BlitterPipeline added

This commit is contained in:
Felipe Alfonso 2018-01-22 18:21:47 -03:00
parent e8610734b7
commit 961f00ac11
7 changed files with 426 additions and 139 deletions

View file

@ -7,7 +7,7 @@ var BlitterWebGLRenderer = function (renderer, gameObject, interpolationPercenta
return;
}
renderer.blitterBatch.drawBlitter(gameObject, camera)
renderer.pipelines.BlitterPipeline.drawBlitter(gameObject, camera);
};
module.exports = BlitterWebGLRenderer;

View file

@ -11,61 +11,61 @@ var GameObjects = {
Components: require('./components'),
BitmapText: require('./bitmaptext/static/BitmapText'),
//BitmapText: require('./bitmaptext/static/BitmapText'),
Blitter: require('./blitter/Blitter'),
Container: require('./container/Container'),
DynamicBitmapText: require('./bitmaptext/dynamic/DynamicBitmapText'),
DynamicTilemapLayer: require('./tilemap/dynamiclayer/DynamicTilemapLayer'),
Graphics: require('./graphics/Graphics.js'),
Group: require('./group/Group'),
Image: require('./image/Image'),
Particles: require('./particles/ParticleEmitterManager'),
PathFollower: require('./pathfollower/PathFollower'),
Sprite3D: require('./sprite3d/Sprite3D'),
Sprite: require('./sprite/Sprite'),
StaticTilemapLayer: require('./tilemap/staticlayer/StaticTilemapLayer'),
Text: require('./text/static/Text'),
Tile: require('./tilemap/Tile'),
Tilemap: require('./tilemap/Tilemap'),
Tileset: require('./tilemap/Tileset'),
TileSprite: require('./tilesprite/TileSprite'),
Zone: require('./zone/Zone'),
//Container: require('./container/Container'),
//DynamicBitmapText: require('./bitmaptext/dynamic/DynamicBitmapText'),
//DynamicTilemapLayer: require('./tilemap/dynamiclayer/DynamicTilemapLayer'),
//Graphics: require('./graphics/Graphics.js'),
//Group: require('./group/Group'),
//Image: require('./image/Image'),
//Particles: require('./particles/ParticleEmitterManager'),
//PathFollower: require('./pathfollower/PathFollower'),
//Sprite3D: require('./sprite3d/Sprite3D'),
//Sprite: require('./sprite/Sprite'),
//StaticTilemapLayer: require('./tilemap/staticlayer/StaticTilemapLayer'),
//Text: require('./text/static/Text'),
//Tile: require('./tilemap/Tile'),
//Tilemap: require('./tilemap/Tilemap'),
//Tileset: require('./tilemap/Tileset'),
//TileSprite: require('./tilesprite/TileSprite'),
//Zone: require('./zone/Zone'),
// Game Object Factories
Factories: {
Blitter: require('./blitter/BlitterFactory'),
Container: require('./container/ContainerFactory'),
DynamicBitmapText: require('./bitmaptext/dynamic/DynamicBitmapTextFactory'),
Graphics: require('./graphics/GraphicsFactory'),
Group: require('./group/GroupFactory'),
Image: require('./image/ImageFactory'),
Particles: require('./particles/ParticleManagerFactory'),
PathFollower: require('./pathfollower/PathFollowerFactory'),
Sprite: require('./sprite/SpriteFactory'),
Sprite3D: require('./sprite3d/Sprite3DFactory'),
StaticBitmapText: require('./bitmaptext/static/BitmapTextFactory'),
Text: require('./text/static/TextFactory'),
Tilemap: require('./tilemap/TilemapFactory'),
TileSprite: require('./tilesprite/TileSpriteFactory'),
Zone: require('./zone/ZoneFactory')
//Container: require('./container/ContainerFactory'),
//DynamicBitmapText: require('./bitmaptext/dynamic/DynamicBitmapTextFactory'),
//Graphics: require('./graphics/GraphicsFactory'),
//Group: require('./group/GroupFactory'),
//Image: require('./image/ImageFactory'),
//Particles: require('./particles/ParticleManagerFactory'),
//PathFollower: require('./pathfollower/PathFollowerFactory'),
//Sprite: require('./sprite/SpriteFactory'),
