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https://github.com/photonstorm/phaser
synced 2024-11-10 07:04:31 +00:00
parent
6489106aa8
commit
ead539a664
1 changed files with 82 additions and 98 deletions
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@ -357,7 +357,7 @@ var WebGLRenderer = new Class({
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/**
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* The handler to invoke when the context is lost.
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* This should not be changed and is set in the init method.
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* This should not be changed and is set in the boot method.
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*
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* @name Phaser.Renderer.WebGL.WebGLRenderer#contextLostHandler
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* @type {function}
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@ -367,7 +367,7 @@ var WebGLRenderer = new Class({
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/**
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* The handler to invoke when the context is restored.
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* This should not be changed and is set in the init method.
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* This should not be changed and is set in the boot method.
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*
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* @name Phaser.Renderer.WebGL.WebGLRenderer#contextRestoredHandler
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* @type {function}
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@ -776,11 +776,89 @@ var WebGLRenderer = new Class({
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setupExtensions();
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this.contextLostHandler = this.dispatchContextLost.bind(this);
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this.contextLostHandler = function (event)
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{
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_this.contextLost = true;
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if (console)
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{
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console.warn('WebGL Context lost. Renderer disabled');
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}
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_this.emit(Events.LOSE_WEBGL, _this);
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event.preventDefault();
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};
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canvas.addEventListener('webglcontextlost', this.contextLostHandler, false);
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this.contextRestoredHandler = this.dispatchContextRestored.bind(this);
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this.contextRestoredHandler = function (event)
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{
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if (gl.isContextLost())
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{
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if (console)
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{
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console.log('WebGL Context restored, but context is still lost');
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}
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return;
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}
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// Clear "current" settings so they can be set again.
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_this.currentProgram = null;
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_this.currentFramebuffer = null;
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_this.setBlendMode(CONST.BlendModes.NORMAL);
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// Settings we DON'T need to reset:
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// Scissor is set during preRender.
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// Mask is set during preRender.
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// Camera mask is set during preRenderCamera.
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// Restore GL flags.
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gl.disable(gl.BLEND);
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gl.disable(gl.DEPTH_TEST);
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gl.enable(gl.CULL_FACE);
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// Re-enable compressed texture formats.
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_this.compression = _this.getCompressedTextures();
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// Restore wrapped GL objects.
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// Order matters, as some wrappers depend on others.
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var wrapperCreateResource = function (wrapper)
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{
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wrapper.createResource();
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};
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ArrayEach(_this.glTextureWrappers, wrapperCreateResource);
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ArrayEach(_this.glBufferWrappers, wrapperCreateResource);
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ArrayEach(_this.glFramebufferWrappers, wrapperCreateResource);
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ArrayEach(_this.glProgramWrappers, wrapperCreateResource);
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ArrayEach(_this.glAttribLocationWrappers, wrapperCreateResource);
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ArrayEach(_this.glUniformLocationWrappers, wrapperCreateResource);
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// Create temporary textures.
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_this.createTemporaryTextures();
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// Restore pipelines.
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_this.pipelines.restoreContext();
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// Apply resize.
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_this.resize(_this.game.scale.baseSize.width, _this.game.scale.baseSize.height);
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// Restore GL extensions.
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setupExtensions();
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// Context has been restored.
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_this.contextLost = false;
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if (console)
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{
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console.warn('WebGL Context restored. Renderer running again.');
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}
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_this.emit(Events.RESTORE_WEBGL, _this);
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event.preventDefault();
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};
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canvas.addEventListener('webglcontextrestored', this.contextRestoredHandler, false);
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@ -930,100 +1008,6 @@ var WebGLRenderer = new Class({
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this.resize(width, height);
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},
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/**
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* Internal context lost handler.
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*
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* @method Phaser.Renderer.WebGL.WebGLRenderer#dispatchContextLost
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* @since 3.85.0
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*/
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dispatchContextLost: function (event)
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{
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this.contextLost = true;
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if (console)
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{
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console.warn('WebGL Context lost. Renderer disabled');
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}
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this.emit(Events.LOSE_WEBGL, this);
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event.preventDefault();
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},
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/**
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* Internal context restored handler.
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*
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* @method Phaser.Renderer.WebGL.WebGLRenderer#dispatchContextRestored
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* @since 3.85.0
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*/
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dispatchContextRestored: function (event)
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{
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if (this.gl.isContextLost())
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{
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if (console)
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{
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console.log('WebGL Context restored, but context is still lost');
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}
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return;
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}
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// Clear "current" settings so they can be set again.
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this.currentProgram = null;
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this.currentFramebuffer = null;
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this.setBlendMode(CONST.BlendModes.NORMAL);
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// Settings we DON'T need to reset:
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// Scissor is set during preRender.
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// Mask is set during preRender.
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// Camera mask is set during preRenderCamera.
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// Restore GL flags.
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this.gl.disable(this.gl.BLEND);
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this.gl.disable(this.gl.DEPTH_TEST);
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this.gl.enable(this.gl.CULL_FACE);
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// Re-enable compressed texture formats.
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this.compression = this.getCompressedTextures();
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// Restore wrapped GL objects.
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// Order matters, as some wrappers depend on others.
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var wrapperCreateResource = function (wrapper)
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{
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wrapper.createResource();
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};
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ArrayEach(this.glTextureWrappers, wrapperCreateResource);
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ArrayEach(this.glBufferWrappers, wrapperCreateResource);
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ArrayEach(this.glFramebufferWrappers, wrapperCreateResource);
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ArrayEach(this.glProgramWrappers, wrapperCreateResource);
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ArrayEach(this.glAttribLocationWrappers, wrapperCreateResource);
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ArrayEach(this.glUniformLocationWrappers, wrapperCreateResource);
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// Create temporary textures.
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this.createTemporaryTextures();
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// Restore pipelines.
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this.pipelines.restoreContext();
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// Apply resize.
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this.resize(this.game.scale.baseSize.width, this.game.scale.baseSize.height);
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// Restore GL extensions.
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this.init.setupExtensions();
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// Context has been restored.
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this.contextLost = false;
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if (console)
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{
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console.warn('WebGL Context restored. Renderer running again.');
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}
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this.emit(Events.RESTORE_WEBGL, this);
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event.preventDefault();
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},
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/**
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* Create temporary WebGL textures to stop WebGL errors on mac os
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*/
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