mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
Effect Layer
This commit is contained in:
parent
6fe063b1d2
commit
8c479a56c0
26 changed files with 537 additions and 198 deletions
7
v3/src/components/RenderTarget.js
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7
v3/src/components/RenderTarget.js
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@ -0,0 +1,7 @@
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var RenderTarget = {
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renderTarget: null
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};
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module.exports = RenderTarget;
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@ -9,6 +9,7 @@ module.exports = {
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Flip: require('./Flip'),
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Flip: require('./Flip'),
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GetBounds: require('./GetBounds'),
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GetBounds: require('./GetBounds'),
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Origin: require('./Origin'),
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Origin: require('./Origin'),
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RenderTarget: require('./RenderTarget'),
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ScaleMode: require('./ScaleMode'),
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ScaleMode: require('./ScaleMode'),
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Size: require('./Size'),
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Size: require('./Size'),
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Texture: require('./Texture'),
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Texture: require('./Texture'),
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@ -169,7 +169,7 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, src, interpolationPerce
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blitterBatch.flush();
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blitterBatch.flush();
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}
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}
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renderer.setBatch(blitterBatch, texture);
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renderer.setRenderer(blitterBatch, texture);
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vertexOffset = vertexDataBuffer.allocate(20);
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vertexOffset = vertexDataBuffer.allocate(20);
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blitterBatch.elementCount += 6;
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blitterBatch.elementCount += 6;
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@ -135,7 +135,7 @@ var BitmapTextWebGLRenderer = function (renderer, src, interpolationPercentage,
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blitterBatch.flush();
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blitterBatch.flush();
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}
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}
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renderer.setBatch(blitterBatch, texture);
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renderer.setRenderer(blitterBatch, texture);
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vertexOffset = vertexDataBuffer.allocate(20);
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vertexOffset = vertexDataBuffer.allocate(20);
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blitterBatch.elementCount += 6;
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blitterBatch.elementCount += 6;
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@ -44,7 +44,7 @@ var BlitterWebGLRenderer = function (renderer, src, interpolationPercentage, cam
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blitterBatch.flush();
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blitterBatch.flush();
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}
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}
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renderer.setBatch(blitterBatch, frame.texture.source[frame.sourceIndex].glTexture);
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renderer.setRenderer(blitterBatch, frame.texture.source[frame.sourceIndex].glTexture);
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vertexOffset = vertexDataBuffer.allocate(20);
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vertexOffset = vertexDataBuffer.allocate(20);
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blitterBatch.elementCount += 6;
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blitterBatch.elementCount += 6;
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x += frame.x;
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x += frame.x;
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75
v3/src/gameobjects/effectlayer/EffectLayer.js
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75
v3/src/gameobjects/effectlayer/EffectLayer.js
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@ -0,0 +1,75 @@
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var Class = require('../../utils/Class');
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var GameObject = require('../GameObject');
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var Components = require('../../components');
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var Render = require('./EffectLayerRender');
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var TexturedAndNormalizedTintedShader = require('../../renderer/webgl/shaders/TexturedAndNormalizedTintedShader');
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var EffectLayer = new Class({
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Extends: GameObject,
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Mixins: [
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Components.Flip,
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Components.Alpha,
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Components.Transform,
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Components.Visible,
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Components.Size,
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Components.Origin,
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Components.RenderTarget,
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Components.BlendMode,
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Render
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],
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initialize:
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function EffectLayer(state, x, y, width, height, effectName, fragmentShader)
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{
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var resourceManager = state.game.renderer.resourceManager;
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var gl;
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this.dstRenderTarget = null
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this.dstRenderTexture = null;
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this.dstShader = null;
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if (resourceManager !== undefined)
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{
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gl = state.game.renderer.gl;
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this.dstShader = resourceManager.createShader(effectName, {
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vert: TexturedAndNormalizedTintedShader.vert,
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frag: fragmentShader
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});
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this.dstRenderTexture = resourceManager.createTexture(
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0,
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gl.LINEAR, gl.LINEAR,
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gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE,
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gl.RGBA,
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null, width, height
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);
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this.dstRenderTarget = resourceManager.createRenderTarget(width, height, this.dstRenderTexture, null);
