/** * @author Richard Davey * @author Felipe Alfonso <@bitnenfer> * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = require('../../../utils/Class'); var ShaderSourceFS = require('../shaders/ForwardDiffuse.frag'); var TextureTintPipeline = require('./TextureTintPipeline'); var LIGHT_COUNT = 10; /** * @classdesc * [description] * * @class ForwardDiffuseLightPipeline * @extends Phaser.Renderer.WebGL.TextureTintPipeline * @memberOf Phaser.Renderer.WebGL * @constructor * @since 3.0.0 * * @param {object} config - [description] */ var ForwardDiffuseLightPipeline = new Class({ Extends: TextureTintPipeline, initialize: function ForwardDiffuseLightPipeline (config) { config.fragShader = ShaderSourceFS.replace('%LIGHT_COUNT%', LIGHT_COUNT.toString()); TextureTintPipeline.call(this, config); }, /** * [description] * * @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#onBind * @since 3.0.0 * * @return {Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline} [description] */ onBind: function () { TextureTintPipeline.prototype.onBind.call(this); var renderer = this.renderer; var program = this.program; this.mvpUpdate(); renderer.setInt1(program, 'uNormSampler', 1); renderer.setFloat2(program, 'uResolution', this.width, this.height); return this; }, /** * [description] * * @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#onRender * @since 3.0.0 * * @param {Phaser.Scene} scene - [description] * @param {Phaser.Cameras.Scene2D.Camera} camera - [description] * * @return {Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline} [description] */ onRender: function (scene, camera) { var lightManager = scene.sys.lights; if (!lightManager) { return this; } lightManager.culledLights.length = 0; if (lightManager.lights.length <= 0 || !lightManager.active) { return this; // If not visible lights just passthrough } var renderer = this.renderer; var program = this.program; var lights = lightManager.cull(camera); var lightCount = Math.min(lights.length, LIGHT_COUNT); var cameraMatrix = camera.matrix; var point = {x: 0, y: 0}; var height = renderer.height; var index; for (index = 0; index < LIGHT_COUNT; ++index) { renderer.setFloat1(program, 'uLights[' + index + '].radius', 0); // reset lights } if (lightCount <= 0) { return this; } renderer.setFloat4(program, 'uCamera', camera.x, camera.y, camera.rotation, camera.zoom); renderer.setFloat3(program, 'uAmbientLightColor', lightManager.ambientColor.r, lightManager.ambientColor.g, lightManager.ambientColor.b); for (index = 0; index < lightCount; ++index) { var light = lights[index]; var lightName = 'uLights[' + index + '].'; cameraMatrix.transformPoint(light.x, light.y, point); renderer.setFloat2(program, lightName + 'position', point.x - (camera.scrollX * light.scrollFactorX * camera.zoom), height - (point.y - (camera.scrollY * light.scrollFactorY) * camera.zoom)); renderer.setFloat3(program, lightName + 'color', light.r, light.g, light.b); renderer.setFloat1(program, lightName + 'intensity', light.intensity); renderer.setFloat1(program, lightName + 'radius', light.radius); } return this; }, /** * [description] * * @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#drawStaticTilemapLayer * @since 3.0.0 * * @param {Phaser.Tilemaps.StaticTilemapLayer} tilemap - [description] * @param {Phaser.Cameras.Scene2D.Camera} camera - [description] * */ drawStaticTilemapLayer: function (tilemap, camera) { var normalTexture = tilemap.texture.dataSource[0]; if (normalTexture) { this.renderer.setPipeline(this); this.setTexture2D(normalTexture.glTexture, 1); TextureTintPipeline.prototype.drawStaticTilemapLayer.call(this, tilemap, camera); } else { console.warn('Normal map texture missing for using Light2D pipeline. StaticTilemapLayer rendered with default pipeline.'); this.renderer.pipelines.TextureTintPipeline.drawStaticTilemapLayer(tilemap, camera); } }, /** * [description] * * @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#drawEmitterManager * @since 3.0.0 * * @param {Phaser.GameObjects.Particles.ParticleEmitterManager} emitterManager - [description] * @param {Phaser.Cameras.Scene2D.Camera} camera - [description] * */ drawEmitterManager: function (emitterManager, camera) { var normalTexture = emitterManager.texture.dataSource[0]; if (normalTexture) { this.renderer.setPipeline(this); this.setTexture2D(normalTexture.glTexture, 1); TextureTintPipeline.prototype.drawEmitterManager.call(this, emitterManager, camera); } else { console.warn('Normal map texture missing for using Light2D pipeline. EmitterManager rendered with default pipeline.'); this.renderer.pipelines.TextureTintPipeline.drawEmitterManager(emitterManager, camera); } }, /** * [description] * * @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#drawBlitter * @since 3.0.0 * * @param {Phaser.GameObjects.Blitter} blitter - [description] * @param {Phaser.Cameras.Scene2D.Camera} camera - [description] * */ drawBlitter: function (blitter, camera) { var normalTexture = blitter.texture.dataSource[0]; if (normalTexture) { this.renderer.setPipeline(this); this.setTexture2D(normalTexture.glTexture, 1); TextureTintPipeline.prototype.drawBlitter.call(this, blitter, camera); } else { console.warn('Normal map texture missing for using Light2D pipeline. Blitter rendered with default