/** * @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.js'); var TextureTintPipeline = require('./TextureTintPipeline'); var LIGHT_COUNT = 10; /** * @classdesc * ForwardDiffuseLightPipeline implements a forward rendering approach for 2D lights. * This pipeline extends TextureTintPipeline so it implements all it's rendering functions * and batching system. * * @class ForwardDiffuseLightPipeline * @extends Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline * @memberOf Phaser.Renderer.WebGL.Pipelines * @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); }, /** * This function binds its base class resources and this lights 2D resources. * * @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#onBind * @override * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any. * * @return {Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline} [description] */ onBind: function (gameObject) { 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); if (gameObject) { this.setNormalMap(gameObject); } return this; }, /** * This function sets all the needed resources for each camera pass. * * @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#onRender * @since 3.0.0 * * @param {Phaser.Scene} scene - [description] * @param {Phaser.Cameras.Scene2D.Camera} camera - [description] * * @return {Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline} [description] */ onRender: function (scene, camera) { this.active = false; var lightManager = scene.sys.lights; if (!lightManager || lightManager.lights.length <= 0 || !lightManager.active) { // Passthru return this; } var lights = lightManager.cull(camera); var lightCount = Math.min(lights.length, LIGHT_COUNT); if (lightCount === 0) { return this; } this.active = true; var renderer = this.renderer; var program = this.program; var cameraMatrix = camera.matrix; var point = {x: 0, y: 0}; var height = renderer.height; var index; for (index = 0; index < LIGHT_COUNT; ++index) { // Reset lights renderer.setFloat1(program, 'uLights[' + index + '].radius', 0); } 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; }, /** * Sets the Game Objects normal map as the active texture. * * @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#setNormalMap * @since 3.11.0 * * @param {Phaser.GameObjects.GameObject} gameObject - [description] */ setNormalMap: function (gameObject) { if (!this.active || !gameObject || !gameObject.texture) { return; } // var normalTexture = tilemapLayer.tileset.image.dataSource[0]; var normalTexture = gameObject.texture.dataSource[gameObject.frame.sourceIndex]; if (normalTexture) { this.setTexture2D(normalTexture.glTexture, 1); } this.renderer.setPipeline(gameObject.defaultPipeline); }, /** * [description] * * @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#batchSprite * @since 3.0.0 * * @param {Phaser.GameObjects.Sprite} sprite - [description] * @param {Phaser.Cameras.Scene2D.Camera} camera - [description] * @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - [description] * */ batchSprite: function (sprite, camera, parentTransformMatrix) { if (!this.active) { return; } var normalTexture = sprite.texture.dataSource[sprite.frame.sourceIndex]; if (normalTexture) { this.renderer.setPipeline(this); this.setTexture2D(normalTexture.glTexture, 1); TextureTintPipeline.prototype.batchSprite.call(this, sprite, camera, parentTransformMatrix); } } }); ForwardDiffuseLightPipeline.LIGHT_COUNT = LIGHT_COUNT; module.exports = ForwardDiffuseLightPipeline;