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//state.game.renderer.currentTexture = null; // force rebinding of prev texture
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}
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this.flipY = true;
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this.setPosition(x, y);
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this.setSize(width, height);
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this.setOrigin(0, 0);
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},
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add: function (gameObject)
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{
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if (gameObject.renderTarget !== undefined)
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{
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gameObject.renderTarget = this.dstRenderTarget;
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}
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},
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remove: function (gameObject)
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{
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if (gameObject.renderTarget !== undefined)
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{
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gameObject.renderTarget = null;
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}
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}
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});
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module.exports = EffectLayer;
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@ -0,0 +1,7 @@
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var EffectLayerCanvasRenderer = function (renderer, src, interpolationPercentage, camera)
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{
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};
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module.exports = EffectLayerCanvasRenderer;
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20
v3/src/gameobjects/effectlayer/EffectLayerFactory.js
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20
v3/src/gameobjects/effectlayer/EffectLayerFactory.js
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var EffectLayer = require('./EffectLayer');
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var FactoryContainer = require('../../gameobjects/FactoryContainer');
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var EffectLayerFactory = {
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KEY: 'effectLayer',
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add: function (x, y, width, height, effectName, fragmentShader)
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{
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return this.children.add(new EffectLayer(this.state, x, y, width, height, effectName, fragmentShader));
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},
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make: function (x, y, width, height, effectName, fragmentShader)
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{
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return new EffectLayer(this.state, x, y, width, height, effectName, fragmentShader);
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}
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};
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module.exports = FactoryContainer.register(EffectLayerFactory);
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6
v3/src/gameobjects/effectlayer/EffectLayerRender.js
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6
v3/src/gameobjects/effectlayer/EffectLayerRender.js
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module.exports = {
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renderCanvas: require('./EffectLayerCanvasRenderer'),
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renderWebGL: require('./EffectLayerWebGLRenderer')
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};
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11
v3/src/gameobjects/effectlayer/EffectLayerWebGLRenderer.js
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11
v3/src/gameobjects/effectlayer/EffectLayerWebGLRenderer.js
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var EffectLayerWebGLRenderer = function (renderer, src, interpolationPercentage, camera)
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{
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if (this.renderMask !== this.renderFlags)
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{
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return;
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}
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renderer.effectRenderer.renderEffect(src, camera, src.dstRenderTexture, src.width, src.height);
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};
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module.exports = EffectLayerWebGLRenderer;
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@ -95,7 +95,7 @@ var GraphicsWebGLRenderer = function (renderer, src, interpolationPercentage, ca
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mve = sre * cma + srf * cmc + cme;
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mve = sre * cma + srf * cmc + cme;
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mvf = sre * cmb + srf * cmd + cmf;
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mvf = sre * cmb + srf * cmd + cmf;
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renderer.setBatch(shapeBatch, null);
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renderer.setRenderer(shapeBatch, null);
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for (var cmdIndex = 0, cmdLength = commandBuffer.length; cmdIndex < cmdLength; ++cmdIndex)
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for (var cmdIndex = 0, cmdLength = commandBuffer.length; cmdIndex < cmdLength; ++cmdIndex)
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{
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{
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@ -14,6 +14,7 @@ var Image = new Class({
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Components.Flip,
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Components.Flip,
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Components.GetBounds,
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Components.GetBounds,
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Components.Origin,
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Components.Origin,
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Components.RenderTarget,
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Components.ScaleMode,
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Components.ScaleMode,
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Components.Size,
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Components.Size,
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Components.Texture,
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Components.Texture,
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@ -11,6 +11,7 @@ require('./graphics/GraphicsFactory');
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require('./text/static/TextFactory');
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require('./text/static/TextFactory');
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require('./layer/LayerFactory');
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require('./layer/LayerFactory');
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require('./zone/ZoneFactory');
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require('./zone/ZoneFactory');
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require('./effectlayer/EffectLayerFactory');
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// Phaser.GameObjects
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// Phaser.GameObjects
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@ -27,6 +28,7 @@ module.exports = {
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Layer: require('./layer/Layer'),
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Layer: require('./layer/Layer'),
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Sprite: require('./sprite/Sprite'),
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Sprite: require('./sprite/Sprite'),
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Text: require('./text/static/Text'),
