mirror of
https://github.com/photonstorm/phaser
synced 2024-12-03 18:10:10 +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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GetBounds: require('./GetBounds'),
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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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Size: require('./Size'),
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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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}
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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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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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}
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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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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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}
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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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blitterBatch.elementCount += 6;
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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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@ -0,0 +1,6 @@
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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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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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{
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@ -14,6 +14,7 @@ var Image = new Class({
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Components.Flip,
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Components.GetBounds,
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Components.Origin,
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Components.RenderTarget,
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Components.ScaleMode,
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Components.Size,
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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('./layer/LayerFactory');
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require('./zone/ZoneFactory');
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require('./effectlayer/EffectLayerFactory');
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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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Sprite: require('./sprite/Sprite'),
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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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@ -14,6 +14,7 @@ var Sprite = new Class({
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Components.Flip,
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Components.GetBounds,
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Components.Origin,
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Components.RenderTarget,
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Components.ScaleMode,
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Components.Size,
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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 GL = require('./GL');
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var ResourceManager = function (gl)
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{
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this.gl = gl;
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/* Maybe add pooling here */
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this.shaderCache = {};
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this.shaderCount = 0;
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};
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ResourceManager.prototype.constructor = ResourceManager;
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var colorRenderbufferObject = null;
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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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{
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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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else
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{
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depthStencilRenderbufferObject = gl.createRenderbuffer();
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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.framebufferRenderbuffer(GL.FRAMEBUFFER, GL.DEPTH_STENCIL_ATTACHMENT, 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.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilRenderbufferObject);
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}
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if (colorBuffer !== undefined && colorBuffer !== null)
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{
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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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else
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{
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colorRenderbufferObject = gl.createRenderbuffer();
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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.framebufferRenderbuffer(GL.FRAMEBUFFER, GL.COLOR_ATTACHMENT0, 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.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbufferObject);
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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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var errors = {
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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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36061: 'Framebuffer Unsupported'