//Sprite3D: require('./sprite3d/Sprite3DFactory'),
//StaticBitmapText: require('./bitmaptext/static/BitmapTextFactory'),
//Text: require('./text/static/TextFactory'),
//Tilemap: require('./tilemap/TilemapFactory'),
//TileSprite: require('./tilesprite/TileSpriteFactory'),
//Zone: require('./zone/ZoneFactory')
},
Creators: {
Blitter: require('./blitter/BlitterCreator'),
Container: require('./container/ContainerCreator'),
DynamicBitmapText: require('./bitmaptext/dynamic/DynamicBitmapTextCreator'),
Graphics: require('./graphics/GraphicsCreator'),
Group: require('./group/GroupCreator'),
Image: require('./image/ImageCreator'),
Particles: require('./particles/ParticleManagerCreator'),
Sprite: require('./sprite/SpriteCreator'),
Sprite3D: require('./sprite3d/Sprite3DCreator'),
StaticBitmapText: require('./bitmaptext/static/BitmapTextCreator'),
Text: require('./text/static/TextCreator'),
Tilemap: require('./tilemap/TilemapCreator'),
TileSprite: require('./tilesprite/TileSpriteCreator'),
Zone: require('./zone/ZoneCreator')
//Container: require('./container/ContainerCreator'),
//DynamicBitmapText: require('./bitmaptext/dynamic/DynamicBitmapTextCreator'),
//Graphics: require('./graphics/GraphicsCreator'),
//Group: require('./group/GroupCreator'),
//Image: require('./image/ImageCreator'),
//Particles: require('./particles/ParticleManagerCreator'),
//Sprite: require('./sprite/SpriteCreator'),
//Sprite3D: require('./sprite3d/Sprite3DCreator'),
//StaticBitmapText: require('./bitmaptext/static/BitmapTextCreator'),
//Text: require('./text/static/TextCreator'),
//Tilemap: require('./tilemap/TilemapCreator'),
//TileSprite: require('./tilesprite/TileSpriteCreator'),
//Zone: require('./zone/ZoneCreator')
}
};
@ -73,23 +73,19 @@ var GameObjects = {
if (WEBGL_RENDERER)
{
// WebGL only Game Objects
GameObjects.EffectLayer = require('./effectlayer/EffectLayer');
GameObjects.LightLayer = require('./lightlayer/LightLayer');
GameObjects.Mesh = require('./mesh/Mesh');
GameObjects.Quad = require('./quad/Quad');
GameObjects.RenderPass = require('./renderpass/RenderPass.js');
//GameObjects.LightLayer = require('./lightlayer/LightLayer');
//GameObjects.Mesh = require('./mesh/Mesh');
//GameObjects.Quad = require('./quad/Quad');
GameObjects.Factories.EffectLayer = require('./effectlayer/EffectLayerFactory');
GameObjects.Factories.LightLayer = require('./lightlayer/LightLayerFactory');
GameObjects.Factories.Mesh = require('./mesh/MeshFactory');
GameObjects.Factories.Quad = require('./quad/QuadFactory');
GameObjects.Factories.RenderPass = require('./renderpass/RenderPassFactory');
//GameObjects.Factories.EffectLayer = require('./effectlayer/EffectLayerFactory');
//GameObjects.Factories.LightLayer = require('./lightlayer/LightLayerFactory');
//GameObjects.Factories.Mesh = require('./mesh/MeshFactory');
//GameObjects.Factories.Quad = require('./quad/QuadFactory');
GameObjects.Creators.EffectLayer = require('./effectlayer/EffectLayerCreator');
GameObjects.Creators.LightLayer = require('./lightlayer/LightLayerCreator');
GameObjects.Creators.Mesh = require('./mesh/MeshCreator');
GameObjects.Creators.Quad = require('./quad/QuadCreator');
GameObjects.Creators.RenderPass = require('./renderpass/RenderPassCreator');
//GameObjects.Creators.EffectLayer = require('./effectlayer/EffectLayerCreator');
//GameObjects.Creators.LightLayer = require('./lightlayer/LightLayerCreator');
//GameObjects.Creators.Mesh = require('./mesh/MeshCreator');
//GameObjects.Creators.Quad = require('./quad/QuadCreator');
}
module.exports = GameObjects;