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Text: require('./text/static/Text'),
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Zone: require('./zone/Zone')
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Zone: require('./zone/Zone'),
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EffectLayer: require('./effectlayer/EffectLayer')
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};
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};
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@ -14,6 +14,7 @@ var Sprite = new Class({
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Components.Flip,
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Components.Flip,
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Components.GetBounds,
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Components.GetBounds,
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Components.Origin,
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Components.Origin,
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Components.RenderTarget,
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Components.ScaleMode,
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Components.ScaleMode,
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Components.Size,
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Components.Size,
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Components.Texture,
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Components.Texture,
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@ -1 +0,0 @@
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module.exports = (window.WebGLRenderingContext ? WebGLRenderingContext : {});
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@ -1,11 +1,11 @@
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var Resources = require('./resources');
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var Resources = require('./resources');
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var GL = require('./GL');
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var ResourceManager = function (gl)
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var ResourceManager = function (gl)
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{
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{
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this.gl = gl;
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this.gl = gl;
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/* Maybe add pooling here */
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/* Maybe add pooling here */
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this.shaderCache = {};
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this.shaderCache = {};
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this.shaderCount = 0;
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};
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};
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ResourceManager.prototype.constructor = ResourceManager;
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ResourceManager.prototype.constructor = ResourceManager;
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@ -20,37 +20,37 @@ ResourceManager.prototype = {
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var colorRenderbufferObject = null;
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var colorRenderbufferObject = null;
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var complete = 0;
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var complete = 0;
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gl.bindFramebuffer(GL.FRAMEBUFFER, framebufferObject)
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gl.bindFramebuffer(gl.FRAMEBUFFER, framebufferObject)
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if (depthStencilBuffer !== undefined && depthStencilBuffer !== null)
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if (depthStencilBuffer !== undefined && depthStencilBuffer !== null)
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{
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{
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depthStencilBuffer.isRenderTexture = true;
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depthStencilBuffer.isRenderTexture = true;
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gl.framebufferTexture2D(GL.FRAMEBUFFER, GL.DEPTH_STENCIL_ATTACHMENT, GL.TEXTURE_2D, depthStencilBuffer.texture, depthStencilBuffer.mipLevel);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilBuffer.texture, depthStencilBuffer.mipLevel);
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}
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}
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else
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else
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{
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{
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depthStencilRenderbufferObject = gl.createRenderbuffer();
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depthStencilRenderbufferObject = gl.createRenderbuffer();
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gl.bindRenderbuffer(GL.RENDERBUFFER, depthStencilRenderbufferObject);
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gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilRenderbufferObject);
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gl.renderbufferStorage(GL.RENDERBUFFER, GL.DEPTH_STENCIL, width, height);
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gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
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gl.framebufferRenderbuffer(GL.FRAMEBUFFER, GL.DEPTH_STENCIL_ATTACHMENT, GL.RENDERBUFFER, depthStencilRenderbufferObject);
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilRenderbufferObject);
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}
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}
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if (colorBuffer !== undefined && colorBuffer !== null)
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if (colorBuffer !== undefined && colorBuffer !== null)
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{
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{
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colorBuffer.isRenderTexture = true;
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colorBuffer.isRenderTexture = true;
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gl.framebufferTexture2D(GL.FRAMEBUFFER, GL.COLOR_ATTACHMENT0, GL.TEXTURE_2D, colorBuffer.texture, colorBuffer.mipLevel);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorBuffer.texture, colorBuffer.mipLevel);
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}
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}
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else
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else
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{
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{
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colorRenderbufferObject = gl.createRenderbuffer();
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colorRenderbufferObject = gl.createRenderbuffer();
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gl.bindRenderbuffer(GL.RENDERBUFFER, colorRenderbufferObject);
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gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbufferObject);
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gl.renderbufferStorage(GL.RENDERBUFFER, GL.RGBA4, width, height);
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gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, width, height);
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gl.framebufferRenderbuffer(GL.FRAMEBUFFER, GL.COLOR_ATTACHMENT0, GL.RENDERBUFFER, colorRenderbufferObject);
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbufferObject);
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}
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}
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complete = gl.checkFramebufferStatus(GL.FRAMEBUFFER);
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complete = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
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if (complete !== GL.FRAMEBUFFER_COMPLETE)
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if (complete !== gl.FRAMEBUFFER_COMPLETE)
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{
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{
