Added ability to toggle multi-texture support at run-time.

This commit is contained in:
photonstorm 2016-10-25 16:44:23 +01:00
parent 8de992175e
commit fd3898742f
5 changed files with 153 additions and 84 deletions

View file

@ -944,12 +944,12 @@ Phaser.Game.prototype = {
// this.updates.preUpdate();
this.scale.preUpdate();
this.debug.preUpdate();
// this.scale.preUpdate();
// this.debug.preUpdate();
// this.camera.preUpdate();
this.physics.preUpdate();
// this.physics.preUpdate();
this.state.preUpdate(timeStep);
this.plugins.preUpdate(timeStep);
// this.plugins.preUpdate(timeStep);
this.stage.preUpdate();
this.tweens.update();
@ -957,11 +957,11 @@ Phaser.Game.prototype = {
this.stage.update();
// this.tweens.update();
this.sound.update();
this.input.update();
this.physics.update();
this.particles.update();
this.plugins.update();
// this.sound.update();
// this.input.update();
// this.physics.update();
// this.particles.update();
// this.plugins.update();
this.stage.postUpdate();
this.plugins.postUpdate();
@ -1004,11 +1004,11 @@ Phaser.Game.prototype = {
this.renderer.render(this.stage);
this.plugins.render(elapsedTime);
// this.plugins.render(elapsedTime);
this.state.render(elapsedTime);
this.plugins.postRender(elapsedTime);
// this.plugins.postRender(elapsedTime);
this.updates.stop();
},

View file

@ -149,14 +149,13 @@ Phaser.Stage.prototype.preUpdate = function ()
{
this.worldAlpha = this.alpha;
this.currentRenderOrderID = 0;
// this.currentRenderOrderID = 0;
// This can't loop in reverse, we need the renderOrderID to be in sequence
for (var i = 0; i < this.children.list.length; i++)
{
this.children.list[i].preUpdate();
}
};
/**