View file

@ -17,11 +17,13 @@ var WebGLPipeline = new Class({
this.vertexCapacity = config.vertexCapacity;
this.renderer = config.renderer;
this.vertexData = new ArrayBuffer(config.vertexCapacity * config.vertexSize);
this.vertexBuffer = renderer.createVertexBuffer(this.vertexData.byteLength, gl.STREAM_DRAW);
this.program = renderer.createProgram(config.shader.vert, config.shader.frag);
this.vertexBuffer = this.renderer.createVertexBuffer(this.vertexData.byteLength, this.gl.STREAM_DRAW);
this.program = this.renderer.createProgram(config.shader.vert, config.shader.frag);
this.attributes = config.attributes;
this.vertexSize = config.vertexSize;
this.topology = config.topology;
this.currentProgram = this.program;
this.bytes = new Uint8Array(this.vertexData);
},
shouldFlush: function ()
@ -64,6 +66,8 @@ var WebGLPipeline = new Class({
}
}
this.currentProgram = program;
return this;
},
@ -74,10 +78,11 @@ var WebGLPipeline = new Class({
var vertexBuffer = this.vertexBuffer;
var vertexData = this.vertexData;
var topology = this.topology;
var vertexSize = this.vertexSize;
if (vertexCount === 0) return;
gl.bufferSubData(gl.ARRAY_BUFFER, 0, vertexData);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.bytes.subarray(0, vertexCount * vertexSize));
gl.drawArrays(topology, 0, vertexCount);
this.vertexCount = 0;
@ -95,72 +100,6 @@ var WebGLPipeline = new Class({
this.program = null;
this.vertexBuffer = null;
return this;
},
setFloat1: function (name, x)
{
this.gl.uniform1f(this.gl.getUniformLocation(this.program, name), x);
return this;
},
setFloat2: function (name, x, y)
{
this.gl.uniform2f(this.gl.getUniformLocation(this.program, name), x, y);
return this;
},
setFloat3: function (name, x, y, z)
{
this.gl.uniform3f(this.gl.getUniformLocation(this.program, name), x, y, z);
return this;
},
setFloat4: function (name, x, y, z, w)
{
this.gl.uniform4f(this.gl.getUniformLocation(this.program, name), x, y, z, w);
return this;
},
setInt1: function (name, x)
{
this.gl.uniform1i(this.gl.getUniformLocation(this.program, name), x);
return this;
},
setInt2: function (name, x, y)
{
this.gl.uniform2i(this.gl.getUniformLocation(this.program, name), x, y);
return this;
},
setInt3: function (name, x, y, z)
{
this.gl.uniform3i(this.gl.getUniformLocation(this.program, name), x, y, z);
return this;
},
setInt4: function (name, x, y, z, w)
{
this.gl.uniform4i(this.gl.getUniformLocation(this.program, name), x, y, z, w);
return this;
},
setMatrix2: function (name, transpose, matrix)
{
this.gl.uniformMatrix2fv(this.gl.getUniformLocation(this.program, name), transpose, matrix);
return this;
},
setMatrix3: function (name, transpose, matrix)
{
this.gl.uniformMatrix2fv(this.gl.getUniformLocation(this.program, name), transpose, matrix);
return this;
},
setMatrix4: function (name, transpose, matrix)
{
this.gl.uniformMatrix2fv(this.gl.getUniformLocation(this.program, name), transpose, matrix);
return this;
}