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var errors = {
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var errors = {
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36054: 'Incomplete Attachment',
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36054: 'Incomplete Attachment',
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@ -58,11 +58,11 @@ ResourceManager.prototype = {
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36057: 'Incomplete Dimensions',
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36057: 'Incomplete Dimensions',
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36061: 'Framebuffer Unsupported'
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36061: 'Framebuffer Unsupported'
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};
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};
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alert('Framebuffer incomplete. Framebuffer status: ' + errors[complete]);
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throw new Error('Framebuffer incomplete. Framebuffer status: ' + errors[complete]);
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throw new Error('Framebuffer incomplete. Framebuffer status: ' + errors[complete]);
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}
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}
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gl.bindFramebuffer(GL.FRAMEBUFFER, null);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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return new Resources.RenderTarget(
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return new Resources.RenderTarget(
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framebufferObject,
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framebufferObject,
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@ -81,11 +81,12 @@ ResourceManager.prototype = {
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switch (target)
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switch (target)
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{
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{
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case GL.ARRAY_BUFFER:
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case gl.ARRAY_BUFFER:
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return new Resources.VertexBuffer(gl, bufferObject);
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return new Resources.VertexBuffer(gl, bufferObject);
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case GL.ELEMENT_ARRAY_BUFFER:
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case gl.ELEMENT_ARRAY_BUFFER:
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return new Resources.IndexBuffer(gl, bufferObject);
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return new Resources.IndexBuffer(gl, bufferObject);
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default:
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default:
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alert('Invalid Buffer Target');
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throw new Error('Invalid Buffer Target');
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throw new Error('Invalid Buffer Target');
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}
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}
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@ -97,34 +98,40 @@ ResourceManager.prototype = {
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var gl = this.gl;
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var gl = this.gl;
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var texture = gl.createTexture();
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var texture = gl.createTexture();
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gl.bindTexture(GL.TEXTURE_2D, texture);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MIN_FILTER, minFilter);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
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gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MAG_FILTER, magFilter);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
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gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_WRAP_S, wrapS);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrapS);
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gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_WRAP_T, wrapT);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrapT);
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if (pixels === null || pixels === undefined)
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if (pixels === null || pixels === undefined)
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{
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{
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gl.texImage2D(GL.TEXTURE_2D, mipLevel, format, width, height, 0, format, GL.UNSIGNED_BYTE, null);
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gl.texImage2D(gl.TEXTURE_2D, mipLevel, format, width, height, 0, format, gl.UNSIGNED_BYTE, null);
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}
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}
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else
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else
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{
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{
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gl.texImage2D(GL.TEXTURE_2D, mipLevel, format, format, GL.UNSIGNED_BYTE, pixels);
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gl.texImage2D(gl.TEXTURE_2D, mipLevel, format, format, gl.UNSIGNED_BYTE, pixels);
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width = pixels.width;
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width = pixels.width;
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height = pixels.height;
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height = pixels.height;
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}
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}
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gl.bindTexture(gl.TEXTURE_2D, null);
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return new Resources.Texture(texture, width, height);
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return new Resources.Texture(texture, width, height);
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},
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},
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createShader: function (shaderName, shaderSources)
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createShader: function (shaderName, shaderSources)
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{
|
{
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|
if (shaderName === null || shaderName === undefined)
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{
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shaderName += 'Shader' + this.shaderCount;
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this.shaderCount += 1;
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}
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if (!(shaderName in this.shaderCache))
|
if (!(shaderName in this.shaderCache))
|
||||||
{
|
{
|
||||||
var gl = this.gl;
|
var gl = this.gl;
|
||||||
var program = gl.createProgram();
|
var program = gl.createProgram();
|
||||||
var vertShader = gl.createShader(GL.VERTEX_SHADER);
|
var vertShader = gl.createShader(gl.VERTEX_SHADER);
|
||||||
var fragShader = gl.createShader(GL.FRAGMENT_SHADER);
|
var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
|
||||||
var error;
|
var error;
|
||||||
var shader;
|
var shader;
|
||||||
|
|
||||||
|
@ -136,15 +143,17 @@ ResourceManager.prototype = {
|
||||||
|
|
||||||
error = gl.getShaderInfoLog(vertShader);
|
error = gl.getShaderInfoLog(vertShader);
|
||||||
|
|
||||||
if (error.length > 0)
|
if (error && error.length > 0)
|
||||||
{
|
{
|
||||||
|
alert('Vertex Shader Compilation Error.\n' + error);
|
||||||
throw new Error('Vertex Shader Compilation Error.\n' + error);
|
throw new Error('Vertex Shader Compilation Error.\n' + error);
|
||||||
}
|
}
|
||||||
|
|
||||||
error = gl.getShaderInfoLog(fragShader);
|
error = gl.getShaderInfoLog(fragShader);
|
||||||
|
|
||||||
if (error.length > 0)
|
if (error && error.length > 0)
|
||||||
{
|
{
|
||||||
|
alert('Fragment Shader Compilation Error.\n' + error);
|
||||||
