/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = require('../../utils/Class'); var Utils = require('./Utils'); /** * @classdesc * [description] * * @class WebGLPipeline * @memberOf Phaser.Renderer.WebGL * @constructor * @since 3.0.0 * * @param {object} config - [description] */ var WebGLPipeline = new Class({ initialize: function WebGLPipeline (config) { /** * [description] * * @name Phaser.Renderer.WebGL.WebGLPipeline#name * @type {string} * @since 3.0.0 */ this.name = 'WebGLPipeline'; /** * [description] * * @name Phaser.Renderer.WebGL.WebGLPipeline#game * @type {Phaser.Game} * @since 3.0.0 */ this.game = config.game; /** * [description] * * @name Phaser.Renderer.WebGL.WebGLPipeline#view * @type {HTMLCanvasElement} * @since 3.0.0 */ this.view = config.game.canvas; /** * [description] * * @name Phaser.Renderer.WebGL.WebGLPipeline#resolution * @type {number} * @since 3.0.0 */ this.resolution = config.game.config.resolution; /** * [description] * * @name Phaser.Renderer.WebGL.WebGLPipeline#width * @type {number} * @since 3.0.0 */ this.width = config.game.config.width * this.resolution; /** * [description] * * @name Phaser.Renderer.WebGL.WebGLPipeline#height * @type {number} * @since 3.0.0 */ this.height = config.game.config.height * this.resolution; /** * [description] * * @name Phaser.Renderer.WebGL.WebGLPipeline#gl * @type {WebGLRenderingContext} * @since 3.0.0 */ this.gl = config.gl; /** * [description] * * @name Phaser.Renderer.WebGL.WebGLPipeline#vertexCount * @type {number} * @default 0 * @since 3.0.0 */ this.vertexCount = 0; /** * [description] * * @name Phaser.Renderer.WebGL.WebGLPipeline#vertexCapacity * @type {integer} * @since 3.0.0 */ this.vertexCapacity = config.vertexCapacity; /** * [description] * * @name Phaser.Renderer.WebGL.WebGLPipeline#renderer * @type {Phaser.Renderer.WebGL.WebGLRenderer} * @since 3.0.0 */ this.renderer = config.renderer; /** * [description] * * @name Phaser.Renderer.WebGL.WebGLPipeline#vertexData * @type {ArrayBuffer} * @since 3.0.0 */ this.vertexData = (config.vertices ? config.vertices : new ArrayBuffer(config.vertexCapacity * config.vertexSize)); /** * [description] * * @name Phaser.Renderer.WebGL.WebGLPipeline#vertexBuffer * @type {WebGLBuffer} * @since 3.0.0 */ this.vertexBuffer = this.renderer.createVertexBuffer((config.vertices ? config.vertices : this.vertexData.byteLength), this.gl.STREAM_DRAW); /** * [description] * * @name Phaser.Renderer.WebGL.WebGLPipeline#program * @type {WebGLProgram} * @since 3.0.0 */ this.program = this.renderer.createProgram(config.vertShader, config.fragShader); /** * [description] * * @name Phaser.Renderer.WebGL.WebGLPipeline#attributes * @type {object} * @since 3.0.0 */ this.attributes = config.attributes; /** * [description] * * @name Phaser.Renderer.WebGL.WebGLPipeline#vertexSize * @type {integer} * @since 3.0.0 */ this.vertexSize = config.vertexSize; /** * [description] * * @name Phaser.Renderer.WebGL.WebGLPipeline#topology * @type {integer} * @since 3.0.0 */ this.topology = config.topology; /** * [description] * * @name Phaser.Renderer.WebGL.WebGLPipeline#bytes * @type {Uint8Array} * @since 3.0.0 */ this.bytes = new Uint8Array(this.vertexData); /** * This will store the amount of components of 32 bit length * * @name Phaser.Renderer.WebGL.WebGLPipeline#vertexComponentCount * @type {integer} * @since 3.0.0 */ this.vertexComponentCount = Utils.getComponentCount(config.attributes, this.gl); /** * Indicates if the current pipeline is flushing the contents to the GPU. * When the variable is set the flush function will be locked. * * @name