View file

@ -3,6 +3,9 @@ var CONST = require('../../const');
var WebGLSnapshot = require('../snapshot/WebGLSnapshot');
var IsSizePowerOfTwo = require('../../math/pow2/IsSizePowerOfTwo');
// Default Pipelines
var BlitterPipeline = require('./pipelines/BlitterPipeline');
var WebGLRenderer = new Class({
initialize:
@ -51,9 +54,10 @@ var WebGLRenderer = new Class({
this.currentTextures = new Array(16);
this.currentFramebuffer = null;
this.currentPipeline = null;
this.currentProgram = null;
this.currentVertexBuffer = null;
this.currentIndexBuffer = null;
this.currentBlendMode = CONST.BlendModes.NORMAL;
this.currentBlendMode = Infinity;
this.currentScissorState = { enabled: false, x: 0, y: 0, w: 0, h: 0 };
// Setup context lost and restore event listeners
@ -87,6 +91,8 @@ var WebGLRenderer = new Class({
throw new Error('This browser does not support WebGL. Try using the Canvas pipeline.');
}
this.gl = gl;
// Load supported extensions
this.supportedExtensions = gl.getSupportedExtensions();
@ -106,6 +112,8 @@ var WebGLRenderer = new Class({
// Clear previous pipelines and reload default ones
this.pipelines = {};
this.addPipeline('BlitterPipeline', new BlitterPipeline(this.game, gl, this));
this.setBlendMode(CONST.BlendModes.NORMAL);
this.resize(this.width, this.height, this.game.config.resolution);
@ -115,7 +123,7 @@ var WebGLRenderer = new Class({
resize: function (width, height, resolution)
{
var gl = this.gl;
var piplines = this.pipelines;
var pipelines = this.pipelines;
this.width = width * resolution;
this.height = height * resolution;
@ -134,7 +142,7 @@ var WebGLRenderer = new Class({
// Update all registered pipelines
for (var pipelineName in pipelines)
{
pipeline[pipelineName].resize(width, height, resolution);
pipelines[pipelineName].resize(width, height, resolution);
}
return this;
@ -194,14 +202,14 @@ var WebGLRenderer = new Class({
return this;
},
setPipeline: function (pipelineName)
setPipeline: function (pipelineName, overrideProgram)
{
var pipeline = this.getPipeline(pipelineName);
if (this.currentPipeline !== pipeline)
{
this.currentPipeline = pipeline;
this.currentPipeline.bind();
this.currentPipeline.bind(overrideProgram);
}
return pipeline;
@ -264,6 +272,18 @@ var WebGLRenderer = new Class({
return this;
},
setProgram: function (program)
{
var gl = this.gl;
if (program !== this.currentProgram)
{
gl.useProgram(program);
}
return this;
},
setVertexBuffer: function (vertexBuffer)
{
var gl = this.gl;
@ -305,11 +325,11 @@ var WebGLRenderer = new Class({
if (!source.glTexture)
{
if (source.scaleMode === ScaleModes.LINEAR)
if (source.scaleMode === CONST.ScaleModes.LINEAR)
{
filter = gl.LINEAR;
}
else if (source.scaleMode === ScaleModes.NEAREST || this.game.config.pixelArt)
else if (source.scaleMode === CONST.ScaleModes.NEAREST || this.game.config.pixelArt)
{
filter = gl.NEAREST;
}
@ -472,6 +492,26 @@ var WebGLRenderer = new Class({
{
if (this.contextLost) return;
var gl = this.gl;
var list = children.list;
var childCount = list.length;
var color = this.game.config.backgroundColor;
gl.clearColor(color.redGL, color.greenGL, color.blueGL, color.alphaGL);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
for (var index = 0; index < childCount; ++index)
{
var child = list[index];
if (!child.willRender())
{
continue;
}
child.renderWebGL(this, child, interpolationPercentage, camera);
}
},
postRender: function ()
@ -534,6 +574,83 @@ var WebGLRenderer = new Class({
this.setTexture2D(null, 0);
return this;
},
setFloat1: function (program, name, x)
{
this.setProgram(program);
this.gl.uniform1f(this.gl.getUniformLocation(program, name), x);
return this;
},
setFloat2: function (program, name, x, y)
{
this.setProgram(program);
this.gl.uniform2f(this.gl.getUniformLocation(program, name), x, y);
return this;
},
setFloat3: function (program, name, x, y, z)
{
this.setProgram(program);
this.gl.uniform3f(this.gl.getUniformLocation(program, name), x, y, z);
return this;
},
setFloat4: function (program, name, x, y, z, w)
{
this.setProgram(program);
this.gl.uniform4f(this.gl.getUniformLocation(program, name), x, y, z, w);
return this;
},
setInt1: function (program, name, x)
{
this.setProgram(program);
this.gl.uniform1i(this.gl.getUniformLocation(program, name), x);
return this;
},
setInt2: function (program, name, x, y)
{
this.setProgram(program);
this.gl.uniform2i(this.gl.getUniformLocation(program, name), x, y);
return this;
},
setInt3: function (program, name, x, y, z)
{
this.setProgram(program);
this.gl.uniform3i(this.gl.getUniformLocation(program, name), x, y, z);
return this;
},
setInt4: function (program, name, x, y, z, w)
{
this.setProgram(program);
this.gl.uniform4i(this.gl.getUniformLocation(program, name), x, y, z, w);
return this;
},
setMatrix2: function (program, name, transpose, matrix)
{
this.setProgram(program);
this.gl.uniformMatrix2fv(this.gl.getUniformLocation(program, name), transpose, matrix);
return this;
},
setMatrix3: function (program, name, transpose, matrix)
{
this.setProgram(program);
this.gl.uniformMatrix3fv(this.gl.getUniformLocation(program, name), transpose, matrix);
return this;
},
setMatrix4: function (program, name, transpose, matrix)
{
this.setProgram(program);
this.gl.uniformMatrix4fv(this.gl.getUniformLocation(program, name), transpose, matrix);
return this;
}

