var Class = require('../../utils/Class'); var GameObject = require('../GameObject'); var Components = require('../../components'); var Render = require('./RenderPassRender'); var RenderPass = new Class({ Extends: GameObject, Mixins: [ Components.Alpha, Components.BlendMode, Components.Flip, Components.GetBounds, Components.Origin, Components.RenderTarget, Components.ScaleMode, Components.Size, Components.Transform, Components.Visible, Render ], initialize: function RenderPass(state, x, y, width, height, shaderName, fragmentShader) { GameObject.call(this, state); var resourceManager = state.game.renderer.resourceManager; var gl; this.dstRenderTarget = null this.dstRenderTexture = null; this.dstShader = null; this.uniforms = {}; if (resourceManager !== undefined) { /*gl = state.game.renderer.gl; this.dstShader = resourceManager.createShader(shaderName, { vert: TexturedAndNormalizedTintedShader.vert, frag: fragmentShader }); this.dstRenderTexture = resourceManager.createTexture( 0, gl.LINEAR, gl.LINEAR, gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.RGBA, null, width, height ); this.dstRenderTarget = resourceManager.createRenderTarget(width, height, this.dstRenderTexture, null); */ state.game.renderer.currentTexture = null; // force rebinding of prev texture } this.flipY = true; this.setPosition(x, y); this.setSize(width, height); this.setOrigin(0, 0); }, render: function (gameObject) { }, getUniformLocation: function (uniformName) { var dstShader = this.dstShader; var uniforms = this.uniforms; var location; if (uniformName in uniforms) { location = uniforms[uniformName]; } else { location = dstShader.getUniformLocation(uniformName); uniforms[uniformName] = location; } return location; }, setFloat: function (uniformName, x) { var dstShader = this.dstShader; if (dstShader === null) return; dstShader.setConstantFloat1(this.getUniformLocation(uniformName), x); }, setFloat2: function (uniformName, x, y) { var dstShader = this.dstShader; if (dstShader === null) return; dstShader.setConstantFloat2(this.getUniformLocation(uniformName), x, y); }, setFloat3: function (uniformName, x, y, z) { var dstShader = this.dstShader; if (dstShader === null) return; dstShader.setConstantFloat3(this.getUniformLocation(uniformName), x, y, z); }, setFloat4: function (uniformName, x, y, z, w) { var dstShader = this.dstShader; if (dstShader === null) return; dstShader.setConstantFloat4(this.getUniformLocation(uniformName), x, y, z, w); }, setInt: function (uniformName, x) { var dstShader = this.dstShader; if (dstShader === null) return; dstShader.setConstantInt1(this.getUniformLocation(uniformName), x); }, setInt2: function (uniformName, x, y) { var dstShader = this.dstShader; if (dstShader === null) return; dstShader.setConstantInt2(this.getUniformLocation(uniformName), x, y); }, setInt3: function (uniformName, x, y, z) { var dstShader = this.dstShader; if (dstShader === null) return; dstShader.setConstantInt3(this.getUniformLocation(uniformName), x, y, z); }, setInt4: function (uniformName, x, y, z, w) { var dstShader = this.dstShader; if (dstShader === null) return; dstShader.setConstantInt4(this.getUniformLocation(uniformName), x, y, z, w); }, setMatrix2x2: function (uniformName, matrix) { var dstShader = this.dstShader; if (dstShader === null) return; dstShader.setConstantMatrix2x2(this.getUniformLocation(uniformName), matrix); }, setMatrix3x3: function (uniformName, matrix) { var dstShader = this.dstShader; if (dstShader === null) return; dstShader.setConstantMatrix3x3(this.getUniformLocation(uniformName), matrix); }, setMatrix4x4: function (uniformName, matrix) { var dstShader = this.dstShader; if (dstShader === null) return; dstShader.setConstantMatrix4x4(this.getUniformLocation(uniformName), matrix); } }); module.exports = RenderPass;