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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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}
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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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framebufferObject,
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@ -81,11 +81,12 @@ ResourceManager.prototype = {
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switch (target)
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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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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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default:
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alert('Invalid Buffer Target');
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throw new Error('Invalid Buffer Target');
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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 texture = gl.createTexture();
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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_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_T, wrapT);
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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_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_T, wrapT);
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if (pixels === null || pixels === undefined)
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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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else
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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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height = pixels.height;
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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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},
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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))
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{
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var gl = this.gl;
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var program = gl.createProgram();
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var vertShader = gl.createShader(GL.VERTEX_SHADER);
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var fragShader = gl.createShader(GL.FRAGMENT_SHADER);
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var vertShader = gl.createShader(gl.VERTEX_SHADER);
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var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
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var error;
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var shader;
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@ -136,15 +143,17 @@ ResourceManager.prototype = {
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error = gl.getShaderInfoLog(vertShader);
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if (error.length > 0)
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if (error && error.length > 0)
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{
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alert('Vertex Shader Compilation Error.\n' + error);
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throw new Error('Vertex Shader Compilation Error.\n' + error);
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}
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error = gl.getShaderInfoLog(fragShader);
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if (error.length > 0)
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if (error && error.length > 0)
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{
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alert('Fragment Shader Compilation Error.\n' + error);
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throw new Error('Fragment Shader Compilation Error.\n' + error);
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}
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@ -152,12 +161,13 @@ ResourceManager.prototype = {
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gl.attachShader(program, fragShader);
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gl.linkProgram(program);
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error = gl.getProgramParameter(program, GL.LINK_STATUS);
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error = gl.getProgramParameter(program, gl.LINK_STATUS);
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if (error === 0)
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{
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error = gl.getProgramInfoLog(program);
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alert('Program Linking Error.\n' + error);
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throw new Error('Program Linking Error.\n' + error);
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}
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@ -171,16 +181,6 @@ ResourceManager.prototype = {
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}
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},
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createOutputStage: function ()
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{
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var outputStage = new Resources.OutputStage();
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outputStage.setDefaultDepthStencilState();
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outputStage.setNoBlending();
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return outputStage;
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},
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deleteShader: function (shader)