throw new Error('Fragment Shader Compilation Error.\n' + error);
|
throw new Error('Fragment Shader Compilation Error.\n' + error);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -152,12 +161,13 @@ ResourceManager.prototype = {
|
||||||
gl.attachShader(program, fragShader);
|
gl.attachShader(program, fragShader);
|
||||||
gl.linkProgram(program);
|
gl.linkProgram(program);
|
||||||
|
|
||||||
error = gl.getProgramParameter(program, GL.LINK_STATUS);
|
error = gl.getProgramParameter(program, gl.LINK_STATUS);
|
||||||
|
|
||||||
if (error === 0)
|
if (error === 0)
|
||||||
{
|
{
|
||||||
error = gl.getProgramInfoLog(program);
|
error = gl.getProgramInfoLog(program);
|
||||||
|
|
||||||
|
alert('Program Linking Error.\n' + error);
|
||||||
throw new Error('Program Linking Error.\n' + error);
|
throw new Error('Program Linking Error.\n' + error);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -171,16 +181,6 @@ ResourceManager.prototype = {
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
||||||
createOutputStage: function ()
|
|
||||||
{
|
|
||||||
var outputStage = new Resources.OutputStage();
|
|
||||||
|
|
||||||
outputStage.setDefaultDepthStencilState();
|
|
||||||
outputStage.setNoBlending();
|
|
||||||
|
|
||||||
return outputStage;
|
|
||||||
},
|
|
||||||
|
|
||||||
deleteShader: function (shader)
|
deleteShader: function (shader)
|
||||||
{
|
{
|
||||||
var storedShader = this.shaderCache[shader.name]
|
var storedShader = this.shaderCache[shader.name]
|
||||||
|
|
|
@ -10,6 +10,7 @@ var BlitterBatch = require('./renderers/blitterbatch/BlitterBatch');
|
||||||
var QuadBatch = require('./renderers/quadbatch/QuadBatch');
|
var QuadBatch = require('./renderers/quadbatch/QuadBatch');
|
||||||
var SpriteBatch = require('./renderers/spritebatch/SpriteBatch');
|
var SpriteBatch = require('./renderers/spritebatch/SpriteBatch');
|
||||||
var ShapeBatch = require('./renderers/shapebatch/ShapeBatch');
|
var ShapeBatch = require('./renderers/shapebatch/ShapeBatch');
|
||||||
|
var EffectRenderer = require('./renderers/effectrenderer/EffectRenderer');
|
||||||
var BlendModes = require('../BlendModes');
|
var BlendModes = require('../BlendModes');
|
||||||
var ScaleModes = require('../ScaleModes');
|
var ScaleModes = require('../ScaleModes');
|
||||||
var ResourceManager = require('./ResourceManager');
|
var ResourceManager = require('./ResourceManager');
|
||||||
|
@ -51,11 +52,13 @@ var WebGLRenderer = function (game)
|
||||||
this.aaQuadBatch = null;
|
this.aaQuadBatch = null;
|
||||||
this.spriteBatch = null;
|
this.spriteBatch = null;
|
||||||
this.shapeBatch = null;
|
this.shapeBatch = null;
|
||||||
|
this.effectRenderer = null;
|
||||||
this.currentRenderer = null;
|
this.currentRenderer = null;
|
||||||
this.currentTexture = null;
|
this.currentTexture = null;
|
||||||
this.shaderCache = {};
|
this.shaderCache = {};
|
||||||
this.currentShader = null;
|
this.currentShader = null;
|
||||||
this.resourceManager = null;
|
this.resourceManager = null;
|
||||||
|
this.currentRenderTarget = null;
|
||||||
|
|
||||||
this.init();
|
this.init();
|
||||||
};
|
};
|
||||||
|
@ -108,6 +111,7 @@ WebGLRenderer.prototype = {
|
||||||
this.quadBatch = this.addRenderer(new QuadBatch(this.game, gl, this));
|
this.quadBatch = this.addRenderer(new QuadBatch(this.game, gl, this));
|
||||||
this.spriteBatch = this.addRenderer(new SpriteBatch(this.game, gl, this));
|
this.spriteBatch = this.addRenderer(new SpriteBatch(this.game, gl, this));
|
||||||
this.shapeBatch = this.addRenderer(new ShapeBatch(this.game, gl, this));
|
this.shapeBatch = this.addRenderer(new ShapeBatch(this.game, gl, this));
|
||||||
|
this.effectRenderer = this.addRenderer(new EffectRenderer(this.game, gl, this));
|
||||||
},
|
},
|
||||||
|
|
||||||
createTexture: function (source)
|
createTexture: function (source)
|
||||||
|
@ -138,7 +142,7 @@ WebGLRenderer.prototype = {
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
this.currentTexture = source.glTexture;
|
this.currentTexture = null;
|
||||||
},
|
},
|
||||||
|
|
||||||
setTexture: function (texture)
|
setTexture: function (texture)
|
||||||
|
@ -166,19 +170,50 @@ WebGLRenderer.prototype = {
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
||||||
setBatch: function (batch, texture, camera)
|
setRenderer: function (renderer, texture, camera, renderTarget)
|
||||||
{
|
{
|
||||||
var gl = this.gl;
|
|
||||||
this.setTexture(texture);
|
this.setTexture(texture);
|
||||||
|
this.setRenderTarget(renderTarget);
|
||||||
if (this.currentRenderer !== batch)
|
|
||||||
|
if (this.currentRenderer !== renderer)
|
||||||
{
|
{
|
||||||
if (this.currentRenderer)
|
if (this.currentRenderer)
|
||||||
{
|
{
|
||||||
this.currentRenderer.flush();
|
this.currentRenderer.flush();
|
||||||
}
|
}
|
||||||
|
|
||||||
this.currentRenderer = batch;
|
this.currentRenderer = renderer;
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
setRenderTarget: function (renderTarget)
|
||||||
|
{
|
||||||
|
var gl = this.gl;
|
||||||
|
|
||||||
|
if (this.currentRenderTarget !== renderTarget)
|
||||||
|
{
|
||||||
|
if (this.currentRenderer)
|
||||||
|
{
|
||||||
|
this.currentRenderer.flush();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (renderTarget !== null)
|
||||||
|
{
|
||||||
|
gl.bindFramebuffer(gl.FRAMEBUFFER, renderTarget.framebufferObject);
|
||||||
|
gl.viewport(0, 0, renderTarget.width, renderTarget.height);
|
||||||
|
if (renderTarget.shouldClear)
|
||||||
|
{
|
||||||
|
gl.clearColor(0, 0, 0, 0);
|
||||||
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||||
|
renderTarget.shouldClear = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
||||||
|
gl.viewport(0, 0, this.width, this.height);
|
||||||
|
}
|
||||||
|
this.currentRenderTarget = renderTarget;
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
||||||
|
@ -245,6 +280,7 @@ WebGLRenderer.prototype = {
|
||||||
// Could move to the State Systems or MainLoop
|
// Could move to the State Systems or MainLoop
|
||||||
var gl = this.gl;
|
var gl = this.gl;
|
||||||
var scissor = (camera.x !== 0 || camera.y !== 0 || camera.width !== gl.canvas.width || camera.height !== gl.canvas.height);
|
var scissor = (camera.x !== 0 || camera.y !== 0 || camera.width !== gl.canvas.width || camera.height !== gl.canvas.height);
|
||||||
|
this.setRenderTarget(null);
|
||||||
|
|
||||||
if (scissor)
|
if (scissor)
|
||||||
{
|
{
|
||||||
|
@ -252,6 +288,8 @@ WebGLRenderer.prototype = {
|
||||||
gl.scissor(camera.x, (gl.drawingBufferHeight - camera.y - camera.height), camera.width, camera.height);
|
gl.scissor(camera.x, (gl.drawingBufferHeight - camera.y - camera.height), camera.width, camera.height);
|
||||||
}
|
}
|
||||||
// We could either clear color or render a quad
|
// We could either clear color or render a quad
|
||||||
|
var color = this.game.config.backgroundColor;
|
||||||
|
gl.clearColor(color.redGL, color.greenGL, color.blueGL, color.alphaGL);
|
||||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
var list = children.list;
|
var list = children.list;
|
||||||
|
@ -260,13 +298,13 @@ WebGLRenderer.prototype = {
|
||||||
{
|
{
|
||||||
var child = list[index];
|
var child = list[index];
|
||||||
// Setting blend mode if needed
|
// Setting blend mode if needed
|
||||||
var batch = this.currentRenderer;
|
var renderer = this.currentRenderer;
|
||||||
var newBlendMode = child.blendMode;
|
var newBlendMode = child.blendMode;
|
||||||
if (this.blendMode !== newBlendMode)
|
if (this.blendMode !== newBlendMode)
|
||||||
{
|
{
|
||||||
if (batch)
|
if (renderer)
|
||||||
{
|
{
|
||||||
batch.flush();
|
renderer.flush();
|
||||||
}
|
}
|
||||||
var blend = this.blendModes[newBlendMode];
|
var blend = this.blendModes[newBlendMode];
|
||||||
gl.enable(gl.BLEND);
|
gl.enable(gl.BLEND);
|
||||||
|
@ -282,10 +320,10 @@ WebGLRenderer.prototype = {
|
||||||
}
|
}
|
||||||
// drawing child
|
// drawing child
|
||||||
child.renderWebGL(this, child, interpolationPercentage, camera);
|
child.renderWebGL(this, child, interpolationPercentage, camera);
|
||||||
batch = this.currentRenderer;
|
renderer = this.currentRenderer;
|
||||||
if (batch && batch.isFull())
|
if (renderer && renderer.isFull())
|
||||||
{
|
{
|
||||||
batch.flush();
|
renderer.flush();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (this.currentRenderer)
|
if (this.currentRenderer)
|
||||||
|
@ -343,13 +381,13 @@ WebGLRenderer.prototype = {
|
||||||
setBlendMode: function (newBlendMode)
|
setBlendMode: function (newBlendMode)
|
||||||
{
|
{
|
||||||
var gl = this.gl;
|
var gl = this.gl;
|
||||||
var batch = this.currentRenderer;
|
var renderer = this.currentRenderer;
|
||||||
var blend = null;
