/** * @author Richard Davey * @author Felipe Alfonso <@bitnenfer> * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var BaseCamera = require('../../cameras/2d/BaseCamera'); var CameraEvents = require('../../cameras/2d/events'); var Class = require('../../utils/Class'); var CONST = require('../../const'); var GameEvents = require('../../core/events'); var IsSizePowerOfTwo = require('../../math/pow2/IsSizePowerOfTwo'); var NOOP = require('../../utils/NOOP'); var ProjectOrtho = require('./mvp/ProjectOrtho'); var ScaleEvents = require('../../scale/events'); var SpliceOne = require('../../utils/array/SpliceOne'); var TextureEvents = require('../../textures/events'); var TransformMatrix = require('../../gameobjects/components/TransformMatrix'); var Utils = require('./Utils'); var WebGLSnapshot = require('../snapshot/WebGLSnapshot'); // Default Pipelines var BitmapMaskPipeline = require('./pipelines/BitmapMaskPipeline'); var ForwardDiffuseLightPipeline = require('./pipelines/ForwardDiffuseLightPipeline'); var TextureTintPipeline = require('./pipelines/TextureTintPipeline'); var TextureTintStripPipeline = require('./pipelines/TextureTintStripPipeline'); /** * @callback WebGLContextCallback * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - The WebGL Renderer which owns the context. */ /** * @classdesc * WebGLRenderer is a class that contains the needed functionality to keep the * WebGLRenderingContext state clean. The main idea of the WebGLRenderer is to keep track of * any context change that happens for WebGL rendering inside of Phaser. This means * if raw webgl functions are called outside the WebGLRenderer of the Phaser WebGL * rendering ecosystem they might pollute the current WebGLRenderingContext state producing * unexpected behavior. It's recommended that WebGL interaction is done through * WebGLRenderer and/or WebGLPipeline. * * @class WebGLRenderer * @memberof Phaser.Renderer.WebGL * @constructor * @since 3.0.0 * * @param {Phaser.Game} game - The Game instance which owns this WebGL Renderer. */ var WebGLRenderer = new Class({ initialize: function WebGLRenderer (game) { var gameConfig = game.config; var contextCreationConfig = { alpha: gameConfig.transparent, desynchronized: gameConfig.desynchronized, depth: false, antialias: gameConfig.antialiasGL, premultipliedAlpha: gameConfig.premultipliedAlpha, stencil: true, failIfMajorPerformanceCaveat: gameConfig.failIfMajorPerformanceCaveat, powerPreference: gameConfig.powerPreference }; /** * The local configuration settings of this WebGL Renderer. * * @name Phaser.Renderer.WebGL.WebGLRenderer#config * @type {object} * @since 3.0.0 */ this.config = { clearBeforeRender: gameConfig.clearBeforeRender, antialias: gameConfig.antialias, backgroundColor: gameConfig.backgroundColor, contextCreation: contextCreationConfig, resolution: gameConfig.resolution, roundPixels: gameConfig.roundPixels, maxTextures: gameConfig.maxTextures, maxTextureSize: gameConfig.maxTextureSize, batchSize: gameConfig.batchSize, maxLights: gameConfig.maxLights, mipmapFilter: gameConfig.mipmapFilter }; /** * The Game instance which owns this WebGL Renderer. * * @name Phaser.Renderer.WebGL.WebGLRenderer#game * @type {Phaser.Game} * @since 3.0.0 */ this.game = game; /** * A constant which allows the renderer to be easily identified as a WebGL Renderer. * * @name Phaser.Renderer.WebGL.WebGLRenderer#type * @type {integer} * @since 3.0.0 */ this.type = CONST.WEBGL; /** * The width of the canvas being rendered to. * This is populated in the onResize event handler. * * @name Phaser.Renderer.WebGL.WebGLRenderer#width * @type {integer} * @since 3.0.0 */ this.width = 0; /** * The height of the canvas being rendered to. * This is populated in the onResize event handler. * * @name Phaser.Renderer.WebGL.WebGLRenderer#height * @type {integer} * @since 3.0.0 */ this.height = 0; /** * The canvas which this WebGL Renderer draws to. * * @name Phaser.Renderer.WebGL.WebGLRenderer#canvas * @type {HTMLCanvasElement} * @since 3.0.0 */ this.canvas = game.canvas; /** * An array of blend modes supported by the WebGL Renderer. * * This array includes the default blend modes as well as any custom blend modes added through {@link #addBlendMode}. * * @name Phaser.Renderer.WebGL.WebGLRenderer#blendModes * @type {array} * @default [] * @since 3.0.0 */ this.blendModes = []; /** * Keeps track of any WebGLTexture created with the current WebGLRenderingContext. * * @name Phaser.Renderer.WebGL.WebGLRenderer#nativeTextures * @type {array} * @default [] * @since 3.0.0 */ this.nativeTextures = []; /** * This property is set to `true` if the WebGL context of the renderer is lost. * * @name Phaser.Renderer.WebGL.WebGLRenderer#contextLost * @type {boolean} * @default false * @since 3.0.0 */ this.contextLost = false; /** * This object will store all pipelines created through addPipeline * * @name Phaser.Renderer.WebGL.WebGLRenderer#pipelines * @type {object} * @default null * @since 3.0.0 */ this.pipelines = null; /** * Details about the currently scheduled snapshot. * * If a non-null `callback` is set in this object, a snapshot of the canvas will be taken after the current frame is fully rendered. * * @name Phaser.Renderer.WebGL.WebGLRenderer#snapshotState * @type {Phaser.Types.Renderer.Snapshot.SnapshotState} * @since 3.0.0 */ this.snapshotState = { x: 0, y: 0, width: 1, height: 1, getPixel: false, callback: null, type: 'image/png', encoder: 0.92, isFramebuffer: false, bufferWidth: 0, bufferHeight: 0 }; // Internal Renderer State (Textures, Framebuffers, Pipelines, Buffers, etc) /** * Cached value for the last texture unit that was used. * * @name Phaser.Renderer.WebGL.WebGLRenderer#currentActiveTexture * @type {integer} * @since 3.1.0 */ this.currentActiveTexture = 0; /** * Contains the current starting active texture unit. * This value is constantly updated and should be treated as read-only by your code. * * @name Phaser.Renderer.WebGL.WebGLRenderer#startActiveTexture * @type {integer} * @since 3.50.0 */ this.startActiveTexture = 0; /** * The maximum number of textures the GPU can handle. The minimum under the WebGL1 spec is 8. * This is set via the Game Config `maxTextures` property and should never be changed after boot. * * @name Phaser.Renderer.WebGL.WebGLRenderer#maxTextures * @type {integer} * @since 3.50.0 */ this.maxTextures = 0; /** * An array of the available WebGL texture units, used to populate the uSampler uniforms. * * This array is populated during the init phase and should never be changed after boot. * * @name Phaser.Renderer.WebGL.WebGLRenderer#textureIndexes * @type {array} * @since 3.50.0 */ this.textureIndexes; /** * An array of default temporary WebGL Textures. * * This array is populated during the init phase and should never be changed after boot. * * @name Phaser.Renderer.WebGL.WebGLRenderer#tempTextures * @type {array} * @since 3.50.0 */ this.tempTextures; /** * The currently bound texture at texture unit zero, if any. * * @name Phaser.Renderer.WebGL.WebGLRenderer#textureZero * @type {?WebGLTexture} * @since 3.50.0 */ this.textureZero; /** * The currently bound normal map texture at texture unit one, if any. * * @name Phaser.Renderer.WebGL.WebGLRenderer#normalTexture * @type {?WebGLTexture} * @since 3.50.0 */ this.normalTexture; /** * Current framebuffer in use * * @name Phaser.Renderer.WebGL.WebGLRenderer#currentFramebuffer * @type {WebGLFramebuffer} * @default null * @since 3.0.0 */ this.currentFramebuffer = null; /** * Current WebGLPipeline in use * * @name Phaser.Renderer.WebGL.WebGLRenderer#currentPipeline * @type {Phaser.Renderer.WebGL.WebGLPipeline} * @default null * @since 3.0.0 */ this.currentPipeline = null; /** * Current WebGLProgram in use * * @name Phaser.Renderer.WebGL.WebGLRenderer#currentProgram * @type {WebGLProgram} * @default null * @since 3.0.0 */ this.currentProgram = null; /** * Current WebGLBuffer (Vertex buffer) in use * * @name Phaser.Renderer.WebGL.WebGLRenderer#currentVertexBuffer * @type {WebGLBuffer} * @default null * @since 3.0.0 */ this.currentVertexBuffer = null; /** * Current WebGLBuffer (Index buffer) in use * * @name Phaser.Renderer.WebGL.WebGLRenderer#currentIndexBuffer * @type {WebGLBuffer} * @default null * @since 3.0.0 */ this.currentIndexBuffer = null; /** * Current blend mode in use * * @name Phaser.Renderer.WebGL.WebGLRenderer#currentBlendMode * @type {integer} * @since 3.0.0 */ this.currentBlendMode = Infinity; /** * Indicates if the the scissor state is enabled in WebGLRenderingContext * * @name Phaser.Renderer.WebGL.WebGLRenderer#currentScissorEnabled * @type {boolean} * @default false * @since 3.0.0 */ this.currentScissorEnabled = false; /** * Stores the current scissor data * * @name Phaser.Renderer.WebGL.WebGLRenderer#currentScissor * @type {Uint32Array} * @since 3.0.0 */ this.currentScissor = null; /** * Stack of scissor data * * @name Phaser.Renderer.WebGL.WebGLRenderer#scissorStack * @type {Uint32Array} * @since 3.0.0 */ this.scissorStack = []; /** * The handler to invoke when the context is lost. * This should not be changed and is set in the boot method. * * @name Phaser.Renderer.WebGL.WebGLRenderer#contextLostHandler * @type {function} * @since 3.19.0 */ this.contextLostHandler = NOOP; /** * The handler to invoke when the context is restored. * This should not be changed and is set in the boot method. * * @name Phaser.Renderer.WebGL.WebGLRenderer#contextRestoredHandler * @type {function} * @since 3.19.0 */ this.contextRestoredHandler = NOOP; /** * The underlying WebGL context of the renderer. * * @name Phaser.Renderer.WebGL.WebGLRenderer#gl * @type {WebGLRenderingContext} * @default null * @since 3.0.0 */ this.gl = null; /** * Array of strings that indicate which WebGL extensions are supported by the browser * * @name Phaser.Renderer.WebGL.WebGLRenderer#supportedExtensions * @type {object} * @default null * @since 3.0.0 */ this.supportedExtensions = null; /** * Extensions loaded into the current context * * @name