pipeline.'); this.renderer.pipelines.TextureTintPipeline.drawBlitter(blitter, camera); } }, /** * [description] * * @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#batchSprite * @since 3.0.0 * * @param {Phaser.GameObjects.Sprite} sprite - [description] * @param {Phaser.Cameras.Scene2D.Camera} camera - [description] * */ batchSprite: function (sprite, camera) { var normalTexture = sprite.texture.dataSource[0]; if (normalTexture) { this.renderer.setPipeline(this); this.setTexture2D(normalTexture.glTexture, 1); TextureTintPipeline.prototype.batchSprite.call(this, sprite, camera); } else { console.warn('Normal map texture missing for using Light2D pipeline. Sprite rendered with default pipeline.'); this.renderer.pipelines.TextureTintPipeline.batchSprite(sprite, camera); } }, /** * [description] * * @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#batchMesh * @since 3.0.0 * * @param {Phaser.GameObjects.Mesh} mesh - [description] * @param {Phaser.Cameras.Scene2D.Camera} camera - [description] * */ batchMesh: function (mesh, camera) { var normalTexture = mesh.texture.dataSource[0]; if (normalTexture) { this.renderer.setPipeline(this); this.setTexture2D(normalTexture.glTexture, 1); TextureTintPipeline.prototype.batchMesh.call(this, mesh, camera); } else { console.warn('Normal map texture missing for using Light2D pipeline. Mesh rendered with default pipeline.'); this.renderer.pipelines.TextureTintPipeline.batchMesh(mesh, camera); } }, /** * [description] * * @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#batchBitmapText * @since 3.0.0 * * @param {Phaser.GameObjects.BitmapText} bitmapText - [description] * @param {Phaser.Cameras.Scene2D.Camera} camera - [description] * */ batchBitmapText: function (bitmapText, camera) { var normalTexture = bitmapText.texture.dataSource[0]; if (normalTexture) { this.renderer.setPipeline(this); this.setTexture2D(normalTexture.glTexture, 1); TextureTintPipeline.prototype.batchBitmapText.call(this, bitmapText, camera); } else { console.warn('Normal map texture missing for using Light2D pipeline. BitmapText rendered with default pipeline.'); this.renderer.pipelines.TextureTintPipeline.batchBitmapText(bitmapText, camera); } }, /** * [description] * * @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#batchDynamicBitmapText * @since 3.0.0 * * @param {Phaser.GameObjects.DynamicBitmapText} bitmapText - [description] * @param {Phaser.Cameras.Scene2D.Camera} camera - [description] * */ batchDynamicBitmapText: function (bitmapText, camera) { var normalTexture = bitmapText.texture.dataSource[0]; if (normalTexture) { this.renderer.setPipeline(this); this.setTexture2D(normalTexture.glTexture, 1); TextureTintPipeline.prototype.batchDynamicBitmapText.call(this, bitmapText, camera); } else { console.warn('Normal map texture missing for using Light2D pipeline. DynamicBitmapText rendered with default pipeline.'); this.renderer.pipelines.TextureTintPipeline.batchDynamicBitmapText(bitmapText, camera); } }, /** * [description] * * @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#batchText * @since 3.0.0 * * @param {Phaser.GameObjects.Text} text - [description] * @param {Phaser.Cameras.Scene2D.Camera} camera - [description] * */ batchText: function (text, camera) { var normalTexture = text.texture.dataSource[0]; if (normalTexture) { this.renderer.setPipeline(this); this.setTexture2D(normalTexture.glTexture, 1); TextureTintPipeline.prototype.batchText.call(this, text, camera); } else { console.warn('Normal map texture missing for using Light2D pipeline. Text rendered with default pipeline.'); this.renderer.pipelines.TextureTintPipeline.batchText(text, camera); } }, /** * [description] * * @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#batchDynamicTilemapLayer * @since 3.0.0 * * @param {Phaser.Tilemaps.DynamicTilemapLayer} tilemapLayer - [description] * @param {Phaser.Cameras.Scene2D.Camera} camera - [description] * */ batchDynamicTilemapLayer: function (tilemapLayer, camera) { var normalTexture = tilemapLayer.texture.dataSource[0]; if (normalTexture) { this.renderer.setPipeline(this); this.setTexture2D(normalTexture.glTexture, 1); TextureTintPipeline.prototype.batchDynamicTilemapLayer.call(this, tilemapLayer, camera); } else { console.warn('Normal map texture missing for using Light2D pipeline. DynamicTilemapLayer rendered with default pipeline.'); this.renderer.pipelines.TextureTintPipeline.batchDynamicTilemapLayer(tilemapLayer, camera); } }, /** * [description] * * @method Phaser.Renderer.WebGL.ForwardDiffuseLightPipeline#batchTileSprite * @since 3.0.0 * * @param {Phaser.GameObjects.TileSprite} tileSprite - [description] * @param {Phaser.Cameras.Scene2D.Camera} camera - [description] * */ batchTileSprite: function (tileSprite, camera) { var normalTexture = tileSprite.texture.dataSource[0]; if (normalTexture) { this.renderer.setPipeline(this); this.setTexture2D(normalTexture.glTexture, 1); TextureTintPipeline.prototype.batchTileSprite.call(this, tileSprite, camera); } else { console.warn('Normal map texture missing for using Light2D pipeline. TileSprite rendered with default pipeline.'); this.renderer.pipelines.TextureTintPipeline.batchTileSprite(tileSprite, camera); } } }); ForwardDiffuseLightPipeline.LIGHT_COUNT = LIGHT_COUNT; module.exports = ForwardDiffuseLightPipeline;