|
var blend = null;
|
||||||
|
|
||||||
if (this.blendMode !== newBlendMode)
|
if (this.blendMode !== newBlendMode)
|
||||||
{
|
{
|
||||||
if (batch)
|
if (renderer)
|
||||||
batch.flush();
|
renderer.flush();
|
||||||
blend = this.blendModes[newBlendMode];
|
blend = this.blendModes[newBlendMode];
|
||||||
gl.enable(gl.BLEND);
|
gl.enable(gl.BLEND);
|
||||||
if (blend.length > 2)
|
if (blend.length > 2)
|
||||||
|
|
258
v3/src/renderer/webgl/renderers/effectrenderer/EffectRenderer.js
Normal file
258
v3/src/renderer/webgl/renderers/effectrenderer/EffectRenderer.js
Normal file
|
@ -0,0 +1,258 @@
|
||||||
|
var DataBuffer32 = require('../../utils/DataBuffer32');
|
||||||
|
var DataBuffer16 = require('../../utils/DataBuffer16');
|
||||||
|
var TransformMatrix = require('../../../../components/TransformMatrix');
|
||||||
|
var TexturedAndNormalizedTintedShader = require('../../shaders/TexturedAndNormalizedTintedShader');
|
||||||
|
|
||||||
|
var PHASER_CONST = require('../../../../const');
|
||||||
|
var CONST = require('./const');
|
||||||
|
|
||||||
|
var EffectRenderer = function (game, gl, manager)
|
||||||
|
{
|
||||||
|
this.game = game;
|
||||||
|
this.type = PHASER_CONST.WEBGL;
|
||||||
|
this.view = game.canvas;
|
||||||
|
this.resolution = game.config.resolution;
|
||||||
|
this.width = game.config.width * game.config.resolution;
|
||||||
|
this.height = game.config.height * game.config.resolution;
|
||||||
|
this.glContext = gl;
|
||||||
|
this.maxSprites = null;
|
||||||
|
this.shader = null;
|
||||||
|
this.vertexBufferObject = null;
|
||||||
|
this.indexBufferObject = null;
|
||||||
|
this.vertexDataBuffer = null;
|
||||||
|
this.indexDataBuffer = null;
|
||||||
|
this.elementCount = 0;
|
||||||
|
this.currentTexture2D = null;
|
||||||
|
this.viewMatrixLocation = null;
|
||||||
|
this.tempMatrix = new TransformMatrix();
|
||||||
|
// All of these settings will be able to be controlled via the Game Config
|
||||||
|
this.config = {
|
||||||
|
clearBeforeRender: true,
|
||||||
|
transparent: false,
|
||||||
|
autoResize: false,
|
||||||
|
preserveDrawingBuffer: false,
|
||||||
|
|
||||||
|
WebGLContextOptions: {
|
||||||
|
alpha: true,
|
||||||
|
antialias: true,
|
||||||
|
premultipliedAlpha: true,
|
||||||
|
stencil: true,
|
||||||
|
preserveDrawingBuffer: false
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
this.manager = manager;
|
||||||
|
this.dirty = false;
|
||||||
|
|
||||||
|
this.init(this.glContext);
|
||||||
|
};
|
||||||
|
|
||||||
|
EffectRenderer.prototype.constructor = EffectRenderer;
|
||||||
|
|
||||||
|
EffectRenderer.prototype = {
|
||||||
|
|
||||||
|
init: function (gl)
|
||||||
|
{
|
||||||
|
|
||||||
|
var vertexDataBuffer = new DataBuffer32(CONST.VERTEX_SIZE * CONST.QUAD_VERTEX_COUNT * CONST.MAX_QUADS);
|
||||||
|
var indexDataBuffer = new DataBuffer16(CONST.INDEX_SIZE * CONST.QUAD_INDEX_COUNT * CONST.MAX_QUADS);
|
||||||
|
var shader = this.manager.resourceManager.createShader('TexturedAndNormalizedTintedShader', TexturedAndNormalizedTintedShader);
|
||||||
|
var indexBufferObject = this.manager.resourceManager.createBuffer(gl.ELEMENT_ARRAY_BUFFER, indexDataBuffer.getByteCapacity(), gl.STATIC_DRAW);
|
||||||
|
var vertexBufferObject = this.manager.resourceManager.createBuffer(gl.ARRAY_BUFFER, vertexDataBuffer.getByteCapacity(), gl.STREAM_DRAW);
|
||||||
|
var viewMatrixLocation = shader.getUniformLocation('u_view_matrix');
|
||||||
|
var indexBuffer = indexDataBuffer.uintView;
|
||||||
|
var max = CONST.MAX_QUADS * CONST.QUAD_INDEX_COUNT;
|
||||||
|
|
||||||
|
this.vertexDataBuffer = vertexDataBuffer;
|
||||||
|
this.indexDataBuffer = indexDataBuffer;
|
||||||
|
this.shader = shader;
|
||||||
|
this.indexBufferObject = indexBufferObject;
|
||||||
|
this.vertexBufferObject = vertexBufferObject;
|
||||||
|
this.viewMatrixLocation = viewMatrixLocation;
|
||||||
|
|
||||||
|
vertexBufferObject.addAttribute(0, 2, gl.FLOAT, false, CONST.VERTEX_SIZE, 0);
|
||||||
|
vertexBufferObject.addAttribute(1, 2, gl.FLOAT, false, CONST.VERTEX_SIZE, 8);
|
||||||
|
vertexBufferObject.addAttribute(2, 3, gl.UNSIGNED_BYTE, true, CONST.VERTEX_SIZE, 16);
|
||||||
|
vertexBufferObject.addAttribute(3, 1, gl.FLOAT, false, CONST.VERTEX_SIZE, 20);
|
||||||
|
|
||||||
|
// Populate the index buffer only once
|
||||||
|
for (var indexA = 0, indexB = 0; indexA < max; indexA += CONST.QUAD_INDEX_COUNT, indexB += CONST.QUAD_VERTEX_COUNT)
|
||||||
|
{
|
||||||
|
indexBuffer[indexA + 0] = indexB + 0;
|
||||||
|
indexBuffer[indexA + 1] = indexB + 1;
|
||||||
|
indexBuffer[indexA + 2] = indexB + 2;
|
||||||
|
indexBuffer[indexA + 3] = indexB + 0;
|
||||||
|
indexBuffer[indexA + 4] = indexB + 2;
|
||||||
|
indexBuffer[indexA + 5] = indexB + 3;
|
||||||
|
}
|
||||||
|
|
||||||
|
indexBufferObject.updateResource(indexBuffer, 0);
|
||||||
|
|
||||||
|
this.resize(this.width, this.height, this.game.config.resolution);
|
||||||
|
},
|
||||||
|
|
||||||
|
isFull: function ()
|
||||||
|
{
|
||||||
|
return (this.vertexDataBuffer.getByteLength() >= this.vertexDataBuffer.getByteCapacity());
|
||||||
|
},
|
||||||
|
|
||||||
|
bind: function (shader)
|
||||||
|
{
|
||||||
|
if (shader === undefined)
|
||||||
|
{
|
||||||
|
this.shader.bind();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
shader.bind();
|
||||||
|
this.resize(this.width, this.height, this.game.config.resolution, shader);
|
||||||
|
}
|
||||||
|
this.indexBufferObject.bind();
|
||||||
|
this.vertexBufferObject.bind();
|
||||||
|
},
|
||||||
|
|
||||||
|
flush: function (shader)
|
||||||
|
{
|
||||||
|
var gl = this.glContext;
|
||||||
|
var vertexDataBuffer = this.vertexDataBuffer;
|
||||||
|
|
||||||
|
if (this.elementCount === 0)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
this.bind(shader);
|
||||||
|
this.vertexBufferObject.updateResource(vertexDataBuffer.getUsedBufferAsFloat(), 0);
|
||||||
|
|
||||||
|
gl.drawElements(gl.TRIANGLES, this.elementCount, gl.UNSIGNED_SHORT, 0);
|
||||||
|
vertexDataBuffer.clear();
|
||||||
|
this.elementCount = 0;
|
||||||
|
},
|
||||||
|
|
||||||
|
resize: function (width, height, resolution, shader)
|
||||||
|
{
|
||||||
|
var gl = this.glContext;
|
||||||
|
var activeShader = shader !== undefined ? shader : this.shader;
|
||||||
|
|
||||||
|
this.width = width * resolution;
|
||||||
|
this.height = height * resolution;
|
||||||
|
|
||||||
|
activeShader.setConstantMatrix4x4(
|
||||||
|
activeShader.getUniformLocation('u_view_matrix'),
|
||||||
|
new Float32Array([
|
||||||
|
2 / this.width, 0, 0, 0,
|
||||||
|
0, -2 / this.height, 0, 0,
|
||||||
|
0, 0, 1, 1,
|
||||||
|
-1, 1, 0, 0
|
||||||
|
])
|
||||||
|
);
|
||||||
|
},
|
||||||
|
|
||||||
|
destroy: function ()
|
||||||
|
{
|
||||||
|
this.manager.resourceManager.deleteShader(this.shader);
|
||||||
|
this.manager.resourceManager.deleteBuffer(this.indexBufferObject);
|
||||||
|
this.manager.resourceManager.deleteBuffer(this.vertexBufferObject);
|
||||||
|
|
||||||
|
this.shader = null;
|
||||||
|
this.indexBufferObject = null;
|
||||||
|
this.vertexBufferObject = null;
|
||||||
|
},
|
||||||
|
|
||||||
|
renderEffect: function (gameObject, camera, texture, textureWidth, textureHeight)
|
||||||
|
{
|
||||||
|
var tempMatrix = this.tempMatrix;
|
||||||
|
var alpha = 16777216;
|
||||||
|
var vertexDataBuffer = this.vertexDataBuffer;
|
||||||
|
var vertexBufferObjectF32 = vertexDataBuffer.floatView;
|
||||||
|
var vertexBufferObjectU32 = vertexDataBuffer.uintView;
|
||||||
|
var vertexOffset = 0;
|
||||||
|
var width = textureWidth * (gameObject.flipX ? -1 : 1);
|
||||||
|
var height = textureHeight * (gameObject.flipY ? -1 : 1);
|
||||||
|
var translateX = gameObject.x - camera.scrollX;
|
||||||
|
var translateY = gameObject.y - camera.scrollY;
|
||||||
|
var scaleX = gameObject.scaleX;
|
||||||
|
var scaleY = gameObject.scaleY;
|
||||||
|
var rotation = -gameObject.rotation;
|
||||||
|
var tempMatrixMatrix = tempMatrix.matrix;
|
||||||
|
var x = -gameObject.displayOriginX + ((textureWidth) * (gameObject.flipX ? 1 : 0.0));
|
||||||
|
var y = -gameObject.displayOriginY + ((textureHeight) * (gameObject.flipY ? 1 : 0.0));
|
||||||
|
var xw = x + width;
|
||||||
|
var yh = y + height;
|
||||||
|
var cameraMatrix = camera.matrix.matrix;
|
||||||
|
var mva, mvb, mvc, mvd, mve, mvf, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3;
|
||||||
|
var sra, srb, src, srd, sre, srf, cma, cmb, cmc, cmd, cme, cmf;
|
||||||
|
var alpha = gameObject.alpha;
|
||||||
|
|
||||||
|
tempMatrix.applyITRS(translateX, translateY, rotation, scaleX, scaleY);
|
||||||
|
|
||||||
|
sra = tempMatrixMatrix[0];
|
||||||
|
srb = tempMatrixMatrix[1];
|
||||||
|
src = tempMatrixMatrix[2];