Phaser.Renderer.WebGL.WebGLRenderer#extensions * @type {object} * @default {} * @since 3.0.0 */ this.extensions = {}; /** * Stores the current WebGL component formats for further use * * @name Phaser.Renderer.WebGL.WebGLRenderer#glFormats * @type {array} * @default [] * @since 3.2.0 */ this.glFormats = []; /** * Stores the supported WebGL texture compression formats. * * @name Phaser.Renderer.WebGL.WebGLRenderer#compression * @type {array} * @since 3.8.0 */ this.compression = { ETC1: false, PVRTC: false, S3TC: false }; /** * Cached drawing buffer height to reduce gl calls. * * @name Phaser.Renderer.WebGL.WebGLRenderer#drawingBufferHeight * @type {number} * @readonly * @since 3.11.0 */ this.drawingBufferHeight = 0; /** * A blank 32x32 transparent texture, as used by the Graphics system where needed. * This is set in the `boot` method. * * @name Phaser.Renderer.WebGL.WebGLRenderer#blankTexture * @type {WebGLTexture} * @readonly * @since 3.12.0 */ this.blankTexture = null; /** * A default Camera used in calls when no other camera has been provided. * * @name Phaser.Renderer.WebGL.WebGLRenderer#defaultCamera * @type {Phaser.Cameras.Scene2D.BaseCamera} * @since 3.12.0 */ this.defaultCamera = new BaseCamera(0, 0, 0, 0); /** * A temporary Transform Matrix, re-used internally during batching. * * @name Phaser.Renderer.WebGL.WebGLRenderer#_tempMatrix1 * @private * @type {Phaser.GameObjects.Components.TransformMatrix} * @since 3.12.0 */ this._tempMatrix1 = new TransformMatrix(); /** * A temporary Transform Matrix, re-used internally during batching. * * @name Phaser.Renderer.WebGL.WebGLRenderer#_tempMatrix2 * @private * @type {Phaser.GameObjects.Components.TransformMatrix} * @since 3.12.0 */ this._tempMatrix2 = new TransformMatrix(); /** * A temporary Transform Matrix, re-used internally during batching. * * @name Phaser.Renderer.WebGL.WebGLRenderer#_tempMatrix3 * @private * @type {Phaser.GameObjects.Components.TransformMatrix} * @since 3.12.0 */ this._tempMatrix3 = new TransformMatrix(); /** * A temporary Transform Matrix, re-used internally during batching. * * @name Phaser.Renderer.WebGL.WebGLRenderer#_tempMatrix4 * @private * @type {Phaser.GameObjects.Components.TransformMatrix} * @since 3.12.0 */ this._tempMatrix4 = new TransformMatrix(); /** * The total number of masks currently stacked. * * @name Phaser.Renderer.WebGL.WebGLRenderer#maskCount * @type {integer} * @since 3.17.0 */ this.maskCount = 0; /** * The mask stack. * * @name Phaser.Renderer.WebGL.WebGLRenderer#maskStack * @type {Phaser.Display.Masks.GeometryMask[]} * @since 3.17.0 */ this.maskStack = []; /** * Internal property that tracks the currently set mask. * * @name Phaser.Renderer.WebGL.WebGLRenderer#currentMask * @type {any} * @since 3.17.0 */ this.currentMask = { mask: null, camera: null }; /** * Internal property that tracks the currently set camera mask. * * @name Phaser.Renderer.WebGL.WebGLRenderer#currentCameraMask * @type {any} * @since 3.17.0 */ this.currentCameraMask = { mask: null, camera: null }; /** * Internal gl function mapping for uniform look-up. * https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniform * * @name Phaser.Renderer.WebGL.WebGLRenderer#glFuncMap * @type {any} * @since 3.17.0 */ this.glFuncMap = null; /** * The `type` of the Game Object being currently rendered. * This can be used by advanced render functions for batching look-ahead. * * @name Phaser.Renderer.WebGL.WebGLRenderer#currentType * @type {string} * @since 3.19.0 */ this.currentType = ''; /** * Is the `type` of the Game Object being currently rendered different than the * type of the object before it in the display list? I.e. it's a 'new' type. * * @name Phaser.Renderer.WebGL.WebGLRenderer#newType * @type {boolean} * @since 3.19.0 */ this.newType = false; /** * Does the `type` of the next Game Object in the display list match that * of the object being currently rendered? * * @name Phaser.Renderer.WebGL.WebGLRenderer#nextTypeMatch * @type {boolean} * @since 3.19.0 */ this.nextTypeMatch = false; /** * The mipmap magFilter to be used when creating textures. * * You can specify this as a string in the game config, i.e.: * * `renderer: { mipmapFilter: 'NEAREST_MIPMAP_LINEAR' }` * * The 6 options for WebGL1 are, in order from least to most computationally expensive: * * NEAREST (for pixel art) * LINEAR (the default) * NEAREST_MIPMAP_NEAREST * LINEAR_MIPMAP_NEAREST * NEAREST_MIPMAP_LINEAR * LINEAR_MIPMAP_LINEAR * * Mipmaps only work with textures that are fully power-of-two in size. * * For more details see https://webglfundamentals.org/webgl/lessons/webgl-3d-textures.html * * @name Phaser.Renderer.WebGL.WebGLRenderer#mipmapFilter * @type {GLenum} * @since 3.21.0 */ this.mipmapFilter = null; /** * The number of times the renderer had to flush this frame, due to running out of texture units. * * @name Phaser.Renderer.WebGL.WebGLRenderer#textureFlush * @type {number} * @since 3.50.0 */ this.textureFlush = 0; this.init(this.config); }, /** * Creates a new WebGLRenderingContext and initializes all internal state. * * @method Phaser.Renderer.WebGL.WebGLRenderer#init * @since 3.0.0 * * @param {object} config - The configuration object for the renderer. * * @return {this} This WebGLRenderer instance. */ init: function (config) { var gl; var game = this.game; var canvas = this.canvas; var clearColor = config.backgroundColor; // Did they provide their own context? if (game.config.context) { gl = game.config.context; } else { gl = canvas.getContext('webgl', config.contextCreation) || canvas.getContext('experimental-webgl', config.contextCreation); } if (!gl || gl.isContextLost()) { this.contextLost = true; throw new Error('WebGL unsupported'); } this.gl = gl; var _this = this; this.contextLostHandler = function (event) { _this.contextLost = true; _this.game.events.emit(GameEvents.CONTEXT_LOST, _this); event.preventDefault(); }; this.contextRestoredHandler = function () { _this.contextLost = false; _this.init(_this.config); _this.game.events.emit(GameEvents.CONTEXT_RESTORED, _this); }; canvas.addEventListener('webglcontextlost', this.contextLostHandler, false); canvas.addEventListener('webglcontextrestored', this.contextRestoredHandler, false); // Set it back into the Game, so developers can access it from there too game.context = gl; for (var i = 0; i <= 27; i++) { this.blendModes.push({ func: [ gl.ONE, gl.ONE_MINUS_SRC_ALPHA ], equation: gl.FUNC_ADD }); } // ADD this.blendModes[1].func = [ gl.ONE, gl.DST_ALPHA ]; // MULTIPLY this.blendModes[2].func = [ gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA ]; // SCREEN this.blendModes[3].func = [ gl.ONE, gl.ONE_MINUS_SRC_COLOR ]; // ERASE this.blendModes[17] = { func: [ gl.ZERO, gl.ONE_MINUS_SRC_ALPHA ], equation: gl.FUNC_REVERSE_SUBTRACT }; this.glFormats[0] = gl.BYTE; this.glFormats[1] = gl.SHORT; this.glFormats[2] = gl.UNSIGNED_BYTE; this.glFormats[3] = gl.UNSIGNED_SHORT; this.glFormats[4] = gl.FLOAT; // Set the gl function map this.glFuncMap = { mat2: { func: gl.uniformMatrix2fv, length: 1, matrix: true }, mat3: { func: gl.uniformMatrix3fv, length: 1, matrix: true }, mat4: { func: gl.uniformMatrix4fv, length: 1, matrix: true }, '1f': { func: gl.uniform1f, length: 1 }, '1fv': { func: gl.uniform1fv, length: 1 }, '1i': { func: gl.uniform1i, length: 1 }, '1iv': { func: gl.uniform1iv, length: 1 }, '2f': { func: gl.uniform2f, length: 2 }, '2fv': { func: gl.uniform2fv, length: 1 }, '2i': { func: gl.uniform2i, length: 2 }, '2iv': { func: gl.uniform2iv, length: 1 }, '3f': { func: gl.uniform3f, length: 3 }, '3fv': { func: gl.uniform3fv, length: 1 }, '3i': { func: gl.uniform3i, length: 3 }, '3iv': { func: gl.uniform3iv, length: 1 }, '4f': { func: gl.uniform4f, length: 4 }, '4fv': { func: gl.uniform4fv, length: 1 }, '4i': { func: gl.uniform4i, length: 4 }, '4iv': { func: gl.uniform4iv, length: 1 } }; // Load supported extensions var exts = gl.getSupportedExtensions(); if (!config.maxTextures || config.maxTextures === -1) { config.maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); } var extString = 'WEBGL_compressed_texture_'; var wkExtString = 'WEBKIT_' + extString; this.compression.ETC1 = gl.getExtension(extString + 'etc1') || gl.getExtension(wkExtString + 'etc1'); this.compression.PVRTC = gl.getExtension(extString + 'pvrtc') || gl.getExtension(wkExtString + 'pvrtc'); this.compression.S3TC = gl.getExtension(extString + 's3tc') || gl.getExtension(wkExtString + 's3tc'); this.supportedExtensions = exts; // Setup initial WebGL state gl.disable(gl.DEPTH_TEST); gl.disable(gl.CULL_FACE); gl.enable(gl.BLEND); gl.clearColor(clearColor.redGL, clearColor.greenGL, clearColor.blueGL, clearColor.alphaGL); // Mipmaps this.mipmapFilter = gl[config.mipmapFilter]; // Check maximum supported textures this.maxTextures = Utils.checkShaderMax(gl, config.maxTextures); this.textureIndexes = []; // Create temporary WebGL textures var tempTextures = this.tempTextures; if (Array.isArray(tempTextures)) { for (var t = 0; i < this.maxTextures; t++) { gl.deleteTexture(tempTextures[t]); } } else { tempTextures = new Array(this.maxTextures); } // Create temp textures to stop WebGL errors on mac os for (var index = 0; index < this.maxTextures; index++) { var tempTexture = gl.createTexture(); gl.activeTexture(gl.TEXTURE0 + index); gl.bindTexture(gl.TEXTURE_2D, tempTexture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([ 255, 255, 255, 255 ])); tempTextures[index] = tempTexture; this.textureIndexes.push(index); } this.tempTextures = tempTextures; // Reset to texture 1 (texture zero is reserved for framebuffers) this.currentActiveTexture = 1; this.startActiveTexture++; gl.activeTexture(gl.TEXTURE1); // Clear previous pipelines and reload default ones this.pipelines = {}; this.addPipeline('TextureTintPipeline', new TextureTintPipeline({ game: game, renderer: this })); this.addPipeline('TextureTintStripPipeline', new TextureTintStripPipeline({ game: game, renderer: this })); this.addPipeline('BitmapMaskPipeline', new BitmapMaskPipeline({ game: game, renderer: this })); this.addPipeline('Light2D', new ForwardDiffuseLightPipeline({ game: game, renderer: this, maxLights: config.maxLights })); this.setBlendMode(CONST.BlendModes.NORMAL); game.textures.once(TextureEvents.READY, this.boot, this); return this; }, /** * Internal boot handler. Calls 'boot' on each pipeline. * * @method Phaser.Renderer.WebGL.WebGLRenderer#boot * @private * @since 3.11.0 */ boot: function () { for (var pipelineName in this.pipelines) { this.pipelines[pipelineName].boot(); } var blank = this.game.textures.getFrame('__DEFAULT'); this.pipelines.TextureTintPipeline.currentFrame = blank; this.blankTexture = blank; var gl = this.gl; gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.enable(gl.SCISSOR_TEST); this.setPipeline(this.pipelines.TextureTintPipeline); this.game.scale.on(ScaleEvents.RESIZE, this.onResize, this); var baseSize = this.game.scale.baseSize; this.resize(baseSize.width, baseSize.height, this.game.scale.resolution); }, /** * The event handler that manages the `resize` event dispatched by the Scale Manager. * * @method Phaser.Renderer.WebGL.WebGLRenderer#onResize * @since 3.16.0 * * @param {Phaser.Structs.Size} gameSize - The default Game Size object. This is the un-modified game dimensions. * @param {Phaser.Structs.Size} baseSize - The base Size object. The game dimensions multiplied by the resolution. The canvas width / height values match this. * @param {Phaser.Structs.Size} displaySize - The display Size object. The size of the canvas style width / height attributes. * @param {number} [resolution] - The Scale Manager resolution setting. */ onResize: function (gameSize, baseSize, displaySize, resolution) { // Has the underlying canvas size changed? if (baseSize.width !== this.width || baseSize.height !== this.height || resolution !== this.resolution) { this.resize(baseSize.width, baseSize.height, resolution); } }, /** * Resizes the drawing buffer to match that required by the Scale Manager. * * @method Phaser.Renderer.WebGL.WebGLRenderer#resize * @since 3.0.0 * * @param {number} [width] - The new width of the renderer. * @param {number} [height] - The new height of the renderer. * @param {number} [resolution] - The new resolution of the renderer. * * @return {this} This WebGLRenderer instance. */ resize: function (width, height, resolution) { var gl = this.gl; var pipelines = this.pipelines; this.width = width; this.height = height; this.resolution = resolution; gl.viewport(0, 0, width, height); // Update all registered pipelines for (var pipelineName in pipelines) { pipelines[pipelineName].resize(width, height, resolution); } this.drawingBufferHeight = gl.drawingBufferHeight; gl.scissor(0, (gl.drawingBufferHeight - height), width, height); this.defaultCamera.setSize(width, height); return this; }, /** * Checks if a WebGL extension is supported * * @method Phaser.Renderer.WebGL.WebGLRenderer#hasExtension * @since 3.0.0 * * @param {string} extensionName - Name of the WebGL extension * * @return {boolean} `true` if the extension is supported, otherwise `false`. */ hasExtension: function (extensionName) { return this.supportedExtensions ? this.supportedExtensions.indexOf(extensionName) : false; }, /** * Loads a WebGL extension * * @method Phaser.Renderer.WebGL.WebGLRenderer#getExtension * @since 3.0.0 * * @param {string} extensionName - The name of the extension to load. * * @return {object} WebGL extension if the extension is supported */ getExtension: function (extensionName) { if (!this.hasExtension(extensionName)) { return null; } if (!(extensionName in this.extensions)) { this.extensions[extensionName] = this.gl.getExtension(extensionName); } return this.extensions[extensionName]; }, /** * Flushes the current pipeline if the pipeline is bound * * @method Phaser.Renderer.WebGL.WebGLRenderer#flush * @since 3.0.0 */ flush: function () { if (this.currentPipeline) { this.currentPipeline.flush(); } }, /** * Checks if a pipeline is present in the current WebGLRenderer * * @method Phaser.Renderer.WebGL.WebGLRenderer#hasPipeline * @since 3.0.0 * * @param {string} pipelineName - The name of the pipeline. * * @return {boolean} `true` if the given pipeline is loaded, otherwise `false`. */ hasPipeline: function (pipelineName) { return (pipelineName in this.pipelines); }, /** * Returns the pipeline by name if the pipeline exists * * @method Phaser.Renderer.WebGL.WebGLRenderer#getPipeline * @since 3.0.0 * * @param {string} pipelineName - The name of the pipeline. * * @return {Phaser.Renderer.WebGL.WebGLPipeline} The pipeline instance, or `null` if not found. */ getPipeline: function (pipelineName) { return (this.hasPipeline(pipelineName)) ? this.pipelines[pipelineName] : null; }, /** * Removes a pipeline by name. * * @method Phaser.Renderer.WebGL.WebGLRenderer#removePipeline * @since 3.0.0 * * @param {string} pipelineName - The name of the pipeline to be removed. * * @return {this} This WebGLRenderer instance. */ removePipeline: function (pipelineName) { delete this.pipelines[pipelineName]; return this; }, /** * Adds a pipeline instance into the collection of pipelines * * @method Phaser.Renderer.WebGL.WebGLRenderer#addPipeline * @since 3.0.0 * * @param {string} pipelineName - A unique string-based key for the pipeline. * @param {Phaser.Renderer.WebGL.WebGLPipeline} pipelineInstance - A pipeline instance which must extend WebGLPipeline. * * @return {Phaser.Renderer.WebGL.WebGLPipeline} The pipeline instance that was passed. */ addPipeline: function (pipelineName, pipelineInstance) { if (!this.hasPipeline(pipelineName)) { this.pipelines[pipelineName] = pipelineInstance; } else { console.warn('Pipeline exists: ' + pipelineName); } pipelineInstance.name = pipelineName; this.pipelines[pipelineName].resize(this.width, this.height, this.config.resolution); return pipelineInstance; }, /** * Pushes a new scissor state. This is used to set nested scissor states. * * @method Phaser.Renderer.WebGL.WebGLRenderer#pushScissor * @since 3.0.0 * * @param {integer} x - The x position of the scissor. * @param {integer} y - The y position of the scissor. * @param {integer} width - The width of the scissor. * @param {integer} height - The height of the scissor. * @param {integer} [drawingBufferHeight] - Optional drawingBufferHeight override value. * * @return {integer[]} An array containing the scissor values. */ pushScissor: function (x, y, width, height, drawingBufferHeight) { if (drawingBufferHeight === undefined) { drawingBufferHeight = this.drawingBufferHeight; } var scissorStack = this.scissorStack; var scissor = [ x, y, width, height ]; scissorStack.push(scissor); this.setScissor(x, y, width, height, drawingBufferHeight); this.currentScissor = scissor; return scissor; }, /** * Sets the current scissor state. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setScissor * @since 3.0.0 * * @param {integer} x - The x position of the scissor. * @param {integer} y - The y position of the scissor. * @param {integer} width - The width of the scissor. * @param {integer} height - The height of the scissor. * @param {integer} [drawingBufferHeight] - Optional drawingBufferHeight override value. */ setScissor: function (x, y, width, height, drawingBufferHeight) { if (drawingBufferHeight === undefined) { drawingBufferHeight = this.drawingBufferHeight; } var gl = this.gl; var current = this.currentScissor; var setScissor = (width > 0 && height > 0); if (current && setScissor) { var cx = current[0]; var cy = current[1]; var cw = current[2]; var ch = current[3]; setScissor = (cx !== x || cy !== y || cw !== width || ch !== height); } if (setScissor) { this.flush(); // https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/scissor gl.scissor(x, (drawingBufferHeight - y - height), width, height); } }, /** * Pops the last scissor state and sets it. * * @method Phaser.Renderer.WebGL.WebGLRenderer#popScissor * @since 3.0.0 */ popScissor: function () { var scissorStack = this.scissorStack; // Remove the current scissor scissorStack.pop(); // Reset the previous scissor var scissor = scissorStack[scissorStack.length - 1]; if (scissor) { this.setScissor(scissor[0], scissor[1], scissor[2], scissor[3]); } this.currentScissor = scissor; }, /** * Binds a WebGLPipeline and sets it as the current pipeline to be used. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setPipeline * @since 3.0.0 * * @param {Phaser.Renderer.WebGL.WebGLPipeline} pipelineInstance - The pipeline instance to be activated. * @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any. * * @return {Phaser.Renderer.WebGL.WebGLPipeline} The pipeline that was activated. */ setPipeline: function (pipelineInstance, gameObject) { var current = this.currentPipeline; if (current !== pipelineInstance || current.vertexBuffer !== this.currentVertexBuffer || current.program !