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Handy references
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1 changed files with 88 additions and 5 deletions
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@ -45,6 +45,7 @@ var PostFXPipeline = new Class({
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function PostFXPipeline (config)
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{
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config.renderTarget = GetFastValue(config, 'renderTarget', 1);
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config.fragShader = GetFastValue(config, 'fragShader', ShaderSourceFS);
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config.vertShader = GetFastValue(config, 'vertShader', ShaderSourceVS);
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config.uniforms = GetFastValue(config, 'uniforms', [
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@ -74,20 +75,99 @@ var PostFXPipeline = new Class({
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WebGLPipeline.call(this, config);
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/**
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* A Color Matrix instance belonging to this pipeline.
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*
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* Used during calls to the `drawFrame` method.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.PostFXPipeline#colorMatrix
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* @type {Phaser.Display.ColorMatrix}
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* @since 3.50.0
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*/
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this.colorMatrix = new ColorMatrix();
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/**
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* A reference to the Full Frame 1 Render Target that belongs to the
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* Utility Pipeline. This property is set during the `boot` method.
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*
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* This Render Target is the full size of the renderer.
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*
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* You can use this directly in Post FX Pipelines for multi-target effects.
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* However, be aware that these targets are shared between all post fx pipelines.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.PostFXPipeline#fullFrame1
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* @type {Phaser.Renderer.WebGL.RenderTarget}
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* @default null
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* @since 3.50.0
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*/
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this.fullFrame1;
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/**
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* A reference to the Full Frame 2 Render Target that belongs to the
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* Utility Pipeline. This property is set during the `boot` method.
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*
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* This Render Target is the full size of the renderer.
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*
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* You can use this directly in Post FX Pipelines for multi-target effects.
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* However, be aware that these targets are shared between all post fx pipelines.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.PostFXPipeline#fullFrame2
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* @type {Phaser.Renderer.WebGL.RenderTarget}
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* @default null
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* @since 3.50.0
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*/
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this.fullFrame2;
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/**
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* A reference to the Half Frame 1 Render Target that belongs to the
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* Utility Pipeline. This property is set during the `boot` method.
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*
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* This Render Target is half the size of the renderer.
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*
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* You can use this directly in Post FX Pipelines for multi-target effects.
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* However, be aware that these targets are shared between all post fx pipelines.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.PostFXPipeline#halfFrame1
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* @type {Phaser.Renderer.WebGL.RenderTarget}
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* @default null
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* @since 3.50.0
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*/
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this.halfFrame1;
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/**
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* A reference to the Half Frame 2 Render Target that belongs to the
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* Utility Pipeline. This property is set during the `boot` method.
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*
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* This Render Target is half the size of the renderer.
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*
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* You can use this directly in Post FX Pipelines for multi-target effects.
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* However, be aware that these targets are shared between all post fx pipelines.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.PostFXPipeline#halfFrame2
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* @type {Phaser.Renderer.WebGL.RenderTarget}
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* @default null
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* @since 3.50.0
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*/
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this.halfFrame2;
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},
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boot: function ()
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{
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WebGLPipeline.prototype.boot.call(this);
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var utility = this.manager.UTILITY_PIPELINE;
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this.fullFrame1 = utility.fullFrame1;
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this.fullFrame2 = utility.fullFrame2;
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this.halfFrame1 = utility.halfFrame1;
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this.halfFrame2 = utility.halfFrame2;
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this.set1i('uMainSampler', 0);
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},
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onDraw: function (renderTarget)
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{
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// Draws from the RenderTarget (which usually belongs to this pipeline) to the target (usually the game canvas)
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this.draw(renderTarget);
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this.bindAndDraw(renderTarget);
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},
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copyFrame: function (source, target, brightness, clearAlpha)
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@ -110,21 +190,24 @@ var PostFXPipeline = new Class({
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this.manager.blendFramesAdditive(source1, source2, target, strength, clearAlpha);
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},
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bindAndDraw: function (renderTarget, currentShader)
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bindAndDraw: function (source, currentShader)
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{
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this.bind(currentShader);
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renderTarget.unbind();
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// Pop out this pipelines renderTarget
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this.renderer.popFramebuffer();
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var gl = this.gl;
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, renderTarget.texture);
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gl.bindTexture(gl.TEXTURE_2D, source.texture);
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gl.bufferData(gl.ARRAY_BUFFER, this.vertexData, gl.STATIC_DRAW);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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gl.bindTexture(gl.TEXTURE_2D, null);
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// this.renderer.resetTextures();
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}
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});
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