|
||||||
|
srd = tempMatrixMatrix[3];
|
||||||
|
sre = tempMatrixMatrix[4];
|
||||||
|
srf = tempMatrixMatrix[5];
|
||||||
|
|
||||||
|
cma = cameraMatrix[0];
|
||||||
|
cmb = cameraMatrix[1];
|
||||||
|
cmc = cameraMatrix[2];
|
||||||
|
cmd = cameraMatrix[3];
|
||||||
|
cme = cameraMatrix[4];
|
||||||
|
cmf = cameraMatrix[5];
|
||||||
|
|
||||||
|
mva = sra * cma + srb * cmc;
|
||||||
|
mvb = sra * cmb + srb * cmd;
|
||||||
|
mvc = src * cma + srd * cmc;
|
||||||
|
mvd = src * cmb + srd * cmd;
|
||||||
|
mve = sre * cma + srf * cmc + cme;
|
||||||
|
mvf = sre * cmb + srf * cmd + cmf;
|
||||||
|
|
||||||
|
tx0 = x * mva + y * mvc + mve;
|
||||||
|
ty0 = x * mvb + y * mvd + mvf;
|
||||||
|
tx1 = x * mva + yh * mvc + mve;
|
||||||
|
ty1 = x * mvb + yh * mvd + mvf;
|
||||||
|
tx2 = xw * mva + yh * mvc + mve;
|
||||||
|
ty2 = xw * mvb + yh * mvd + mvf;
|
||||||
|
tx3 = xw * mva + y * mvc + mve;
|
||||||
|
ty3 = xw * mvb + y * mvd + mvf;
|
||||||
|
|
||||||
|
this.manager.setRenderer(this, texture, camera, gameObject.renderTarget);
|
||||||
|
vertexOffset = vertexDataBuffer.allocate(24);
|
||||||
|
this.elementCount += 6;
|
||||||
|
|
||||||
|
vertexBufferObjectF32[vertexOffset++] = tx0;
|
||||||
|
vertexBufferObjectF32[vertexOffset++] = ty0;
|
||||||
|
vertexBufferObjectF32[vertexOffset++] = 0;
|
||||||
|
vertexBufferObjectF32[vertexOffset++] = 0;
|
||||||
|
vertexBufferObjectU32[vertexOffset++] = 0xFFFFFF;
|
||||||
|
vertexBufferObjectF32[vertexOffset++] = alpha;
|
||||||
|
|
||||||
|
vertexBufferObjectF32[vertexOffset++] = tx1;
|
||||||
|
vertexBufferObjectF32[vertexOffset++] = ty1;
|
||||||
|
vertexBufferObjectF32[vertexOffset++] = 0;
|
||||||
|
vertexBufferObjectF32[vertexOffset++] = 1;
|
||||||
|
vertexBufferObjectU32[vertexOffset++] = 0xFFFFFF;
|
||||||
|
vertexBufferObjectF32[vertexOffset++] = alpha;
|
||||||
|
|
||||||
|
vertexBufferObjectF32[vertexOffset++] = tx2;
|
||||||
|
vertexBufferObjectF32[vertexOffset++] = ty2;
|
||||||
|
vertexBufferObjectF32[vertexOffset++] = 1;
|
||||||
|
vertexBufferObjectF32[vertexOffset++] = 1;
|
||||||
|
vertexBufferObjectU32[vertexOffset++] = 0xFFFFFF;
|
||||||
|
vertexBufferObjectF32[vertexOffset++] = alpha;
|
||||||
|
|
||||||
|
vertexBufferObjectF32[vertexOffset++] = tx3;
|
||||||
|
vertexBufferObjectF32[vertexOffset++] = ty3;
|
||||||
|
vertexBufferObjectF32[vertexOffset++] = 1;
|
||||||
|
vertexBufferObjectF32[vertexOffset++] = 0;
|
||||||
|
vertexBufferObjectU32[vertexOffset++] = 0xFFFFFF;
|
||||||
|
vertexBufferObjectF32[vertexOffset++] = alpha;
|
||||||
|
|
||||||
|
this.flush(gameObject.dstShader);
|
||||||
|
gameObject.dstRenderTarget.shouldClear = true;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
module.exports = EffectRenderer;
|
17
v3/src/renderer/webgl/renderers/effectrenderer/const.js
Normal file
17
v3/src/renderer/webgl/renderers/effectrenderer/const.js
Normal file
|
@ -0,0 +1,17 @@
|
||||||
|
var CONST = {
|
||||||
|
|
||||||
|
// VERTEX_SIZE = (sizeof(vec2) * 4) + (sizeof(float) + sizeof(uint32))
|
||||||
|
VERTEX_SIZE: 24,
|
||||||
|
INDEX_SIZE: 2,
|
||||||
|
QUAD_VERTEX_COUNT: 4,
|
||||||
|
QUAD_INDEX_COUNT: 6,
|
||||||
|
|
||||||
|
// How many 32-bit components does the vertex have.
|
||||||
|
QUAD_VERTEX_COMPONENT_COUNT: 6,
|
||||||
|
|
||||||
|
// Can't be bigger since index are 16-bit
|
||||||
|
MAX_QUADS: 2
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
module.exports = CONST;
|
|
@ -158,7 +158,7 @@ SpriteBatch.prototype = {
|
||||||
this.vertexBufferObject = null;
|
this.vertexBufferObject = null;
|
||||||
},
|
},
|
||||||
|
|
||||||
addSpriteTexture: function (src, camera, texture, textureWidth, textureHeight)
|
addSpriteTexture: function (gameObject, camera, texture, textureWidth, textureHeight)
|
||||||
{
|
{
|
||||||
var tempMatrix = this.tempMatrix;
|
var tempMatrix = this.tempMatrix;
|
||||||
var alpha = 16777216;
|
var alpha = 16777216;
|
||||||
|
@ -166,22 +166,22 @@ SpriteBatch.prototype = {
|
||||||
var vertexBufferObjectF32 = vertexDataBuffer.floatView;
|
var vertexBufferObjectF32 = vertexDataBuffer.floatView;
|
||||||
var vertexBufferObjectU32 = vertexDataBuffer.uintView;
|
var vertexBufferObjectU32 = vertexDataBuffer.uintView;
|
||||||
var vertexOffset = 0;
|
var vertexOffset = 0;
|
||||||
var width = textureWidth * (src.flipX ? -1 : 1);
|
var width = textureWidth * (gameObject.flipX ? -1 : 1);
|
||||||
var height = textureHeight * (src.flipY ? -1 : 1);
|
var height = textureHeight * (gameObject.flipY ? -1 : 1);
|
||||||
var translateX = src.x - camera.scrollX;
|
var translateX = gameObject.x - camera.scrollX;
|
||||||
var translateY = src.y - camera.scrollY;
|
var translateY = gameObject.y - camera.scrollY;
|
||||||
var scaleX = src.scaleX;
|
var scaleX = gameObject.scaleX;
|
||||||
var scaleY = src.scaleY;
|
var scaleY = gameObject.scaleY;
|
||||||
var rotation = -src.rotation;
|
var rotation = -gameObject.rotation;
|
||||||
var tempMatrixMatrix = tempMatrix.matrix;
|
var tempMatrixMatrix = tempMatrix.matrix;
|
||||||
var x = -src.displayOriginX + ((textureWidth) * (src.flipX ? 1 : 0.0));
|
var x = -gameObject.displayOriginX + ((textureWidth) * (gameObject.flipX ? 1 : 0.0));
|
||||||
var y = -src.displayOriginY + ((textureHeight) * (src.flipY ? 1 : 0.0));
|
var y = -gameObject.displayOriginY + ((textureHeight) * (gameObject.flipY ? 1 : 0.0));
|
||||||
var xw = x + width;
|
var xw = x + width;
|
||||||
var yh = y + height;
|
var yh = y + height;
|
||||||
var cameraMatrix = camera.matrix.matrix;
|
var cameraMatrix = camera.matrix.matrix;
|
||||||
var mva, mvb, mvc, mvd, mve, mvf, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3;
|
var mva, mvb, mvc, mvd, mve, mvf, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3;
|
||||||
var sra, srb, src, srd, sre, srf, cma, cmb, cmc, cmd, cme, cmf;
|
var sra, srb, src, srd, sre, srf, cma, cmb, cmc, cmd, cme, cmf;
|
||||||
var alpha = src.alpha;
|
var alpha = gameObject.alpha;
|
||||||
|
|
||||||
tempMatrix.applyITRS(translateX, translateY, rotation, scaleX, scaleY);
|
tempMatrix.applyITRS(translateX, translateY, rotation, scaleX, scaleY);
|
||||||
|
|
||||||
|
@ -215,7 +215,7 @@ SpriteBatch.prototype = {
|
||||||
tx3 = xw * mva + y * mvc + mve;
|
tx3 = xw * mva + y * mvc + mve;
|
||||||
ty3 = xw * mvb + y * mvd + mvf;
|
ty3 = xw * mvb + y * mvd + mvf;
|
||||||
|
|
||||||
this.manager.setBatch(this, texture, camera);
|
this.manager.setRenderer(this, texture, camera, gameObject.renderTarget);
|
||||||
vertexOffset = vertexDataBuffer.allocate(24);
|
vertexOffset = vertexDataBuffer.allocate(24);
|
||||||
this.elementCount += 6;
|
this.elementCount += 6;
|
||||||
|
|
||||||
|
@ -248,32 +248,32 @@ SpriteBatch.prototype = {
|
||||||
vertexBufferObjectF32[vertexOffset++] = alpha;
|
vertexBufferObjectF32[vertexOffset++] = alpha;
|
||||||
},
|
},
|
||||||
|
|
||||||
addSprite: function (src, camera)
|
addSprite: function (gameObject, camera)
|
||||||
{
|
{
|
||||||
var tempMatrix = this.tempMatrix;
|
var tempMatrix = this.tempMatrix;
|
||||||
var frame = src.frame;
|
var frame = gameObject.frame;
|
||||||
var alpha = 16777216;
|
var alpha = 16777216;
|
||||||
var vertexDataBuffer = this.vertexDataBuffer;
|
var vertexDataBuffer = this.vertexDataBuffer;
|
||||||
var vertexBufferObjectF32 = vertexDataBuffer.floatView;
|
var vertexBufferObjectF32 = vertexDataBuffer.floatView;
|
||||||
var vertexBufferObjectU32 = vertexDataBuffer.uintView;
|
var vertexBufferObjectU32 = vertexDataBuffer.uintView;
|
||||||
var vertexOffset = 0;
|
var vertexOffset = 0;
|
||||||
var uvs = frame.uvs;
|
var uvs = frame.uvs;
|
||||||
var width = frame.width * (src.flipX ? -1 : 1);
|
var width = frame.width * (gameObject.flipX ? -1 : 1);
|
||||||
var height = frame.height * (src.flipY ? -1 : 1);
|
var height = frame.height * (gameObject.flipY ? -1 : 1);
|
||||||
var translateX = src.x - camera.scrollX;
|
var translateX = gameObject.x - camera.scrollX;
|
||||||
var translateY = src.y - camera.scrollY;
|
var translateY = gameObject.y - camera.scrollY;
|
||||||
var scaleX = src.scaleX;
|
var scaleX = gameObject.scaleX;
|
||||||
var scaleY = src.scaleY;
|
var scaleY = gameObject.scaleY;
|
||||||
var rotation = -src.rotation;
|
var rotation = -gameObject.rotation;
|
||||||
var tempMatrixMatrix = tempMatrix.matrix;
|
var tempMatrixMatrix = tempMatrix.matrix;
|
||||||
var x = -src.displayOriginX + frame.x + ((frame.width) * (src.flipX ? 1 : 0.0));
|
var x = -gameObject.displayOriginX + frame.x + ((frame.width) * (gameObject.flipX ? 1 : 0.0));
|
||||||
var y = -src.displayOriginY + frame.y + ((frame.height) * (src.flipY ? 1 : 0.0));
|
var y = -gameObject.displayOriginY + frame.y + ((frame.height) * (gameObject.flipY ? 1 : 0.0));