== this.currentProgram) { this.resetTextures(); this.currentPipeline = pipelineInstance; this.currentPipeline.bind(); } this.currentPipeline.onBind(gameObject); return this.currentPipeline; }, /** * Is there an active stencil mask? * * @method Phaser.Renderer.WebGL.WebGLRenderer#hasActiveStencilMask * @since 3.17.0 * * @return {boolean} `true` if there is an active stencil mask, otherwise `false`. */ hasActiveStencilMask: function () { var mask = this.currentMask.mask; var camMask = this.currentCameraMask.mask; return ((mask && mask.isStencil) || (camMask && camMask.isStencil)); }, /** * Use this to reset the gl context to the state that Phaser requires to continue rendering. * Calling this will: * * * Disable `DEPTH_TEST`, `CULL_FACE` and `STENCIL_TEST`. * * Clear the depth buffer and stencil buffers. * * Reset the viewport size. * * Reset the blend mode. * * Bind a blank texture as the active texture on texture unit zero. * * Rebinds the given pipeline instance. * * You should call this having previously called `clearPipeline` and then wishing to return * control to Phaser again. * * @method Phaser.Renderer.WebGL.WebGLRenderer#rebindPipeline * @since 3.16.0 * * @param {Phaser.Renderer.WebGL.WebGLPipeline} pipelineInstance - The pipeline instance to be activated. */ rebindPipeline: function (pipelineInstance) { var gl = this.gl; gl.disable(gl.DEPTH_TEST); gl.disable(gl.CULL_FACE); if (this.hasActiveStencilMask()) { gl.clear(gl.DEPTH_BUFFER_BIT); } else { // If there wasn't a stencil mask set before this call, we can disable it safely gl.disable(gl.STENCIL_TEST); gl.clear(gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); } gl.viewport(0, 0, this.width, this.height); this.setBlendMode(0, true); gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, this.blankTexture.glTexture); this.currentActiveTexture = 1; this.startActiveTexture++; this.currentPipeline = pipelineInstance; this.currentPipeline.bind(); this.currentPipeline.onBind(); }, /** * Flushes the current WebGLPipeline being used and then clears it, along with the * the current shader program and vertex buffer. Then resets the blend mode to NORMAL. * Call this before jumping to your own gl context handler, and then call `rebindPipeline` when * you wish to return control to Phaser again. * * @method Phaser.Renderer.WebGL.WebGLRenderer#clearPipeline * @since 3.16.0 */ clearPipeline: function () { this.flush(); this.currentPipeline = null; this.currentProgram = null; this.currentVertexBuffer = null; this.currentIndexBuffer = null; this.setBlendMode(0, true); }, /** * Sets the blend mode to the value given. * * If the current blend mode is different from the one given, the pipeline is flushed and the new * blend mode is enabled. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setBlendMode * @since 3.0.0 * * @param {integer} blendModeId - The blend mode to be set. Can be a `BlendModes` const or an integer value. * @param {boolean} [force=false] - Force the blend mode to be set, regardless of the currently set blend mode. * * @return {boolean} `true` if the blend mode was changed as a result of this call, forcing a flush, otherwise `false`. */ setBlendMode: function (blendModeId, force) { if (force === undefined) { force = false; } var gl = this.gl; var blendMode = this.blendModes[blendModeId]; if (force || (blendModeId !== CONST.BlendModes.SKIP_CHECK && this.currentBlendMode !== blendModeId)) { this.flush(); gl.enable(gl.BLEND); gl.blendEquation(blendMode.equation); if (blendMode.func.length > 2) { gl.blendFuncSeparate(blendMode.func[0], blendMode.func[1], blendMode.func[2], blendMode.func[3]); } else { gl.blendFunc(blendMode.func[0], blendMode.func[1]); } this.currentBlendMode = blendModeId; return true; } return false; }, /** * Creates a new custom blend mode for the renderer. * * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Blending_modes * * @method Phaser.Renderer.WebGL.WebGLRenderer#addBlendMode * @since 3.0.0 * * @param {GLenum[]} func - An array containing the WebGL functions to use for the source and the destination blending factors, respectively. See the possible constants for {@link WebGLRenderingContext#blendFunc()}. * @param {GLenum} equation - The equation to use for combining the RGB and alpha components of a new pixel with a rendered one. See the possible constants for {@link WebGLRenderingContext#blendEquation()}. * * @return {integer} The index of the new blend mode, used for referencing it in the future. */ addBlendMode: function (func, equation) { var index = this.blendModes.push({ func: func, equation: equation }); return index - 1; }, /** * Updates the function bound to a given custom blend mode. * * @method Phaser.Renderer.WebGL.WebGLRenderer#updateBlendMode * @since 3.0.0 * * @param {integer} index - The index of the custom blend mode. * @param {function} func - The function to use for the blend mode. * @param {function} equation - The equation to use for the blend mode. * * @return {this} This WebGLRenderer instance. */ updateBlendMode: function (index, func, equation) { if (this.blendModes[index]) { this.blendModes[index].func = func; if (equation) { this.blendModes[index].equation = equation; } } return this; }, /** * Removes a custom blend mode from the renderer. * Any Game Objects still using this blend mode will error, so be sure to clear them first. * * @method Phaser.Renderer.WebGL.WebGLRenderer#removeBlendMode * @since 3.0.0 * * @param {integer} index - The index of the custom blend mode to be removed. * * @return {this} This WebGLRenderer instance. */ removeBlendMode: function (index) { if (index > 17 && this.blendModes[index]) { this.blendModes.splice(index, 1); } return this; }, /** * Sets the current active texture for texture unit zero to be a blank texture. * This only happens if there isn't a texture already in use by texture unit zero. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setBlankTexture * @private * @since 3.12.0 */ setBlankTexture: function () { this.setTexture2D(this.blankTexture.glTexture); }, /** * Activates the Texture Source and assigns it the next available texture unit. * If none are available, it will flush the current pipeline first. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setTextureSource * @since 3.50.0 * * @param {Phaser.Textures.TextureSource} textureSource - The Texture Source to be assigned the texture unit. * * @return {number} The texture unit that was assigned to the Texture Source. */ setTextureSource: function (textureSource) { var gl = this.gl; var currentActiveTexture = this.currentActiveTexture; if (textureSource.glIndexCounter < this.startActiveTexture) { textureSource.glIndexCounter = this.startActiveTexture; if (currentActiveTexture < this.maxTextures) { textureSource.glIndex = currentActiveTexture; gl.activeTexture(gl.TEXTURE0 + currentActiveTexture); gl.bindTexture(gl.TEXTURE_2D, textureSource.glTexture); this.currentActiveTexture++; } else { // We're out of textures, so flush the batch and reset back to 0 this.flush(); this.startActiveTexture++; this.textureFlush++; textureSource.glIndexCounter = this.startActiveTexture; textureSource.glIndex = 1; gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, textureSource.glTexture); this.currentActiveTexture = 2; } } return textureSource.glIndex; }, /** * Checks to see if the given diffuse and normal map textures are already bound, or not. * * @method Phaser.Renderer.WebGL.WebGLRenderer#isNewNormalMap * @since 3.50.0 * * @param {WebGLTexture} texture - The WebGL diffuse texture. * @param {WebGLTexture} normalMap - The WebGL normal map texture. * * @return {boolean} Returns `false` if this combination is already set, or `true` if it's a new combination. */ isNewNormalMap: function (texture, normalMap) { return (this.textureZero !== texture || this.normalTexture !== normalMap); }, /** * Binds a texture directly to texture unit zero then activates it. * If the texture is already at unit zero, it skips the bind. * Make sure to call `clearTextureZero` after using this method. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setTextureZero * @since 3.50.0 * * @param {WebGLTexture} texture - The WebGL texture that needs to be bound. */ setTextureZero: function (texture) { if (this.textureZero !== texture) { var gl = this.gl; gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, texture); this.textureZero = texture; } }, /** * Clears the texture that was directly bound to texture unit zero. * * @method Phaser.Renderer.WebGL.WebGLRenderer#clearTextureZero * @since 3.50.0 */ clearTextureZero: function () { this.textureZero = null; }, /** * Binds a texture directly to texture unit one then activates it. * If the texture is already at unit one, it skips the bind. * Make sure to call `clearNormalMap` after using this method. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setNormalMap * @since 3.50.0 * * @param {WebGLTexture} texture - The WebGL texture that needs to be bound. */ setNormalMap: function (texture) { if (this.normalTexture !== texture) { var gl = this.gl; gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, texture); this.normalTexture = texture; if (this.currentActiveTexture === 1) { this.currentActiveTexture = 2; } } }, /** * Clears the texture that was directly bound to texture unit one and * increases the start active texture counter. * * @method Phaser.Renderer.WebGL.WebGLRenderer#clearNormalMap * @since 3.50.0 */ clearNormalMap: function () { this.normalTexture = null; this.startActiveTexture++; this.currentActiveTexture = 1; this.textureFlush++; }, /** * Activates each texture, in turn, then binds them all to `null`. * * @method Phaser.Renderer.WebGL.WebGLRenderer#unbindTextures * @since 3.50.0 * * @param {boolean} [all=false] - Reset all textures, or just the first two? */ unbindTextures: function () { var gl = this.gl; var temp = this.tempTextures; for (var i = 0; i < temp.length; i++) { gl.activeTexture(gl.TEXTURE0 + i); gl.bindTexture(gl.TEXTURE_2D, null); } this.normalTexture = null; this.textureZero = null; this.currentActiveTexture = 1; this.startActiveTexture++; this.textureFlush++; }, /** * Flushes the current pipeline, then resets the first two textures * back to the default temporary textures, resets the start active * counter and sets texture unit 1 as being active. * * @method Phaser.Renderer.WebGL.WebGLRenderer#resetTextures * @since 3.50.0 * * @param {boolean} [all=false] - Reset all textures, or just the first two? */ resetTextures: function (all) { if (all === undefined) { all = false; } this.flush(); var gl = this.gl; var temp = this.tempTextures; var total = (all) ? temp.length : 2; for (var i = 0; i < total; i++) { gl.activeTexture(gl.TEXTURE0 + i); gl.bindTexture(gl.TEXTURE_2D, temp[i]); } if (all) { gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, temp[1]); } this.normalTexture = null; this.textureZero = null; this.currentActiveTexture = 1; this.startActiveTexture++; this.textureFlush++; }, /** * Binds a texture at a texture unit. If a texture is already * bound to that unit it will force a flush on the current pipeline. