/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var AddBlendFS = require('../shaders/AddBlend-frag.js'); var Class = require('../../../utils/Class'); var ColorMatrixFS = require('../shaders/ColorMatrix-frag.js'); var CopyFS = require('../shaders/Copy-frag.js'); var GetFastValue = require('../../../utils/object/GetFastValue'); var LinearBlendFS = require('../shaders/LinearBlend-frag.js'); var QuadVS = require('../shaders/Quad-vert.js'); var WEBGL_CONST = require('../const'); var WebGLPipeline = require('../WebGLPipeline'); /** * @classdesc * TODO * * The fragment shader it uses can be found in `shaders/src/PostFX.frag`. * The vertex shader it uses can be found in `shaders/src/PostFX.vert`. * * The default shader attributes for this pipeline are: * * `inPosition` (vec2, offset 0) * `inTexCoord` (vec2, offset 8) * * The default shader uniforms for this pipeline are: * * `uProjectionMatrix` (mat4) * `uMainSampler` (sampler2D) * * @class UtilityPipeline * @extends Phaser.Renderer.WebGL.WebGLPipeline * @memberof Phaser.Renderer.WebGL.Pipelines * @constructor * @since 3.50.0 * * @param {Phaser.Types.Renderer.WebGL.WebGLPipelineConfig} config - The configuration options for this pipeline. */ var UtilityPipeline = new Class({ Extends: WebGLPipeline, initialize: function UtilityPipeline (config) { config.renderTarget = [ { scale: 1 }, { scale: 1 }, { scale: 0.5 }, { scale: 0.5 } ]; config.vertShader = QuadVS; config.shaders = [ { name: 'Copy', fragShader: CopyFS, uniforms: [ 'uProjectionMatrix', 'uMainSampler', 'uBrightness' ] }, { name: 'AddBlend', fragShader: AddBlendFS, uniforms: [ 'uProjectionMatrix', 'uMainSampler1', 'uMainSampler2', 'uStrength' ] }, { name: 'LinearBlend', fragShader: LinearBlendFS, uniforms: [ 'uProjectionMatrix', 'uMainSampler1', 'uMainSampler2', 'uStrength' ] }, { name: 'ColorMatrix', fragShader: ColorMatrixFS, uniforms: [ 'uProjectionMatrix', 'uMainSampler', 'uColorMatrix' ] } ]; config.attributes = GetFastValue(config, 'attributes', [ { name: 'inPosition', size: 2, type: WEBGL_CONST.FLOAT }, { name: 'inTexCoord', size: 2, type: WEBGL_CONST.FLOAT } ]); config.vertices = new Float32Array([ -1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1 ]); config.batchSize = 1; WebGLPipeline.call(this, config); this.copyShader; this.addShader; this.linearShader; this.colorMatrixShader; this.fullFrame1; this.fullFrame2; this.halfFrame1; this.halfFrame2; }, boot: function () { WebGLPipeline.prototype.boot.call(this); var shaders = this.shaders; var targets = this.renderTargets; this.copyShader = shaders[0]; this.addShader = shaders[1]; this.linearShader = shaders[2]; this.colorMatrixShader = shaders[3]; this.fullFrame1 = targets[0]; this.fullFrame2 = targets[1]; this.halfFrame1 = targets[2]; this.halfFrame2 = targets[3]; console.log(this); }, // params = RenderTargets copyFrame: function (source, target, brightness, clearAlpha) { if (brightness === undefined) { brightness = 1; } if (clearAlpha === undefined) { clearAlpha = true; } var gl = this.gl; window.spector.setMarker('cf1'); this.set1i('uMainSampler', 1, this.copyShader); this.set1f('uBrightness', brightness, this.copyShader); if (target) { gl.viewport(0, 0, target.width, target.height); } else { gl.viewport(0, 0, source.width, source.height); } window.spector.clearMarker(); window.spector.setMarker('cf2'); gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, source.texture); gl.bindFramebuffer(gl.FRAMEBUFFER, this.fullFrame1.framebuffer); // gl.bindFramebuffer(gl.FRAMEBUFFER, null); if (target) { gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, target.texture, 0); } if (clearAlpha) { // gl.clearColor(0, 0, 0, 0); } else { // gl.clearColor(0, 0, 0, 1); } gl.bufferData(gl.ARRAY_BUFFER, this.vertexData, gl.STATIC_DRAW); gl.drawArrays(gl.TRIANGLES, 0, 6); gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.bindTexture(gl.TEXTURE_2D, null); window.spector.clearMarker(); }, batchVert: function (x, y, u, v) { var vertexViewF32 = this.vertexViewF32; var vertexOffset = (this.vertexCount * this.currentShader.vertexComponentCount) - 1; vertexViewF32[++vertexOffset] = x; vertexViewF32[++vertexOffset] = y; vertexViewF32[++vertexOffset] = u; vertexViewF32[++vertexOffset] = v; this.vertexCount++; } }); module.exports = UtilityPipeline;