View file

@ -0,0 +1,195 @@
var Class = require('../../../utils/Class');
var ShaderSource = require('../shaders/TextureTintShader');
var WebGLPipeline = require('../WebGLPipeline');
var Utils = require('../Utils');
var BlitterPipeline = new Class({
Extends: WebGLPipeline,
initialize:
function BlitterPipeline(game, gl, renderer)
{
WebGLPipeline.call(this, {
name: 'BlitterPipeline',
game: game,
gl: gl,
renderer: renderer,
topology: gl.TRIANGLES,
shader: ShaderSource,
vertexCapacity: 12000,
vertexSize:
Float32Array.BYTES_PER_ELEMENT * 2 +
Float32Array.BYTES_PER_ELEMENT * 2 +
Uint8Array.BYTES_PER_ELEMENT * 4,
attributes: [
{
name: 'inPosition',
size: 2,
type: gl.FLOAT,
normalized: false,
offset: 0
},
{
name: 'inTexCoord',
size: 2,
type: gl.FLOAT,
normalized: false,
offset: Float32Array.BYTES_PER_ELEMENT * 2
},
{
name: 'inTint',
size: 4,
type: gl.UNSIGNED_BYTE,
normalized: true,
offset: Float32Array.BYTES_PER_ELEMENT * 4
}
]
});
this.orthoViewMatrix = new Float32Array([
+2.0 / this.width,
+0.0,
+0.0,
+0.0,
+0.0,
-2.0 / this.height,
+0.0,
+0.0,
+0.0,
+0.0,
+1.0,
+1.0,
-1.0,
+1.0,
+0.0,
+0.0
]);
this.vertexViewF32 = new Float32Array(this.vertexData);
this.vertexViewU32 = new Uint32Array(this.vertexData);
},
resize: function (width, height, resolution)
{
WebGLPipeline.prototype.resize.call(this, width, height, resolution);
var orthoViewMatrix = this.orthoViewMatrix;
orthoViewMatrix[0] = +2.0 / this.width;
orthoViewMatrix[5] = -2.0 / this.height;
this.renderer.setMatrix4(this.currentProgram, 'uOrthoMatrix', false, orthoViewMatrix);
return this;
},
drawBlitter: function (blitter, camera)
{
this.renderer.setPipeline('BlitterPipeline', blitter.shader);
var vertexViewF32 = this.vertexViewF32;
var vertexViewU32 = this.vertexViewU32;
var renderer = this.renderer;
var gl = this.gl;
var shader = this.currentProgram;
var list = blitter.getRenderList();
var length = list.length;
var cameraMatrix = camera.matrix.matrix;
var a = cameraMatrix[0];
var b = cameraMatrix[1];
var c = cameraMatrix[2];
var d = cameraMatrix[3];
var e = cameraMatrix[4];
var f = cameraMatrix[5];
var cameraScrollX = camera.scrollX * blitter.scrollFactorX;
var cameraScrollY = camera.scrollY * blitter.scrollFactorY;
var batchCount = Math.ceil(length / 2000);
var batchOffset = 0;
var blitterX = blitter.x;
var blitterY = blitter.y;
for (var batchIndex = 0; batchIndex < batchCount; ++batchIndex)
{
var batchSize = Math.min(length, 2000);
var vertexOffset = 0;
for (var index = 0; index < batchSize; ++index)
{
var bob = list[batchOffset + index];
var frame = bob.frame;
var alpha = bob.alpha;
var tint = Utils.getTintAppendFloatAlpha(0xffffff, bob.alpha);
var uvs = frame.uvs;
var flipX = bob.flipX;
var flipY = bob.flipY;
var width = frame.width * (flipX ? -1.0 : 1.0);
var height = frame.height * (flipY ? -1.0 : 1.0);
var x = blitterX + bob.x + frame.x - cameraScrollX + (width * ((flipX) ? 1.0 : 0.0));
var y = blitterY + bob.y + frame.y - cameraScrollY + (height * ((flipY) ? 1.0 : 0.0));
var xw = x + width;
var yh = y + height;
var tx = x * a + y * c + e;
var ty = x * b + y * d + f;
var txw = xw * a + yh * c + e;
var tyh = xw * b + yh * d + f;
// Bind Texture if texture wasn't bound.
// This needs to be here because of multiple
// texture atlas.
renderer.setTexture2D(frame.texture.source[frame.sourceIndex].glTexture, 0);
vertexViewF32[vertexOffset + 0] = tx;
vertexViewF32[vertexOffset + 1] = ty;
vertexViewF32[vertexOffset + 2] = uvs.x0;
vertexViewF32[vertexOffset + 3] = uvs.y0;
vertexViewU32[vertexOffset + 4] = tint;
vertexViewF32[vertexOffset + 5] = tx;
vertexViewF32[vertexOffset + 6] = tyh;
vertexViewF32[vertexOffset + 7] = uvs.x1;
vertexViewF32[vertexOffset + 8] = uvs.y1;
vertexViewU32[vertexOffset + 9] = tint;
vertexViewF32[vertexOffset + 10] = txw;
vertexViewF32[vertexOffset + 11] = tyh;
vertexViewF32[vertexOffset + 12] = uvs.x2;
vertexViewF32[vertexOffset + 13] = uvs.y2;
vertexViewU32[vertexOffset + 14] = tint;
vertexViewF32[vertexOffset + 15] = tx;
vertexViewF32[vertexOffset + 16] = ty;
vertexViewF32[vertexOffset + 17] = uvs.x0;
vertexViewF32[vertexOffset + 18] = uvs.y0;
vertexViewU32[vertexOffset + 19] = tint;
vertexViewF32[vertexOffset + 20] = txw;
vertexViewF32[vertexOffset + 21] = tyh;
vertexViewF32[vertexOffset + 22] = uvs.x2;
vertexViewF32[vertexOffset + 23] = uvs.y2;
vertexViewU32[vertexOffset + 24] = tint;
vertexViewF32[vertexOffset + 25] = txw;
vertexViewF32[vertexOffset + 26] = ty;
vertexViewF32[vertexOffset + 27] = uvs.x3;
vertexViewF32[vertexOffset + 28] = uvs.y3;
vertexViewU32[vertexOffset + 29] = tint;
vertexOffset += 30;
}
batchOffset += batchSize;
length -= batchSize;
this.vertexCount = (batchSize * 6);
this.flush();
}
}
});
module.exports = BlitterPipeline;