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setTexture2D * @since 3.0.0 * @version 2.0 - Updated in 3.50.0 to remove the `textureUnit` and `flush` parameters. * * @param {WebGLTexture} texture - The WebGL texture that needs to be bound. * * @return {number} The texture unit that was assigned to the Texture Source. */ setTexture2D: function (texture) { var gl = this.gl; var currentActiveTexture = this.currentActiveTexture; if (texture.glIndexCounter < this.startActiveTexture) { texture.glIndexCounter = this.startActiveTexture; if (currentActiveTexture < this.maxTextures) { texture.glIndex = currentActiveTexture; gl.activeTexture(gl.TEXTURE0 + currentActiveTexture); gl.bindTexture(gl.TEXTURE_2D, texture); this.currentActiveTexture++; } else { // We're out of textures, so flush the batch and reset back to 1 (0 is reserved for fbos) this.flush(); this.startActiveTexture++; this.textureFlush++; texture.glIndexCounter = this.startActiveTexture; texture.glIndex = 1; gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, texture); this.currentActiveTexture = 2; } } return texture.glIndex; }, /** * Binds a framebuffer. If there was another framebuffer already bound it will force a pipeline flush. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setFramebuffer * @since 3.0.0 * * @param {WebGLFramebuffer} framebuffer - The framebuffer that needs to be bound. * @param {boolean} [updateScissor=false] - If a framebuffer is given, set the gl scissor to match the frame buffer size? Or, if `null` given, pop the scissor from the stack. * * @return {this} This WebGLRenderer instance. */ setFramebuffer: function (framebuffer, updateScissor) { if (updateScissor === undefined) { updateScissor = false; } var gl = this.gl; var width = this.width; var height = this.height; if (framebuffer !== this.currentFramebuffer) { if (framebuffer && framebuffer.renderTexture) { width = framebuffer.renderTexture.width; height = framebuffer.renderTexture.height; } else { this.flush(); } gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); gl.viewport(0, 0, width, height); if (updateScissor) { if (framebuffer) { this.drawingBufferHeight = height; this.pushScissor(0, 0, width, height); } else { this.drawingBufferHeight = this.height; this.popScissor(); } } this.currentFramebuffer = framebuffer; } return this; }, /** * Binds a program. If there was another program already bound it will force a pipeline flush. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setProgram * @since 3.0.0 * * @param {WebGLProgram} program - The program that needs to be bound. * * @return {this} This WebGLRenderer instance. */ setProgram: function (program) { var gl = this.gl; if (program !== this.currentProgram) { this.flush(); gl.useProgram(program); this.currentProgram = program; } return this; }, /** * Bounds a vertex buffer. If there is a vertex buffer already bound it'll force a pipeline flush. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setVertexBuffer * @since 3.0.0 * * @param {WebGLBuffer} vertexBuffer - The buffer that needs to be bound. * * @return {this} This WebGLRenderer instance. */ setVertexBuffer: function (vertexBuffer) { var gl = this.gl; if (vertexBuffer !== this.currentVertexBuffer) { this.flush(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); this.currentVertexBuffer = vertexBuffer; } return this; }, /** * Bounds a index buffer. If there is a index buffer already bound it'll force a pipeline flush. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setIndexBuffer * @since 3.0.0 * * @param {WebGLBuffer} indexBuffer - The buffer the needs to be bound. * * @return {this} This WebGLRenderer instance. */ setIndexBuffer: function (indexBuffer) { var gl = this.gl; if (indexBuffer !== this.currentIndexBuffer) { this.flush(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); this.currentIndexBuffer = indexBuffer; } return this; }, /** * Creates a texture from an image source. If the source is not valid it creates an empty texture. * * @method Phaser.Renderer.WebGL.WebGLRenderer#createTextureFromSource * @since 3.0.0 * * @param {object} source - The source of the texture. * @param {integer} width - The width of the texture. * @param {integer} height - The height of the texture. * @param {integer} scaleMode - The scale mode to be used by the texture. * * @return {?WebGLTexture} The WebGL Texture that was created, or `null` if it couldn't be created. */ createTextureFromSource: function (source, width, height, scaleMode) { var gl = this.gl; var minFilter = gl.NEAREST; var magFilter = gl.NEAREST; var wrap = gl.CLAMP_TO_EDGE; var texture = null; width = source ? source.width : width; height = source ? source.height : height; var pow = IsSizePowerOfTwo(width, height); if (pow) { wrap = gl.REPEAT; } if (scaleMode === CONST.ScaleModes.LINEAR && this.config.antialias) { minFilter = (pow) ? this.mipmapFilter : gl.LINEAR; magFilter = gl.LINEAR; } if (!source && typeof width === 'number' && typeof height === 'number') { texture = this.createTexture2D(0, minFilter, magFilter, wrap, wrap, gl.RGBA, null, width, height); } else { texture = this.createTexture2D(0, minFilter, magFilter, wrap, wrap, gl.RGBA, source); } return texture; }, /** * A wrapper for creating a WebGLTexture. If no pixel data is passed it will create an empty texture. * * @method Phaser.Renderer.WebGL.WebGLRenderer#createTexture2D * @since 3.0.0 * * @param {integer} mipLevel - Mip level of the texture. * @param {integer} minFilter - Filtering of the texture. * @param {integer} magFilter - Filtering of the texture. * @param {integer} wrapT - Wrapping mode of the texture. * @param {integer} wrapS - Wrapping mode of the texture. * @param {integer} format - Which format does the texture use. * @param {?object} pixels - pixel data. * @param {integer} width - Width of the texture in pixels. * @param {integer} height - Height of the texture in pixels. * @param {boolean} [pma=true] - Does the texture have premultiplied alpha? * @param {boolean} [forceSize=false] - If `true` it will use the width and height passed to this method, regardless of the pixels dimension. * @param {boolean} [flipY=false] - Sets the `UNPACK_FLIP_Y_WEBGL` flag the WebGL Texture uses during upload. * * @return {WebGLTexture} The WebGLTexture that was created. */ createTexture2D: function (mipLevel, minFilter, magFilter, wrapT, wrapS, format, pixels, width, height, pma, forceSize, flipY) { pma = (pma === undefined || pma === null) ? true : pma; if (forceSize === undefined) { forceSize = false; } if (flipY === undefined) { flipY = false; } var gl = this.gl; var texture = gl.createTexture(); gl.activeTexture(gl.TEXTURE0); var currentTexture = gl.getParameter(gl.TEXTURE_BINDING_2D); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrapS); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrapT); gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, pma); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY); if (pixels === null || pixels === undefined) { gl.texImage2D(gl.TEXTURE_2D, mipLevel, format, width, height, 0, format, gl.UNSIGNED_BYTE, null); } else { if (!forceSize) { width = pixels.width; height = pixels.height; } gl.texImage2D(gl.TEXTURE_2D, mipLevel, format, format, gl.UNSIGNED_BYTE, pixels); } if (IsSizePowerOfTwo(width, height)) { gl.generateMipmap(gl.TEXTURE_2D); } if (currentTexture) { gl.bindTexture(gl.TEXTURE_2D, currentTexture); } texture.isAlphaPremultiplied = pma; texture.isRenderTexture = false; texture.width = width; texture.height = height; texture.glIndex = 0; texture.glIndexCounter = -1; this.nativeTextures.push(texture); return texture; }, /** * Wrapper for creating WebGLFramebuffer. * * @method Phaser.Renderer.WebGL.WebGLRenderer#createFramebuffer * @since 3.0.0 * * @param {integer} width - Width in pixels of the framebuffer * @param {integer} height - Height in pixels of the framebuffer * @param {WebGLTexture} renderTexture - The color texture to where the color pixels are written * @param {boolean} addDepthStencilBuffer - Indicates if the current framebuffer support depth and stencil buffers * * @return {WebGLFramebuffer} Raw WebGLFramebuffer */ createFramebuffer: function (width, height, renderTexture, addDepthStencilBuffer) { var gl = this.gl; var framebuffer = gl.createFramebuffer(); var complete = 0; this.setFramebuffer(framebuffer); if (addDepthStencilBuffer) { var depthStencilBuffer = gl.createRenderbuffer(); gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer); gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer); } renderTexture.isRenderTexture = true; renderTexture.isAlphaPremultiplied = false; gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, renderTexture, 0); complete = gl.checkFramebufferStatus(gl.FRAMEBUFFER); if (complete !