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{
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var storedShader = this.shaderCache[shader.name]
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|
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@ -10,6 +10,7 @@ var BlitterBatch = require('./renderers/blitterbatch/BlitterBatch');
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var QuadBatch = require('./renderers/quadbatch/QuadBatch');
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var SpriteBatch = require('./renderers/spritebatch/SpriteBatch');
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var ShapeBatch = require('./renderers/shapebatch/ShapeBatch');
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var EffectRenderer = require('./renderers/effectrenderer/EffectRenderer');
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var BlendModes = require('../BlendModes');
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var ScaleModes = require('../ScaleModes');
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var ResourceManager = require('./ResourceManager');
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@ -51,11 +52,13 @@ var WebGLRenderer = function (game)
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this.aaQuadBatch = null;
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this.spriteBatch = null;
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this.shapeBatch = null;
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this.effectRenderer = null;
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this.currentRenderer = null;
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this.currentTexture = null;
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this.shaderCache = {};
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this.currentShader = null;
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this.resourceManager = null;
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this.currentRenderTarget = null;
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this.init();
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};
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@ -108,6 +111,7 @@ WebGLRenderer.prototype = {
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this.quadBatch = this.addRenderer(new QuadBatch(this.game, gl, this));
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this.spriteBatch = this.addRenderer(new SpriteBatch(this.game, gl, this));
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this.shapeBatch = this.addRenderer(new ShapeBatch(this.game, gl, this));
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this.effectRenderer = this.addRenderer(new EffectRenderer(this.game, gl, this));
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},
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createTexture: function (source)
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|
@ -138,7 +142,7 @@ WebGLRenderer.prototype = {
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);
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}
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this.currentTexture = source.glTexture;
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this.currentTexture = null;
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},
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setTexture: function (texture)
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|
@ -166,19 +170,50 @@ WebGLRenderer.prototype = {
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}
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},
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setBatch: function (batch, texture, camera)
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setRenderer: function (renderer, texture, camera, renderTarget)
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{
|
||||
var gl = this.gl;
|
||||
this.setTexture(texture);
|
||||
this.setRenderTarget(renderTarget);
|
||||
|
||||
if (this.currentRenderer !== batch)
|
||||
if (this.currentRenderer !== renderer)
|
||||
{
|
||||
if (this.currentRenderer)
|
||||
{
|
||||
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
|
||||
var gl = this.gl;
|
||||
var scissor = (camera.x !== 0 || camera.y !== 0 || camera.width !== gl.canvas.width || camera.height !== gl.canvas.height);
|
||||
this.setRenderTarget(null);
|
||||
|
||||
if (scissor)
|
||||
{
|
||||
|
@ -252,6 +288,8 @@ WebGLRenderer.prototype = {
|
|||
gl.scissor(camera.x, (gl.drawingBufferHeight - camera.y - camera.height), camera.width, camera.height);
|
||||
}
|
||||
// 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);
|
||||
|
||||
var list = children.list;
|
||||
|
@ -260,13 +298,13 @@ WebGLRenderer.prototype = {
|
|||
{
|
||||
var child = list[index];
|
||||
// Setting blend mode if needed
|
||||
var batch = this.currentRenderer;
|
||||
var renderer = this.currentRenderer;
|
||||
var newBlendMode = child.blendMode;
|
||||
if (this.blendMode !== newBlendMode)
|
||||
{
|
||||
if (batch)
|
||||
if (renderer)
|
||||
{
|
||||
batch.flush();
|
||||
renderer.flush();
|
||||
}
|
||||
var blend = this.blendModes[newBlendMode];
|
||||
gl.enable(gl.BLEND);
|
||||
|
@ -282,10 +320,10 @@ WebGLRenderer.prototype = {
|
|||
}
|
||||
// drawing child
|
||||
child.renderWebGL(this, child, interpolationPercentage, camera);
|
||||
batch = this.currentRenderer;
|
||||
if (batch && batch.isFull())
|
||||
renderer = this.currentRenderer;
|
||||
if (renderer && renderer.isFull())
|
||||
{
|
||||
batch.flush();
|
||||
renderer.flush();
|
||||
}
|
||||
}
|
||||
if (this.currentRenderer)
|
||||
|
@ -343,13 +381,13 @@ WebGLRenderer.prototype = {
|
|||
setBlendMode: function (newBlendMode)
|
||||
{
|
||||
var gl = this.gl;
|
||||
var batch = this.currentRenderer;
|
||||
var renderer = this.currentRenderer;
|
||||
var blend = null;
|
||||
|
||||
if (this.blendMode !== newBlendMode)
|
||||
{
|
||||
if (batch)
|
||||
batch.flush();
|
||||
if (renderer)
|
||||
renderer.flush();
|
||||
blend = this.blendModes[newBlendMode];
|
||||
gl.enable(gl.BLEND);
|
||||
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;