View file

@ -109,8 +109,7 @@ Phaser.Renderer.WebGL.BatchManager = function (renderer, batchSize)
'uniform sampler2D uSampler;', // our texture
'void main(void) {',
' vec4 pixel = texture2D(uSampler, vTextureCoord);', // get the color from the texture
// ' vec4 pixel = texture2D(uSampler, vTextureCoord) * vTintColor;', // get the color from the texture
' vec4 pixel = texture2D(uSampler, vTextureCoord) * vTintColor;', // get the color from the texture
// ' if (pixel.a == 0.0) pixel = vBgColor;', // if texture alpha is zero, use the bg color
' gl_FragColor = pixel;',
'}'
@ -216,10 +215,79 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
// Set the source of the buffer data (this.vertices array)
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
var fragmentSrc = this.fragmentSrc;
if (this.renderer.multiTexture)
{
this.initMultiTexture();
}
else
{
this.initSingleTexture();
}
},
initAttributes: function ()
{
var gl = this.gl;
var program = this.program;
// Get and store the attributes
// vertex position
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
gl.enableVertexAttribArray(this.aVertexPosition);
// texture coordinate
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
gl.enableVertexAttribArray(this.aTextureCoord);
// texture index
this.aTextureIndex = gl.getAttribLocation(program, 'aTextureIndex');
gl.enableVertexAttribArray(this.aTextureIndex);
// tint / pixel color
this.aTintColor = gl.getAttribLocation(program, 'aTintColor');
gl.enableVertexAttribArray(this.aTintColor);
// background pixel color
this.aBgColor = gl.getAttribLocation(program, 'aBgColor');
gl.enableVertexAttribArray(this.aBgColor);
// The projection vector (middle of the game world)
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
// The offset vector (camera shake)
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
},
initSingleTexture: function ()
{
console.log('initSingleTexture');
var gl = this.gl;
// Shader already exists
if (this.program)
{
this.renderer.deleteProgram(this.program);
}
// Compile the Shader
this.program = this.renderer.compileProgram(this.vertexSrc, this.fragmentSrc);
// Set Shader
gl.useProgram(this.program);
this.initAttributes();
this.uSampler = gl.getUniformLocation(this.program, 'uSampler');
},
initMultiTexture: function ()
{
console.log('initMultiTexture');
var gl = this.gl;
var multiFrag = [
'precision lowp float;',
@ -238,7 +306,7 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
' if (vTextureIndex == 0.0) pixel = texture2D(uSamplerArray[0], vTextureCoord);'
];
for (i = 1; i < this.renderer.maxTextures; i++)
for (var i = 1; i < this.renderer.maxTextures; i++)
{
multiFrag.push(' else if (vTextureIndex == ' + i + '.0) pixel = texture2D(uSamplerArray[' + i + '], vTextureCoord);');
}
@ -247,43 +315,27 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
' else pixel = PINK;',
' pixel *= vTintColor;',
' if (pixel.a == 0.0) pixel = vBgColor;', // if texture alpha is zero, use the bg color
// ' if (pixel.a == 0.0) pixel = vBgColor;', // if texture alpha is zero, use the bg color
' gl_FragColor = pixel;',
'}'
]);
this.multiTextureFragmentSrc = multiFrag;
fragmentSrc = this.multiTextureFragmentSrc;
// Shader already exists
if (this.program)
{
this.renderer.deleteProgram(this.program);
}
// Compile the Shader
var program = this.renderer.compileProgram(this.vertexSrc, fragmentSrc);
this.program = this.renderer.compileProgram(this.vertexSrc, this.multiTextureFragmentSrc);
// Set Shader
gl.useProgram(program);
gl.useProgram(this.program);
// Get and store the attributes
this.initAttributes();
// vertex position
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
gl.enableVertexAttribArray(this.aVertexPosition);
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
gl.enableVertexAttribArray(this.aTextureCoord);
this.aTextureIndex = gl.getAttribLocation(program, 'aTextureIndex');
gl.enableVertexAttribArray(this.aTextureIndex);
this.aTintColor = gl.getAttribLocation(program, 'aTintColor');
gl.enableVertexAttribArray(this.aTintColor);
this.aBgColor = gl.getAttribLocation(program, 'aBgColor');
gl.enableVertexAttribArray(this.aBgColor);
// Get and store the uniforms for the shader
if (this.renderer.multiTexture)
{
// Bind empty multi-textures to avoid WebGL spam
var indices = [];
@ -298,22 +350,9 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
indices.push(i);
}
this.uSampler = gl.getUniformLocation(program, 'uSamplerArray[0]');
this.uSampler = gl.getUniformLocation(this.program, 'uSamplerArray[0]');
gl.uniform1iv(this.uSampler, indices);
}
else
{
this.uSampler = gl.getUniformLocation(program, 'uSampler');
}
// The projection vector (middle of the game world)
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
// The offset vector (camera shake)
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
this.program = program;
},
begin: function ()

View file

@ -278,6 +278,26 @@ Phaser.Renderer.WebGL.prototype = {
},
enableMultiTextureSupport: function (textureArray)
{
this.multiTexture = true;
// Recompile the batch
this.batch.initMultiTexture();
if (Array.isArray(textureArray))
{
var index = 0;
for (var i = 0; i < textureArray.length; i++)
{
var texture = this.game.textures.get(textureArray[i]);
index = texture.setTextureIndex(index);
}
}
},
resize: function (width, height)
{
this.width = width * this.game.resolution;
@ -715,6 +735,15 @@ Phaser.Renderer.WebGL.prototype = {
return shaderProgram;
},
deleteProgram: function (program)
{
var gl = this.gl;
gl.deleteProgram(program);
return this;
},
createEmptyTexture: function (width, height, scaleMode)
{
var gl = this.gl;

View file

@ -94,6 +94,8 @@ Phaser.Texture.prototype = {
{
this.source[i].glTextureIndex = index;
console.log(this.source[i].image.currentSrc, 'index = ', index);
index++;
}