|
||||||
var xw = x + width;
|
var xw = x + width;
|
||||||
var yh = y + height;
|
var yh = y + height;
|
||||||
var cameraMatrix = camera.matrix.matrix;
|
var cameraMatrix = camera.matrix.matrix;
|
||||||
var mva, mvb, mvc, mvd, mve, mvf, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3;
|
var mva, mvb, mvc, mvd, mve, mvf, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3;
|
||||||
var sra, srb, src, srd, sre, srf, cma, cmb, cmc, cmd, cme, cmf;
|
var sra, srb, src, srd, sre, srf, cma, cmb, cmc, cmd, cme, cmf;
|
||||||
var alpha = src.alpha;
|
var alpha = gameObject.alpha;
|
||||||
|
|
||||||
tempMatrix.applyITRS(translateX, translateY, rotation, scaleX, scaleY);
|
tempMatrix.applyITRS(translateX, translateY, rotation, scaleX, scaleY);
|
||||||
|
|
||||||
|
@ -307,7 +307,7 @@ SpriteBatch.prototype = {
|
||||||
tx3 = xw * mva + y * mvc + mve;
|
tx3 = xw * mva + y * mvc + mve;
|
||||||
ty3 = xw * mvb + y * mvd + mvf;
|
ty3 = xw * mvb + y * mvd + mvf;
|
||||||
|
|
||||||
this.manager.setBatch(this, frame.texture.source[frame.sourceIndex].glTexture, camera);
|
this.manager.setRenderer(this, frame.texture.source[frame.sourceIndex].glTexture, camera, gameObject.renderTarget);
|
||||||
vertexOffset = vertexDataBuffer.allocate(24);
|
vertexOffset = vertexDataBuffer.allocate(24);
|
||||||
this.elementCount += 6;
|
this.elementCount += 6;
|
||||||
|
|
||||||
|
|
|
@ -1,9 +1,8 @@
|
||||||
var GL = require('../GL');
|
|
||||||
|
|
||||||
var IndexBuffer = function (gl, bufferObject)
|
var IndexBuffer = function (gl, bufferObject)
|
||||||
{
|
{
|
||||||
this.gl = gl;
|
this.gl = gl;
|
||||||
this.bufferTarget = GL.ELEMENT_ARRAY_BUFFER;
|
this.bufferTarget = gl.ELEMENT_ARRAY_BUFFER;
|
||||||
this.bufferObject = bufferObject;
|
this.bufferObject = bufferObject;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -21,8 +20,8 @@ IndexBuffer.prototype = {
|
||||||
updateResource: function (bufferData, offset)
|
updateResource: function (bufferData, offset)
|
||||||
{
|
{
|
||||||
var gl = this.gl;
|
var gl = this.gl;
|
||||||
gl.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, this.bufferObject);
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.bufferObject);
|
||||||
gl.bufferSubData(GL.ELEMENT_ARRAY_BUFFER, offset, bufferData);
|
gl.bufferSubData(gl.ELEMENT_ARRAY_BUFFER, offset, bufferData);
|
||||||
return this;
|
return this;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -1,102 +0,0 @@
|
||||||
var GL = require('../GL');
|
|
||||||
|
|
||||||
var OutputStage = function ()
|
|
||||||
{
|
|
||||||
this.renderTarget = null;
|
|
||||||
this.enableDepthTest = false;
|
|
||||||
this.enableStencilTest = false;
|
|
||||||
this.enableBlending = false;
|
|
||||||
|
|
||||||
/* Blend State */
|
|
||||||
this.blendLogicOp = 0;
|
|
||||||
this.blendSrcRgb = 0;
|
|
||||||
this.blendDstRgb = 0;
|
|
||||||
this.blendSrcAlpha = 0;
|
|
||||||
this.blendDstAlpha = 0;
|
|
||||||
this.blendEqRgb = 0;
|
|
||||||
this.blendEqAlpha = 0;
|
|
||||||
this.blendRed = 0;
|
|
||||||
this.blendGreen = 0;
|
|
||||||
this.blendBlue = 0;
|
|
||||||
this.blendAlpha = 0;
|
|
||||||
|
|
||||||
/* Depth-Stencil State */
|
|
||||||
this.depthFunc = 0;
|
|
||||||
this.depthMask = 0;
|
|
||||||
this.stencilFunc = 0;
|
|
||||||
this.stencilFail = 0;
|
|
||||||
this.stencilZFail = 0;
|
|
||||||
this.stencilZPass = 0;
|
|
||||||
};
|
|
||||||
|
|
||||||
OutputStage.prototype.constructor = OutputStage;
|
|
||||||
|
|
||||||
OutputStage.prototype = {
|
|
||||||
|
|
||||||
setRenderTarget: function (renderTarget)
|
|
||||||
{
|
|
||||||
this.renderTarget = renderTarget;
|
|
||||||
return this;
|
|
||||||
},
|
|
||||||
|
|
||||||
setDefaultDepthStencilState: function ()
|
|
||||||
{
|
|
||||||
this.depthEnabled = false;
|
|
||||||
this.stencilEnabled = false;
|
|
||||||
this.depthMask = true;
|
|
||||||
this.depthFunc = GL.LESS;
|
|
||||||
this.stencilFunc = GL.NEVER;
|
|
||||||
this.stencilZFail = GL.KEEP;
|
|
||||||
this.stencilZPass = GL.KEEP;
|
|
||||||
return this;
|
|
||||||
},
|
|
||||||
|
|
||||||
setBlendColor: function (r, g, b, a)
|
|
||||||
{
|
|
||||||
this.blendRed = r;
|
|
||||||
this.blendGreen = g;
|
|
||||||
this.blendBlue = b;
|
|
||||||
this.blendAlpha = a;
|
|
||||||
},
|
|
||||||
|
|
||||||
setBlendFunc: function (src, dst, eq)
|
|
||||||
{
|
|
||||||
this.blendSrcRgb = this.blendSrcAlpha = src;
|
|
||||||
this.blendDstRgb = this.blendDstAlpha = dst;
|
|
||||||
this.blendEqRgb = this.blendEqAlpha = eq;
|
|
||||||
return this;
|
|
||||||
},
|
|
||||||
|
|
||||||
setBlendFuncSeparate: function (srcRgb, dstRgb, srcAlpha, dstAlpha, eqRgb, eqAlpha)
|
|
||||||
{
|
|
||||||
this.blendSrcRgb = srcRgb;
|
|
||||||
this.blendSrcAlpha = srcAlpha;
|
|
||||||
this.blendDstRgb = dstRgb;
|
|
||||||
this.blendDstAlpha = dstAlpha;
|
|
||||||
this.blendEqRgb = eqRgb;
|
|
||||||
this.blendEqAlpha = eqAlpha;
|
|
||||||
return this;
|
|
||||||
},
|
|
||||||
|
|
||||||
setDefaultBlending: function ()
|
|
||||||
{
|
|
||||||
this.setBlendFuncSeparate(
|
|
||||||
GL.SRC_ALPHA,
|
|
||||||
GL.ONE_MINUS_SRC_ALPHA,
|
|
||||||
GL.ONE,
|
|
||||||
GL.ONE_MINUS_SRC_ALPHA,
|
|
||||||
GL.FUNC_ADD,
|
|
||||||
GL.FUNC_ADD
|
|
||||||
);
|
|
||||||
return this;
|
|
||||||
},
|
|
||||||
|
|
||||||
setNoBlending: function ()
|
|
||||||
{
|
|
||||||
this.setBlendFunc(GL.ONE, GL.ZERO, GL.FUNC_ADD);
|
|
||||||
return this;
|
|
||||||
}
|
|
||||||
|
|
||||||
};
|
|
||||||
|
|
||||||
module.exports = OutputStage;
|
|
|
@ -5,6 +5,7 @@ var RenderTarget = function (framebufferObject, width, height, colorBuffer, dept
|
||||||
this.height = height;
|
this.height = height;
|
||||||
this.colorBuffer = colorBuffer;
|
this.colorBuffer = colorBuffer;
|
||||||
this.depthStencilBuffer = depthStencilBuffer;
|
this.depthStencilBuffer = depthStencilBuffer;
|
||||||
|
this.shouldClear = false;
|
||||||
};
|
};
|
||||||
|
|
||||||
module.exports = RenderTarget;
|
module.exports = RenderTarget;
|
||||||
|
|
|
@ -1,9 +1,7 @@
|
||||||
var GL = require('../GL');
|
|
||||||
|
|
||||||
var VertexBuffer = function (gl, bufferObject)
|
var VertexBuffer = function (gl, bufferObject)
|
||||||
{
|
{
|
||||||
this.gl = gl;
|
this.gl = gl;
|
||||||
this.bufferTarget = GL.ARRAY_BUFFER;
|
this.bufferTarget = gl.ARRAY_BUFFER;
|
||||||
this.bufferObject = bufferObject;
|
this.bufferObject = bufferObject;
|
||||||
this.attributes = [];
|
this.attributes = [];
|
||||||
};
|
};
|
||||||
|
@ -28,8 +26,8 @@ VertexBuffer.prototype = {
|
||||||
updateResource: function (bufferData, offset)
|
updateResource: function (bufferData, offset)
|
||||||
{
|
{
|
||||||
var gl = this.gl;
|
var gl = this.gl;
|
||||||
gl.bindBuffer(GL.ARRAY_BUFFER, this.bufferObject);
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.bufferObject);
|
||||||
gl.bufferSubData(GL.ARRAY_BUFFER, offset, bufferData);
|
gl.bufferSubData(gl.ARRAY_BUFFER, offset, bufferData);
|
||||||
return this;
|
return this;
|
||||||
},
|
},
|
||||||
|
|
||||||
|
@ -40,7 +38,7 @@ VertexBuffer.prototype = {
|
||||||
var attributes = this.attributes;
|
var attributes = this.attributes;
|
||||||
var attributesLength = attributes.length;
|
var attributesLength = attributes.length;
|
||||||
|
|
||||||
gl.bindBuffer(GL.ARRAY_BUFFER, bufferObject);
|
gl.bindBuffer(gl.ARRAY_BUFFER, bufferObject);
|
||||||
for (var index = 0; index < attributesLength; ++index)
|
for (var index = 0; index < attributesLength; ++index)
|
||||||
{
|
{
|
||||||
var element = attributes[index];
|
var element = attributes[index];
|
||||||
|
|
|
@ -1,7 +1,6 @@
|
||||||
module.exports = {
|
module.exports = {
|
||||||
|
|
||||||
IndexBuffer: require('./IndexBuffer'),
|
IndexBuffer: require('./IndexBuffer'),
|
||||||
OutputStage: require('./OutputStage'),
|
|
||||||
RenderTarget: require('./RenderTarget'),
|
RenderTarget: require('./RenderTarget'),
|
||||||
Shader: require('./Shader'),
|
Shader: require('./Shader'),
|
||||||
Texture: require('./Texture'),
|
Texture: require('./Texture'),
|
||||||
|
|
|
@ -1,10 +1,11 @@
|
||||||
module.exports = {
|
module.exports = {
|
||||||
vert: [
|
vert: [
|
||||||
|
'uniform mat4 u_view_matrix;',
|
||||||
'attribute vec2 a_position;',
|
'attribute vec2 a_position;',
|
||||||
'attribute vec2 a_tex_coord;',
|
'attribute vec2 a_tex_coord;',
|
||||||
'varying vec2 v_tex_coord;',
|
'varying vec2 v_tex_coord;',
|
||||||
'void main(void) {',
|
'void main(void) {',
|
||||||
' gl_Position = vec4(a_position, 0.0, 1.0);',
|
' gl_Position = u_view_matrix * vec4(a_position, 0.0, 1.0);',
|
||||||
' v_tex_coord = a_tex_coord;',
|
' v_tex_coord = a_tex_coord;',
|
||||||
'}'
|
'}'
|
||||||
].join('\n'),
|
].join('\n'),
|
||||||
|
|
Loading…
Reference in a new issue