|
||||
},
|
||||
|
||||
addSpriteTexture: function (src, camera, texture, textureWidth, textureHeight)
|
||||
addSpriteTexture: function (gameObject, camera, texture, textureWidth, textureHeight)
|
||||
{
|
||||
var tempMatrix = this.tempMatrix;
|
||||
var alpha = 16777216;
|
||||
|
@ -166,22 +166,22 @@ SpriteBatch.prototype = {
|
|||
var vertexBufferObjectF32 = vertexDataBuffer.floatView;
|
||||
var vertexBufferObjectU32 = vertexDataBuffer.uintView;
|
||||
var vertexOffset = 0;
|
||||
var width = textureWidth * (src.flipX ? -1 : 1);
|
||||
var height = textureHeight * (src.flipY ? -1 : 1);
|
||||
var translateX = src.x - camera.scrollX;
|
||||
var translateY = src.y - camera.scrollY;
|
||||
var scaleX = src.scaleX;
|
||||
var scaleY = src.scaleY;
|
||||
var rotation = -src.rotation;
|
||||
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 = -src.displayOriginX + ((textureWidth) * (src.flipX ? 1 : 0.0));
|
||||
var y = -src.displayOriginY + ((textureHeight) * (src.flipY ? 1 : 0.0));
|
||||
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 = src.alpha;
|
||||
var alpha = gameObject.alpha;
|
||||
|
||||
tempMatrix.applyITRS(translateX, translateY, rotation, scaleX, scaleY);
|
||||
|
||||
|
@ -215,7 +215,7 @@ SpriteBatch.prototype = {
|
|||
tx3 = xw * mva + y * mvc + mve;
|
||||
ty3 = xw * mvb + y * mvd + mvf;
|
||||
|
||||
this.manager.setBatch(this, texture, camera);
|
||||
this.manager.setRenderer(this, texture, camera, gameObject.renderTarget);
|
||||
vertexOffset = vertexDataBuffer.allocate(24);
|
||||
this.elementCount += 6;
|
||||
|
||||
|
@ -248,32 +248,32 @@ SpriteBatch.prototype = {
|
|||
vertexBufferObjectF32[vertexOffset++] = alpha;
|
||||
},
|
||||
|
||||
addSprite: function (src, camera)
|
||||
addSprite: function (gameObject, camera)
|
||||
{
|
||||
var tempMatrix = this.tempMatrix;
|
||||
var frame = src.frame;
|
||||
var frame = gameObject.frame;
|
||||
var alpha = 16777216;
|
||||
var vertexDataBuffer = this.vertexDataBuffer;
|
||||
var vertexBufferObjectF32 = vertexDataBuffer.floatView;
|
||||
var vertexBufferObjectU32 = vertexDataBuffer.uintView;
|
||||
var vertexOffset = 0;
|
||||
var uvs = frame.uvs;
|
||||
var width = frame.width * (src.flipX ? -1 : 1);
|
||||
var height = frame.height * (src.flipY ? -1 : 1);
|
||||
var translateX = src.x - camera.scrollX;
|
||||
var translateY = src.y - camera.scrollY;
|
||||
var scaleX = src.scaleX;
|
||||
var scaleY = src.scaleY;
|
||||
var rotation = -src.rotation;
|
||||
var width = frame.width * (gameObject.flipX ? -1 : 1);
|
||||
var height = frame.height * (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 = -src.displayOriginX + frame.x + ((frame.width) * (src.flipX ? 1 : 0.0));
|
||||
var y = -src.displayOriginY + frame.y + ((frame.height) * (src.flipY ? 1 : 0.0));
|
||||
var x = -gameObject.displayOriginX + frame.x + ((frame.width) * (gameObject.flipX ? 1 : 0.0));
|
||||
var y = -gameObject.displayOriginY + frame.y + ((frame.height) * (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 = src.alpha;
|
||||
var alpha = gameObject.alpha;
|
||||
|
||||
tempMatrix.applyITRS(translateX, translateY, rotation, scaleX, scaleY);
|
||||
|
||||
|
@ -307,7 +307,7 @@ SpriteBatch.prototype = {
|
|||
tx3 = xw * mva + y * mvc + mve;
|
||||
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);
|
||||
this.elementCount += 6;
|
||||
|
||||
|
|
|
@ -1,9 +1,8 @@
|
|||
var GL = require('../GL');
|
||||
|
||||
var IndexBuffer = function (gl, bufferObject)
|
||||
{
|
||||
this.gl = gl;
|
||||
this.bufferTarget = GL.ELEMENT_ARRAY_BUFFER;
|
||||
this.bufferTarget = gl.ELEMENT_ARRAY_BUFFER;
|
||||
this.bufferObject = bufferObject;
|
||||
};
|
||||
|
||||
|
@ -21,8 +20,8 @@ IndexBuffer.prototype = {
|
|||
updateResource: function (bufferData, offset)
|
||||
{
|
||||
var gl = this.gl;
|
||||
gl.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, this.bufferObject);
|
||||
gl.bufferSubData(GL.ELEMENT_ARRAY_BUFFER, offset, bufferData);
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.bufferObject);
|
||||
gl.bufferSubData(gl.ELEMENT_ARRAY_BUFFER, offset, bufferData);
|
||||
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.colorBuffer = colorBuffer;
|
||||
this.depthStencilBuffer = depthStencilBuffer;
|
||||
this.shouldClear = false;
|
||||
};
|
||||
|
||||
module.exports = RenderTarget;
|
||||
|
|
|
@ -1,9 +1,7 @@
|
|||
var GL = require('../GL');
|
||||
|
||||
var VertexBuffer = function (gl, bufferObject)
|
||||
{
|
||||
this.gl = gl;
|
||||
this.bufferTarget = GL.ARRAY_BUFFER;
|
||||
this.bufferTarget = gl.ARRAY_BUFFER;
|
||||
this.bufferObject = bufferObject;
|
||||
this.attributes = [];
|
||||
};
|
||||
|
@ -28,8 +26,8 @@ VertexBuffer.prototype = {
|
|||
updateResource: function (bufferData, offset)
|
||||
{
|
||||
var gl = this.gl;
|
||||
gl.bindBuffer(GL.ARRAY_BUFFER, this.bufferObject);
|
||||
gl.bufferSubData(GL.ARRAY_BUFFER, offset, bufferData);
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.bufferObject);
|
||||
gl.bufferSubData(gl.ARRAY_BUFFER, offset, bufferData);
|
||||
return this;
|
||||
},
|
||||
|
||||
|
@ -40,7 +38,7 @@ VertexBuffer.prototype = {
|
|||
var attributes = this.attributes;
|
||||
var attributesLength = attributes.length;
|
||||
|
||||
gl.bindBuffer(GL.ARRAY_BUFFER, bufferObject);
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, bufferObject);
|
||||
for (var index = 0; index < attributesLength; ++index)
|
||||
{
|
||||
var element = attributes[index];
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
module.exports = {
|
||||
|
||||
IndexBuffer: require('./IndexBuffer'),
|
||||
OutputStage: require('./OutputStage'),
|
||||
RenderTarget: require('./RenderTarget'),
|
||||
Shader: require('./Shader'),
|
||||
Texture: require('./Texture'),
|
||||
|
|
|
@ -1,10 +1,11 @@
|
|||
module.exports = {
|
||||
vert: [
|
||||
'uniform mat4 u_view_matrix;',
|
||||
'attribute vec2 a_position;',
|
||||
'attribute vec2 a_tex_coord;',
|
||||
'varying vec2 v_tex_coord;',
|
||||
'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;',
|
||||
'}'
|
||||
].join('\n'),
|
||||
|
|
Loading…
Reference in a new issue