/** * @author Richard Davey * @author Mat Groves (@Doormat23) * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var CONST = require('../../const'); var CreateEmptyTexture = require('./utils/CreateEmptyTexture'); var CreateTexture2DImage = require('./utils/texture/CreateTexture2DImage'); var BlitterBatch = require('./batches/blitter/BlitterBatch'); var SpriteBatch = require('./batches/sprite/SpriteBatch'); var WebGLRenderer = function (game) { this.game = game; this.type = CONST.WEBGL; this.width = game.config.width * game.config.resolution; this.height = game.config.height * game.config.resolution; this.resolution = game.config.resolution; this.view = game.canvas; // All of these settings will be able to be controlled via the Game Config this.config = { clearBeforeRender: true, transparent: false, autoResize: false, preserveDrawingBuffer: false, WebGLContextOptions: { alpha: true, antialias: true, premultipliedAlpha: true, stencil: true, preserveDrawingBuffer: false } }; this.contextLost = false; this.maxTextures = 1; this.multiTexture = false; this.blendModes = []; this.gl = null; this.init(); this.blitterBatch = new BlitterBatch(game, this.gl, this); this.spriteBatch = new SpriteBatch(game, this.gl, this); this.batch = null; this.currentTexture2D = null; }; WebGLRenderer.prototype.constructor = WebGLRenderer; WebGLRenderer.prototype = { init: function () { this.gl = this.view.getContext('webgl', this.config.WebGLContextOptions) || this.view.getContext('experimental-webgl', this.config.WebGLContextOptions); if (!this.gl) { this.contextLost = true; throw new Error('This browser does not support WebGL. Try using the Canvas renderer.'); } var gl = this.gl; /* // Will need supporting this.maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); if (this.maxTextures === 1) { this.multiTexture = false; } else { this.createMultiEmptyTextures(); } this.emptyTexture = CreateEmptyTexture(this.gl, 1, 1, 0, 0); */ gl.disable(gl.DEPTH_TEST); gl.disable(gl.CULL_FACE); gl.enable(gl.BLEND); gl.clearColor(1, 0, 0, 1); this.resize(this.width, this.height); /* // Will need supporting this.extensions.compression = {}; var etc1 = gl.getExtension('WEBGL_compressed_texture_etc1') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1'); var pvrtc = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'); var s3tc = gl.getExtension('WEBGL_compressed_texture_s3tc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc'); if (etc1) { this.extensions.compression.ETC1 = etc1; } if (pvrtc) { this.extensions.compression.PVRTC = pvrtc; } if (s3tc) { this.extensions.compression.S3TC = s3tc; } */ // Map Blend Modes var add = [ gl.SRC_ALPHA, gl.DST_ALPHA ]; var normal = [ gl.ONE, gl.ONE_MINUS_SRC_ALPHA ]; var multiply = [ gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA ]; var screen = [ gl.SRC_ALPHA, gl.ONE ]; this.blendModes = [ normal, add, multiply, screen, normal, normal, normal, normal, normal, normal, normal, normal, normal, normal, normal, normal, normal ]; }, createTexture2D: function (source) { var gl = this.gl; if (!source.glTexture) { source.glTexture = CreateTexture2DImage(gl, source.image, gl.NEAREST, 0); } this.currentTexture2D = source.glTexture; }, setTexture2D: function (texture2D) { this.currentTexture = texture2D; this.batch.dirty = true; }, setBatch: function (batch) { if (this.batch != batch) { if (this.batch) { this.batch.flush(); } batch.bind(); batch.setTexture2D(this.currentTexture2D, true); this.batch = batch; } }, resize: function (width, height) { var res = this.game.config.resolution; this.width = width * res; this.height = height * res; this.view.width = this.width; this.view.height = this.height; if (this.autoResize) { this.view.style.width = (this.width / res) + 'px'; this.view.style.height = (this.height / res) + 'px'; } this.gl.viewport(0, 0, this.width, this.height); // Needed? // this.clipUnitX = 2 / this.width; // this.clipUnitY = 2 / this.height; // Needed? // this.projection.x = (this.width / 2) / res; // this.projection.y = -(this.height / 2) / res; }, /** * Renders the State. * * @method render * @param {Phaser.State} state - The State to be rendered. * @param {number} interpolationPercentage - The cumulative amount of time that hasn't been simulated yet, divided * by the amount of time that will be simulated the next time update() * runs. Useful for interpolating frames. */ render: function (state, interpolationPercentage) { // console.log('%c render start ', 'color: #ffffff; background: #00ff00;'); // No point rendering if our context has been blown up! if (this.contextLost) { return; } // Add Pre-render hook var gl = this.gl; // This is the old render loop - add what you need here to replace it, // but please allow each State to render to its own Quad FBO //var fbo = state.sys.fbo; //fbo.activate(); // clear is needed for the FBO, otherwise corruption ... gl.clear(gl.COLOR_BUFFER_BIT); //this.setBlendMode(CONST.blendModes.NORMAL); //this.batch.start(); // Could move to the State Systems or MainLoop for (var c = 0; c < state.sys.children.list.length; c++) { var child = state.sys.children.list[c]; child.renderWebGL(this, child, interpolationPercentage); } this.batch.flush(); //this.batch.stop(); // Call state.render here, so we can do some extra shizzle on the top // Maybe pass in the FBO texture too? //fbo.render(null); // Unbind the fbo texture and replace it with an empty texture. // If we forget this we corrupt the main context texture! // or get `RENDER WARNING: there is no texture bound to the unit 0` spam in the console //gl.bindTexture(gl.TEXTURE_2D, this.emptyTexture); // console.log('%c render end ', 'color: #ffffff; background: #ff0000;'); // Add Post-render hook }, destroy: function () { this.gl = null; }, createFBO: function () {} }; module.exports = WebGLRenderer;