== gl.FRAMEBUFFER_COMPLETE) { var errors = { 36054: 'Incomplete Attachment', 36055: 'Missing Attachment', 36057: 'Incomplete Dimensions', 36061: 'Framebuffer Unsupported' }; throw new Error('Framebuffer incomplete. Framebuffer status: ' + errors[complete]); } framebuffer.renderTexture = renderTexture; this.setFramebuffer(null); this.resetTextures(true); return framebuffer; }, /** * Wrapper for creating a WebGLProgram * * @method Phaser.Renderer.WebGL.WebGLRenderer#createProgram * @since 3.0.0 * * @param {string} vertexShader - Source to the vertex shader * @param {string} fragmentShader - Source to the fragment shader * * @return {WebGLProgram} Raw WebGLProgram */ createProgram: function (vertexShader, fragmentShader) { var gl = this.gl; var program = gl.createProgram(); var vs = gl.createShader(gl.VERTEX_SHADER); var fs = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(vs, vertexShader); gl.shaderSource(fs, fragmentShader); gl.compileShader(vs); gl.compileShader(fs); if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS)) { throw new Error('Failed to compile Vertex Shader:\n' + gl.getShaderInfoLog(vs)); } if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) { throw new Error('Failed to compile Fragment Shader:\n' + gl.getShaderInfoLog(fs)); } gl.attachShader(program, vs); gl.attachShader(program, fs); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { throw new Error('Failed to link program:\n' + gl.getProgramInfoLog(program)); } return program; }, /** * Wrapper for creating a vertex buffer. * * @method Phaser.Renderer.WebGL.WebGLRenderer#createVertexBuffer * @since 3.0.0 * * @param {ArrayBuffer} initialDataOrSize - It's either ArrayBuffer or an integer indicating the size of the vbo * @param {integer} bufferUsage - How the buffer is used. gl.DYNAMIC_DRAW, gl.STATIC_DRAW or gl.STREAM_DRAW * * @return {WebGLBuffer} Raw vertex buffer */ createVertexBuffer: function (initialDataOrSize, bufferUsage) { var gl = this.gl; var vertexBuffer = gl.createBuffer(); this.setVertexBuffer(vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, initialDataOrSize, bufferUsage); this.setVertexBuffer(null); return vertexBuffer; }, /** * Wrapper for creating a vertex buffer. * * @method Phaser.Renderer.WebGL.WebGLRenderer#createIndexBuffer * @since 3.0.0 * * @param {ArrayBuffer} initialDataOrSize - Either ArrayBuffer or an integer indicating the size of the vbo. * @param {integer} bufferUsage - How the buffer is used. gl.DYNAMIC_DRAW, gl.STATIC_DRAW or gl.STREAM_DRAW. * * @return {WebGLBuffer} Raw index buffer */ createIndexBuffer: function (initialDataOrSize, bufferUsage) { var gl = this.gl; var indexBuffer = gl.createBuffer(); this.setIndexBuffer(indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, initialDataOrSize, bufferUsage); this.setIndexBuffer(null); return indexBuffer; }, /** * Removes the given texture from the nativeTextures array and then deletes it from the GPU. * * @method Phaser.Renderer.WebGL.WebGLRenderer#deleteTexture * @since 3.0.0 * * @param {WebGLTexture} texture - The WebGL Texture to be deleted. * * @return {this} This WebGLRenderer instance. */ deleteTexture: function (texture) { var index = this.nativeTextures.indexOf(texture); if (index !== -1) { SpliceOne(this.nativeTextures, index); } this.gl.deleteTexture(texture); this.resetTextures(); /* if (!this.game.pendingDestroy) { // texture we just deleted is in use, so bind a blank texture this.setBlankTexture(true); } */ return this; }, /** * Deletes a WebGLFramebuffer from the GL instance. * * @method Phaser.Renderer.WebGL.WebGLRenderer#deleteFramebuffer * @since 3.0.0 * * @param {WebGLFramebuffer} framebuffer - The Framebuffer to be deleted. * * @return {this} This WebGLRenderer instance. */ deleteFramebuffer: function (framebuffer) { this.gl.deleteFramebuffer(framebuffer); return this; }, /** * Deletes a WebGLProgram from the GL instance. * * @method Phaser.Renderer.WebGL.WebGLRenderer#deleteProgram * @since 3.0.0 * * @param {WebGLProgram} program - The shader program to be deleted. * * @return {this} This WebGLRenderer instance. */ deleteProgram: function (program) { this.gl.deleteProgram(program); return this; }, /** * Deletes a WebGLBuffer from the GL instance. * * @method Phaser.Renderer.WebGL.WebGLRenderer#deleteBuffer * @since 3.0.0 * * @param {WebGLBuffer} vertexBuffer - The WebGLBuffer to be deleted. * * @return {this} This WebGLRenderer instance. */ deleteBuffer: function (buffer) { this.gl.deleteBuffer(buffer); return this; }, /** * Controls the pre-render operations for the given camera. * Handles any clipping needed by the camera and renders the background color if a color is visible. * * @method Phaser.Renderer.WebGL.WebGLRenderer#preRenderCamera * @since 3.0.0 * * @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to pre-render. */ preRenderCamera: function (camera) { var cx = camera._cx; var cy = camera._cy; var cw = camera._cw; var ch = camera._ch; var TextureTintPipeline = this.pipelines.TextureTintPipeline; var color = camera.backgroundColor; if (camera.renderToTexture) { this.flush(); this.pushScissor(cx, cy, cw, -ch); this.setFramebuffer(camera.framebuffer); var gl = this.gl; gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT); ProjectOrtho(TextureTintPipeline, cx, cw + cx, cy, ch + cy, -1000, 1000); if (camera.mask) { this.currentCameraMask.mask = camera.mask; this.currentCameraMask.camera = camera._maskCamera; camera.mask.preRenderWebGL(this, camera, camera._maskCamera); } if (color.alphaGL > 0) { TextureTintPipeline.drawFillRect( cx, cy, cw + cx, ch + cy, Utils.getTintFromFloats(color.redGL, color.greenGL, color.blueGL, 1), color.alphaGL ); } camera.emit(CameraEvents.PRE_RENDER, camera); } else { this.pushScissor(cx, cy, cw, ch); if (camera.mask) { this.currentCameraMask.mask = camera.mask; this.currentCameraMask.camera = camera._maskCamera; camera.mask.preRenderWebGL(this, camera, camera._maskCamera); } if (color.alphaGL > 0) { TextureTintPipeline.drawFillRect( cx, cy, cw , ch, Utils.getTintFromFloats(color.redGL, color.greenGL, color.blueGL, 1), color.alphaGL ); } } }, /** * Return the current stencil mask. * * @method Phaser.Renderer.WebGL.WebGLRenderer#getCurrentStencilMask * @private * @since 3.50.0 */ getCurrentStencilMask: function () { var prev = null; var stack = this.maskStack; var cameraMask = this.currentCameraMask; if (stack.length > 0) { prev = stack[stack.length - 1]; } else if (cameraMask.mask && cameraMask.mask.isStencil) { prev = cameraMask; } return prev; }, /** * Controls the post-render operations for the given camera. * Renders the foreground camera effects like flash and fading. It resets the current scissor state. * * @method Phaser.Renderer.WebGL.WebGLRenderer#postRenderCamera * @since 3.0.0 * * @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to post-render. */ postRenderCamera: function (camera) { this.setPipeline(this.pipelines.TextureTintPipeline); var TextureTintPipeline = this.pipelines.TextureTintPipeline; camera.flashEffect.postRenderWebGL(TextureTintPipeline, Utils.getTintFromFloats); camera.fadeEffect.postRenderWebGL(TextureTintPipeline, Utils.getTintFromFloats); camera.dirty = false; this.popScissor(); if (camera.renderToTexture) { TextureTintPipeline.flush(); this.setFramebuffer(null); camera.emit(CameraEvents.POST_RENDER, camera); if (camera.renderToGame) { ProjectOrtho(TextureTintPipeline, 0, TextureTintPipeline.width, TextureTintPipeline.height, 0, -1000.0, 1000.0); var getTint = Utils.getTintAppendFloatAlpha; var pipeline = (camera.pipeline) ? camera.pipeline : TextureTintPipeline; pipeline.batchTexture( camera, camera.glTexture, camera.width, camera.height, camera.x, camera.y, camera.width, camera.height, camera.zoom, camera.zoom, camera.rotation, camera.flipX, !camera.flipY, 1, 1, 0, 0, 0, 0, camera.width, camera.height, getTint(camera._tintTL, camera._alphaTL), getTint(camera._tintTR, camera._alphaTR), getTint(camera._tintBL, camera._alphaBL), getTint(camera._tintBR, camera._alphaBR), (camera._isTinted && camera.tintFill), 0, 0, this.defaultCamera, null ); } // Force clear the current texture so that items next in the batch (like Graphics) don't try and use it this.setBlankTexture(true); } if (camera.mask) { this.currentCameraMask.mask = null; camera.mask.postRenderWebGL(this, camera._maskCamera); } }, /** * Clears the current vertex buffer and updates pipelines. * * @method Phaser.Renderer.WebGL.WebGLRenderer#preRender * @since 3.0.0 */ preRender: function () { if (this.contextLost) { return; } var gl = this.gl; var pipelines = this.pipelines; // Make sure we are bound to the main frame buffer gl.bindFramebuffer(gl.FRAMEBUFFER, null); if (this.config.clearBeforeRender) { var clearColor = this.config.backgroundColor; gl.clearColor(clearColor.redGL, clearColor.greenGL, clearColor.blueGL, clearColor.alphaGL); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); } gl.enable(gl.SCISSOR_TEST); for (var key in pipelines) { pipelines[key].onPreRender(); } // TODO - Find a way to stop needing to create these arrays every frame // and equally not need a huge array buffer created to hold them this.currentScissor = [ 0, 0, this.width, this.height ]; this.scissorStack = [ this.currentScissor ]; if (this.game.scene.customViewports) { gl.scissor(0, (this.drawingBufferHeight - this.height), this.width, this.height); } this.currentMask.mask = null; this.currentCameraMask.mask = null; this.maskStack.length = 0; this.textureFlush = 0; this.setPipeline(this.pipelines.TextureTintPipeline); }, /** * The core render step for a Scene Camera. * * Iterates through the given Game Object's array and renders them with the given Camera. * * This is called by the `CameraManager.render` method. The Camera Manager instance belongs to a Scene, and is invoked * by the Scene Systems.render method. * * This method is not called if `Camera.visible` is `false`, or `Camera.alpha` is zero. * * @method Phaser.Renderer.WebGL.WebGLRenderer#render * @since 3.0.0 * * @param {Phaser.Scene} scene - The Scene to render. * @param {Phaser.GameObjects.GameObject} children - The Game Object's within the Scene to be rendered. * @param {number} interpolationPercentage - The interpolation percentage to apply. Currently un-used. * @param {Phaser.Cameras.Scene2D.Camera} camera - The Scene Camera to render with. */ render: function (scene, children, interpolationPercentage, camera) { if (this.contextLost) { return; } var list = children.list; var childCount = list.length; var pipelines = this.pipelines; for (var key in pipelines) { pipelines[key].onRender(scene, camera); } // Apply scissor for cam region + render background color, if not transparent this.preRenderCamera(camera); // Nothing to render, so bail out if (childCount === 0) { this.setBlendMode(CONST.BlendModes.NORMAL); // Applies camera effects and pops the scissor, if set this.postRenderCamera(camera); return; } // Reset the current type this.currentType = ''; var current = this.currentMask; for (var i = 0; i < childCount; i++) { var child = list[i]; if (!child.willRender(camera)) { continue; } if (child.blendMode !== this.currentBlendMode) { this.setBlendMode(child.blendMode); } var mask = child.mask; current = this.currentMask; if (current.mask && current.mask !