View file

@ -0,0 +1,40 @@
module.exports = {
vert: [
'#define SHADER_NAME PHASER_TEXTURE_TINT_VS',
'precision mediump float;',
'uniform mat4 uOrthoMatrix;',
'attribute vec2 inPosition;',
'attribute vec2 inTexCoord;',
'attribute vec4 inTint;',
'varying vec2 outTexCoord;',
'varying vec4 outTint;',
'void main () {',
' gl_Position = uOrthoMatrix * vec4(inPosition, 1.0, 1.0);',
' outTexCoord = inTexCoord;',
' outTint = inTint;',
'}'
].join('\n'),
frag: [
'#define SHADER_NAME PHASER_TEXTURE_TINT_FS',
'precision mediump float;',
'uniform sampler2D uMainSampler;',
'varying vec2 outTexCoord;',
'varying vec4 outTint;',
'void main() {',
' vec4 texel = texture2D(uMainSampler, outTexCoord);',
' texel *= vec4(outTint.rgb * outTint.a, outTint.a);',
' gl_FragColor = texel;',
'}'
].join('\n')
};

View file

@ -38,7 +38,7 @@ var TextureSource = new Class({
if (game.config.renderType === CONST.WEBGL)
{
game.renderer.createTexture(this, this.width, this.height);
game.renderer.createTextureFromSource(this, this.width, this.height);
}
if (game.config.pixelArt)
@ -53,7 +53,7 @@ var TextureSource = new Class({
if (game.config.renderType === CONST.WEBGL)
{
game.renderer.setTextureFilterMode(this.glTexture, filterMode);
game.renderer.setTextureFilter(this.glTexture, filterMode);
}
}