// RenderPass Will only work with Sprite and Image GameObjects. var Class = require('../../utils/Class'); var GameObject = require('../GameObject'); var Components = require('../../components'); var Render = require('./RenderPassRender'); var TexturedAndNormalizedTintedShader = require('../../renderer/webgl/shaders/TexturedAndNormalizedTintedShader'); 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, 'RenderPass'); var resourceManager = state.game.renderer.resourceManager; var gl; this.renderer = state.game.renderer; this.passRenderTarget = null this.passRenderTexture = null; this.passShader = null; this.uniforms = {}; if (resourceManager !== undefined) { gl = state.game.renderer.gl; this.passShader = resourceManager.createShader(shaderName, {vert: TexturedAndNormalizedTintedShader.vert, frag: fragmentShader}); this.passRenderTexture = resourceManager.createTexture(0, gl.LINEAR, gl.LINEAR, gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.RGBA, null, width, height); this.passRenderTarget = resourceManager.createRenderTarget(width, height, this.passRenderTexture, null); state.game.renderer.currentTexture = null; // force rebinding of prev texture } this.setPosition(x, y); this.setSize(width, height); this.setOrigin(0, 0); }, render: function (gameObject, camera) { var gl = this.renderer.gl; this.renderer.spriteBatch.addSprite(gameObject, camera); this.renderer.spriteBatch.flush(this.passShader, this.passRenderTarget.framebufferObject); this.renderer.setRenderer(null, null, null); }, 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;