,6 +497,15 @@ var WebGLRenderer = new Class({
*/
this.currentMask = null;
/**
* Internal property that tracks the currently set camera mask.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentCameraMask
* @type {Phaser.Display.Masks.GeometryMask}
* @since 3.17.0
*/
this.currentCameraMask = null;
this.init(this.config);
},
@ -1014,9 +1023,16 @@ var WebGLRenderer = new Class({
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE);
gl.disable(gl.STENCIL_TEST);
gl.clear(gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
if (!this.currentMask && !this.currentCameraMask)
{
gl.disable(gl.STENCIL_TEST);
gl.clear(gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
}
else
{
gl.clear(gl.DEPTH_BUFFER_BIT);
}
gl.viewport(0, 0, this.width, this.height);
@ -1755,6 +1771,8 @@ var WebGLRenderer = new Class({
if (camera.mask)
{
this.currentCameraMask = camera.mask;
camera.mask.preRenderWebGL(this, camera, camera._maskCamera);
}
@ -1832,6 +1850,8 @@ var WebGLRenderer = new Class({
if (camera.mask)
{
camera.mask.postRenderWebGL(this, camera._maskCamera);
this.currentCameraMask = null;
}
},
@ -1879,6 +1899,7 @@ var WebGLRenderer = new Class({
}
this.currentMask = null;
this.currentCameraMask = null;
this.maskStack.length = 0;
this.setPipeline(this.pipelines.TextureTintPipeline);