Phaser.Renderer.WebGL.WebGLPipeline#flushLocked * @type {boolean} * @since 3.1.0 */ this.flushLocked = false; }, /** * [description] * * @method Phaser.Renderer.WebGL.WebGLPipeline#shouldFlush * @since 3.0.0 * * @return {boolean} [description] */ shouldFlush: function () { return (this.vertexCount >= this.vertexCapacity); }, /** * [description] * * @method Phaser.Renderer.WebGL.WebGLPipeline#resize * @since 3.0.0 * * @param {number} width - [description] * @param {number} height - [description] * @param {number} resolution - [description] * * @return {Phaser.Renderer.WebGL.WebGLPipeline} [description] */ resize: function (width, height, resolution) { this.width = width * resolution; this.height = height * resolution; return this; }, /** * [description] * * @method Phaser.Renderer.WebGL.WebGLPipeline#bind * @since 3.0.0 * * @return {Phaser.Renderer.WebGL.WebGLPipeline} [description] */ bind: function () { var gl = this.gl; var vertexBuffer = this.vertexBuffer; var attributes = this.attributes; var program = this.program; var renderer = this.renderer; var vertexSize = this.vertexSize; renderer.setProgram(program); renderer.setVertexBuffer(vertexBuffer); for (var index = 0; index < attributes.length; ++index) { var element = attributes[index]; var location = gl.getAttribLocation(program, element.name); if (location >= 0) { gl.enableVertexAttribArray(location); gl.vertexAttribPointer(location, element.size, element.type, element.normalized, vertexSize, element.offset); } else { gl.disableVertexAttribArray(location); } } return this; }, /** * [description] * * @method Phaser.Renderer.WebGL.WebGLPipeline#onBind * @since 3.0.0 * * @return {Phaser.Renderer.WebGL.WebGLPipeline} [description] */ onBind: function () { // This is for updating uniform data it's called on each bind attempt. return this; }, /** * [description] * * @method Phaser.Renderer.WebGL.WebGLPipeline#onPreRender * @since 3.0.0 * * @return {Phaser.Renderer.WebGL.WebGLPipeline} [description] */ onPreRender: function () { // called once every frame return this; }, /** * [description] * * @method Phaser.Renderer.WebGL.WebGLPipeline#onRender * @since 3.0.0 * * @param {Phaser.Scene} scene - [description] * @param {Phaser.Cameras.Scene2D.Camera} camera - [description] * * @return {Phaser.Renderer.WebGL.WebGLPipeline} [description] */ onRender: function () { // called for each camera return this; }, /** * [description] * * @method Phaser.Renderer.WebGL.WebGLPipeline#onPostRender * @since 3.0.0 * * @return {Phaser.Renderer.WebGL.WebGLPipeline} [description] */ onPostRender: function () { // called once every frame return this; }, /** * [description] * * @method Phaser.Renderer.WebGL.WebGLPipeline#flush * @since 3.0.0 * * @return {Phaser.Renderer.WebGL.WebGLPipeline} [description] */ flush: function () { if (this.flushLocked) { return this; } this.flushLocked = true; var gl = this.gl; var vertexCount = this.vertexCount; var topology = this.topology; var vertexSize = this.vertexSize; if (vertexCount === 0) { this.flushLocked = false; return; } gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.bytes.subarray(0, vertexCount * vertexSize)); gl.drawArrays(topology, 0, vertexCount); this.vertexCount = 0; this.flushLocked = false; return this; }, /** * [description] * * @method Phaser.Renderer.WebGL.WebGLPipeline#destroy * @since 3.0.0 * * @return {Phaser.Renderer.WebGL.WebGLPipeline} [description] */ destroy: function () { var gl = this.gl; gl.deleteProgram(this.program); gl.deleteBuffer(this.vertexBuffer); delete this.program; delete this.vertexBuffer; delete this.gl; return this; } }); module.exports = WebGLPipeline;