== mask) { // Render out the previously set mask current.mask.postRenderWebGL(this, current.camera); } if (mask && current.mask !== mask) { mask.preRenderWebGL(this, child, camera); } var type = child.type; if (type !== this.currentType) { this.newType = true; this.currentType = type; } this.nextTypeMatch = (i < childCount - 1) ? (list[i + 1].type === this.currentType) : false; child.renderWebGL(this, child, interpolationPercentage, camera); this.newType = false; } current = this.currentMask; if (current.mask) { // Render out the previously set mask, if it was the last item in the display list current.mask.postRenderWebGL(this, current.camera); } this.setBlendMode(CONST.BlendModes.NORMAL); // Applies camera effects and pops the scissor, if set this.postRenderCamera(camera); }, /** * The post-render step happens after all Cameras in all Scenes have been rendered. * * @method Phaser.Renderer.WebGL.WebGLRenderer#postRender * @since 3.0.0 */ postRender: function () { if (this.contextLost) { return; } this.flush(); // Unbind custom framebuffer here var state = this.snapshotState; if (state.callback) { WebGLSnapshot(this.canvas, state); state.callback = null; } var pipelines = this.pipelines; for (var key in pipelines) { pipelines[key].onPostRender(); } if (this.textureFlush > 0) { this.startActiveTexture++; this.currentActiveTexture = 1; } }, /** * Schedules a snapshot of the entire game viewport to be taken after the current frame is rendered. * * To capture a specific area see the `snapshotArea` method. To capture a specific pixel, see `snapshotPixel`. * * Only one snapshot can be active _per frame_. If you have already called `snapshotPixel`, for example, then * calling this method will override it. * * Snapshots work by using the WebGL `readPixels` feature to grab every pixel from the frame buffer into an ArrayBufferView. * It then parses this, copying the contents to a temporary Canvas and finally creating an Image object from it, * which is the image returned to the callback provided. All in all, this is a computationally expensive and blocking process, * which gets more expensive the larger the canvas size gets, so please be careful how you employ this in your game. * * @method Phaser.Renderer.WebGL.WebGLRenderer#snapshot * @since 3.0.0 * * @param {Phaser.Types.Renderer.Snapshot.SnapshotCallback} callback - The Function to invoke after the snapshot image is created. * @param {string} [type='image/png'] - The format of the image to create, usually `image/png` or `image/jpeg`. * @param {number} [encoderOptions=0.92] - The image quality, between 0 and 1. Used for image formats with lossy compression, such as `image/jpeg`. * * @return {this} This WebGL Renderer. */ snapshot: function (callback, type, encoderOptions) { return this.snapshotArea(0, 0, this.gl.drawingBufferWidth, this.gl.drawingBufferHeight, callback, type, encoderOptions); }, /** * Schedules a snapshot of the given area of the game viewport to be taken after the current frame is rendered. * * To capture the whole game viewport see the `snapshot` method. To capture a specific pixel, see `snapshotPixel`. * * Only one snapshot can be active _per frame_. If you have already called `snapshotPixel`, for example, then * calling this method will override it. * * Snapshots work by using the WebGL `readPixels` feature to grab every pixel from the frame buffer into an ArrayBufferView. * It then parses this, copying the contents to a temporary Canvas and finally creating an Image object from it, * which is the image returned to the callback provided. All in all, this is a computationally expensive and blocking process, * which gets more expensive the larger the canvas size gets, so please be careful how you employ this in your game. * * @method Phaser.Renderer.WebGL.WebGLRenderer#snapshotArea * @since 3.16.0 * * @param {integer} x - The x coordinate to grab from. * @param {integer} y - The y coordinate to grab from. * @param {integer} width - The width of the area to grab. * @param {integer} height - The height of the area to grab. * @param {Phaser.Types.Renderer.Snapshot.SnapshotCallback} callback - The Function to invoke after the snapshot image is created. * @param {string} [type='image/png'] - The format of the image to create, usually `image/png` or `image/jpeg`. * @param {number} [encoderOptions=0.92] - The image quality, between 0 and 1. Used for image formats with lossy compression, such as `image/jpeg`. * * @return {this} This WebGL Renderer. */ snapshotArea: function (x, y, width, height, callback, type, encoderOptions) { var state = this.snapshotState; state.callback = callback; state.type = type; state.encoder = encoderOptions; state.getPixel = false; state.x = x; state.y = y; state.width = Math.min(width, this.gl.drawingBufferWidth); state.height = Math.min(height, this.gl.drawingBufferHeight); return this; }, /** * Schedules a snapshot of the given pixel from the game viewport to be taken after the current frame is rendered. * * To capture the whole game viewport see the `snapshot` method. To capture a specific area, see `snapshotArea`. * * Only one snapshot can be active _per frame_. If you have already called `snapshotArea`, for example, then * calling this method will override it. * * Unlike the other two snapshot methods, this one will return a `Color` object containing the color data for * the requested pixel. It doesn't need to create an internal Canvas or Image object, so is a lot faster to execute, * using less memory. * * @method Phaser.Renderer.WebGL.WebGLRenderer#snapshotPixel * @since 3.16.0 * * @param {integer} x - The x coordinate of the pixel to get. * @param {integer} y - The y coordinate of the pixel to get. * @param {Phaser.Types.Renderer.Snapshot.SnapshotCallback} callback - The Function to invoke after the snapshot pixel data is extracted. * * @return {this} This WebGL Renderer. */ snapshotPixel: function (x, y, callback) { this.snapshotArea(x, y, 1, 1, callback); this.snapshotState.getPixel = true; return this; }, /** * Takes a snapshot of the given area of the given frame buffer. * * Unlike the other snapshot methods, this one is processed immediately and doesn't wait for the next render. * * Snapshots work by using the WebGL `readPixels` feature to grab every pixel from the frame buffer into an ArrayBufferView. * It then parses this, copying the contents to a temporary Canvas and finally creating an Image object from it, * which is the image returned to the callback provided. All in all, this is a computationally expensive and blocking process, * which gets more expensive the larger the canvas size gets, so please be careful how you employ this in your game. * * @method Phaser.Renderer.WebGL.WebGLRenderer#snapshotFramebuffer * @since 3.19.0 * * @param {WebGLFramebuffer} framebuffer - The framebuffer to grab from. * @param {integer} bufferWidth - The width of the framebuffer. * @param {integer} bufferHeight - The height of the framebuffer. * @param {Phaser.Types.Renderer.Snapshot.SnapshotCallback} callback - The Function to invoke after the snapshot image is created. * @param {boolean} [getPixel=false] - Grab a single pixel as a Color object, or an area as an Image object? * @param {integer} [x=0] - The x coordinate to grab from. * @param {integer} [y=0] - The y coordinate to grab from. * @param {integer} [width=bufferWidth] - The width of the area to grab. * @param {integer} [height=bufferHeight] - The height of the area to grab. * @param {string} [type='image/png'] - The format of the image to create, usually `image/png` or `image/jpeg`. * @param {number} [encoderOptions=0.92] - The image quality, between 0 and 1. Used for image formats with lossy compression, such as `image/jpeg`. * * @return {this} This WebGL Renderer. */ snapshotFramebuffer: function (framebuffer, bufferWidth, bufferHeight, callback, getPixel, x, y, width, height, type, encoderOptions) { if (getPixel === undefined) { getPixel = false; } if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } if (width === undefined) { width = bufferWidth; } if (height === undefined) { height = bufferHeight; } var currentFramebuffer = this.currentFramebuffer; this.snapshotArea(x, y, width, height, callback, type, encoderOptions); var state = this.snapshotState; state.getPixel = getPixel; state.isFramebuffer = true; state.bufferWidth = bufferWidth; state.bufferHeight = bufferHeight; this.setFramebuffer(framebuffer); WebGLSnapshot(this.canvas, state); this.setFramebuffer(currentFramebuffer); state.callback = null; state.isFramebuffer = false; return this; }, /** * Creates a new WebGL Texture based on the given Canvas Element. * * If the `dstTexture` parameter is given, the WebGL Texture is updated, rather than created fresh. * * @method Phaser.Renderer.WebGL.WebGLRenderer#canvasToTexture * @since 3.0.0 * * @param {HTMLCanvasElement} srcCanvas - The Canvas to create the WebGL Texture from * @param {WebGLTexture} [dstTexture] - The destination WebGL Texture to set. * @param {boolean} [noRepeat=false] - Should this canvas be allowed to set `REPEAT` (such as for Text objects?) * @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`? * * @return {WebGLTexture} The newly created, or updated, WebGL Texture. */ canvasToTexture: function (srcCanvas, dstTexture, noRepeat, flipY) { if (noRepeat === undefined) { noRepeat = false; } if (flipY === undefined) { flipY = false; } if (!dstTexture) { return this.createCanvasTexture(srcCanvas, noRepeat, flipY); } else { return this.updateCanvasTexture(srcCanvas, dstTexture, flipY); } }, /** * Creates a new WebGL Texture based on the given Canvas Element. * * @method Phaser.Renderer.WebGL.WebGLRenderer#createCanvasTexture * @since 3.20.0 * * @param {HTMLCanvasElement} srcCanvas - The Canvas to create the WebGL Texture from * @param {boolean} [noRepeat=false] - Should this canvas be allowed to set `REPEAT` (such as for Text objects?) * @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`? * * @return {WebGLTexture} The newly