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https://github.com/photonstorm/phaser
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Fixing framebuffer src -> dst bug
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parent
34cb845ac8
commit
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2 changed files with 60 additions and 12 deletions
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@ -548,7 +548,6 @@ PIXI.DisplayObject.prototype = {
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PIXI.DisplayObject._tempMatrix.tx = -bounds.x;
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PIXI.DisplayObject._tempMatrix.ty = -bounds.y;
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this._cachedSprite.texture.render(this, PIXI.DisplayObject._tempMatrix, true);
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this._cachedSprite.anchor.x = -(bounds.x / bounds.width);
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this._cachedSprite.anchor.y = -(bounds.y / bounds.height);
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@ -2,6 +2,51 @@
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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function _CreateEmptyTexture(gl, width, height, scaleMode) {
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var texture = gl.createTexture();
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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return texture;
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}
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var _fbErrors = {
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36054: 'Incomplete attachment',
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36055: 'Missing attachment',
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36057: 'Incomplete dimensions',
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36061: 'Framebuffer unsupported'
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};
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function _CreateFramebuffer(gl, width, height, scaleMode) {
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var framebuffer = gl.createFramebuffer();
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var depthStencilBuffer = gl.createRenderbuffer();
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var colorBuffer = null;
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var fbStatus = 0;
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gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
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gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, this.renderBuffer);
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colorBuffer = _CreateEmptyTexture(gl, width, height, scaleMode);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorBuffer, 0);
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fbStatus = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
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if(fbStatus !== gl.FRAMEBUFFER_COMPLETE) {
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console.error('Incomplete GL framebuffer. ', _fbErrors[fbStatus]);
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}
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gl.bindTexture(gl.TEXTURE_2D, null);
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gl.bindRenderbuffer(gl.RENDERBUFFER, null);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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framebuffer.width = width;
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framebuffer.height = height;
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framebuffer.targetTexture = colorBuffer;
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framebuffer.renderBuffer = depthStencilBuffer;
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return framebuffer;
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}
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/**
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* @class FilterTexture
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* @constructor
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@ -24,38 +69,43 @@ PIXI.FilterTexture = function(gl, width, height, scaleMode)
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* @property frameBuffer
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* @type Any
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*/
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this.frameBuffer = gl.createFramebuffer();
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this.frameBuffer = _CreateFramebuffer(gl, width, height, scaleMode || PIXI.scaleModes.DEFAULT);
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this.texture = this.frameBuffer.targetTexture;
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this.width = width;
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this.height = height;
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this.renderBuffer = this.frameBuffer.renderBuffer;
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/* this.frameBuffer = gl.createFramebuffer();
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/**
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/ **
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* @property texture
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* @type Any
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*/
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this.texture = gl.createTexture();
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* /
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//this.texture = gl.createTexture();
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/**
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/ **
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* @property scaleMode
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* @type Number
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*/
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* /
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scaleMode = scaleMode || PIXI.scaleModes.DEFAULT;
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this.destTexture = gl.createTexture();
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, this.texture);
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gl.bindTexture(gl.TEXTURE_2D, this.destTexture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer );
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer );
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture, 0);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.destTexture, 0);
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// required for masking a mask??
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this.renderBuffer = gl.createRenderbuffer();
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gl.bindRenderbuffer(gl.RENDERBUFFER, this.renderBuffer);
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, this.renderBuffer);
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this.resize(width, height);
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this.resize(width, height);*/
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};
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PIXI.FilterTexture.prototype.constructor = PIXI.FilterTexture;
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@ -88,7 +138,6 @@ PIXI.FilterTexture.prototype.resize = function(width, height)
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this.height = height;
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var gl = this.gl;
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gl.bindTexture(gl.TEXTURE_2D, this.texture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width , height , 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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// update the stencil buffer width and height
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