created WebGL Texture. */ createCanvasTexture: function (srcCanvas, noRepeat, flipY) { if (noRepeat === undefined) { noRepeat = false; } if (flipY === undefined) { flipY = false; } var gl = this.gl; var minFilter = gl.NEAREST; var magFilter = gl.NEAREST; var width = srcCanvas.width; var height = srcCanvas.height; var wrapping = gl.CLAMP_TO_EDGE; var pow = IsSizePowerOfTwo(width, height); if (!noRepeat && pow) { wrapping = gl.REPEAT; } if (this.config.antialias) { minFilter = (pow) ? this.mipmapFilter : gl.LINEAR; magFilter = gl.LINEAR; } return this.createTexture2D(0, minFilter, magFilter, wrapping, wrapping, gl.RGBA, srcCanvas, width, height, true, false, flipY); }, /** * Updates a WebGL Texture based on the given Canvas Element. * * @method Phaser.Renderer.WebGL.WebGLRenderer#updateCanvasTexture * @since 3.20.0 * * @param {HTMLCanvasElement} srcCanvas - The Canvas to update the WebGL Texture from. * @param {WebGLTexture} dstTexture - The destination WebGL Texture to update. * @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`? * * @return {WebGLTexture} The updated WebGL Texture. */ updateCanvasTexture: function (srcCanvas, dstTexture, flipY) { if (flipY === undefined) { flipY = false; } var gl = this.gl; var width = srcCanvas.width; var height = srcCanvas.height; if (width > 0 && height > 0) { gl.activeTexture(gl.TEXTURE0); var currentTexture = gl.getParameter(gl.TEXTURE_BINDING_2D); gl.bindTexture(gl.TEXTURE_2D, dstTexture); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, srcCanvas); dstTexture.width = width; dstTexture.height = height; if (currentTexture) { gl.bindTexture(gl.TEXTURE_2D, currentTexture); } } return dstTexture; }, /** * Creates a new WebGL Texture based on the given HTML Video Element. * * @method Phaser.Renderer.WebGL.WebGLRenderer#createVideoTexture * @since 3.20.0 * * @param {HTMLVideoElement} srcVideo - The Video to create the WebGL Texture from * @param {boolean} [noRepeat=false] - Should this canvas be allowed to set `REPEAT`? * @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`? * * @return {WebGLTexture} The newly created WebGL Texture. */ createVideoTexture: function (srcVideo, noRepeat, flipY) { if (noRepeat === undefined) { noRepeat = false; } if (flipY === undefined) { flipY = false; } var gl = this.gl; var minFilter = gl.NEAREST; var magFilter = gl.NEAREST; var width = srcVideo.videoWidth; var height = srcVideo.videoHeight; var wrapping = gl.CLAMP_TO_EDGE; var pow = IsSizePowerOfTwo(width, height); if (!noRepeat && pow) { wrapping = gl.REPEAT; } if (this.config.antialias) { minFilter = (pow) ? this.mipmapFilter : gl.LINEAR; magFilter = gl.LINEAR; } return this.createTexture2D(0, minFilter, magFilter, wrapping, wrapping, gl.RGBA, srcVideo, width, height, true, true, flipY); }, /** * Updates a WebGL Texture based on the given HTML Video Element. * * @method Phaser.Renderer.WebGL.WebGLRenderer#updateVideoTexture * @since 3.20.0 * * @param {HTMLVideoElement} srcVideo - The Video to update the WebGL Texture with. * @param {WebGLTexture} dstTexture - The destination WebGL Texture to update. * @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`? * * @return {WebGLTexture} The updated WebGL Texture. */ updateVideoTexture: function (srcVideo, dstTexture, flipY) { if (flipY === undefined) { flipY = false; } var gl = this.gl; var width = srcVideo.videoWidth; var height = srcVideo.videoHeight; if (width > 0 && height > 0) { gl.activeTexture(gl.TEXTURE0); var currentTexture = gl.getParameter(gl.TEXTURE_BINDING_2D); gl.bindTexture(gl.TEXTURE_2D, dstTexture); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, srcVideo); dstTexture.width = width; dstTexture.height = height; if (currentTexture) { gl.bindTexture(gl.TEXTURE_2D, currentTexture); } } return dstTexture; }, /** * Sets the minification and magnification filter for a texture. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setTextureFilter * @since 3.0.0 * * @param {integer} texture - The texture to set the filter for. * @param {integer} filter - The filter to set. 0 for linear filtering, 1 for nearest neighbor (blocky) filtering. * * @return {this} This WebGL Renderer instance. */ setTextureFilter: function (texture, filter) { var gl = this.gl; var glFilter = [ gl.LINEAR, gl.NEAREST ][filter]; // this.setTexture2D(texture, 0); gl.activeTexture(gl.TEXTURE0); var currentTexture = gl.getParameter(gl.TEXTURE_BINDING_2D); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, glFilter); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, glFilter); // this.setTexture2D(null, 0); if (currentTexture) { gl.bindTexture(gl.TEXTURE_2D, currentTexture); } return this; }, /** * Sets a 1f uniform value on the given shader. * * If the shader is not currently active, it is made active first. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setFloat1 * @since 3.0.0 * * @param {WebGLProgram} program - The target WebGLProgram from which the uniform location will be looked-up. * @param {string} name - The name of the uniform to look-up and modify. * @param {number} x - The 1f value to set on the named uniform. * * @return {this} This WebGL Renderer instance. */ setFloat1: function (program, name, x) { this.setProgram(program); this.gl.uniform1f(this.gl.getUniformLocation(program, name), x); return this; }, /** * Sets the 2f uniform values on the given shader. * * If the shader is not currently active, it is made active first. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setFloat2 * @since 3.0.0 * * @param {WebGLProgram} program - The target WebGLProgram from which the uniform location will be looked-up. * @param {string} name - The name of the uniform to look-up and modify. * @param {number} x - The 2f x value to set on the named uniform. * @param {number} y - The 2f y value to set on the named uniform. * * @return {this} This WebGL Renderer instance. */ setFloat2: function (program, name, x, y) { this.setProgram(program); this.gl.uniform2f(this.gl.getUniformLocation(program, name), x, y); return this; }, /** * Sets the 3f uniform values on the given shader. * * If the shader is not currently active, it is made active first. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setFloat3 * @since 3.0.0 * * @param {WebGLProgram} program - The target WebGLProgram from which the uniform location will be looked-up. * @param {string} name - The name of the uniform to look-up and modify. * @param {number} x - The 3f x value to set on the named uniform. * @param {number} y - The 3f y value to set on the named uniform. * @param {number} z - The 3f z value to set on the named uniform. * * @return {this} This WebGL Renderer instance. */ setFloat3: function (program, name, x, y, z) { this.setProgram(program); this.gl.uniform3f(this.gl.getUniformLocation(program, name), x, y, z); return this; }, /** * Sets the 4f uniform values on the given shader. * * If the shader is not currently active, it is made active first. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setFloat4 * @since 3.0.0 * * @param {WebGLProgram} program - The target WebGLProgram from which the uniform location will be looked-up. * @param {string} name - The name of the uniform to look-up and modify. * @param {number} x - The 4f x value to set on the named uniform. * @param {number} y - The 4f y value to set on the named uniform. * @param {number} z - The 4f z value to set on the named uniform. * @param {number} w - The 4f w value to set on the named uniform. * * @return {this} This WebGL Renderer instance. */ setFloat4: function (program, name, x, y, z, w) { this.setProgram(program); this.gl.uniform4f(this.gl.getUniformLocation(program, name), x, y, z, w); return this; }, /** * Sets the value of a 1fv uniform variable in the given WebGLProgram. * * If the shader is not currently active, it is made active first. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setFloat1v * @since 3.13.0 * * @param {WebGLProgram} program - The target WebGLProgram from which the uniform location will be looked-up. * @param {string} name - The name of the uniform to look-up and modify. * @param {Float32Array} arr - The new value to be used for the uniform variable. * * @return {this} This WebGL Renderer instance. */ setFloat1v: function (program, name, arr) { this.setProgram(program); this.gl.uniform1fv(this.gl.getUniformLocation(program, name), arr); return this; }, /** * Sets the value of a 2fv uniform variable in the given WebGLProgram. * * If the shader is not currently active, it is made active first. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setFloat2v * @since 3.13.0 * * @param {WebGLProgram} program - The target WebGLProgram from which the uniform location will be looked-up. * @param {string} name - The name of the uniform to look-up and modify. * @param {Float32Array} arr - The new value to be used for the uniform variable. * * @return {this} This WebGL Renderer instance. */ setFloat2v: function (program, name, arr) { this.setProgram(program); this.gl.uniform2fv(this.gl.getUniformLocation(program, name), arr); return this; }, /** * Sets the value of a 3fv uniform variable in the given WebGLProgram. * * If the shader is not currently active, it is made active first. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setFloat3v * @since 3.13.0 * * @param {WebGLProgram} program - The target WebGLProgram from which the uniform location will be looked-up. * @param {string} name - The name of the uniform to look-up and modify. * @param {Float32Array} arr - The new value to be used for the uniform variable. * * @return {this} This WebGL Renderer instance. */ setFloat3v: function (program, name, arr) { this.setProgram(program); this.gl.uniform3fv(this.gl.getUniformLocation(program, name), arr); return this; }, /** * Sets the value of a 4fv uniform variable in the given WebGLProgram. * * If the shader is not currently active, it is made active first. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setFloat4v * @since 3.13.0 * * @param {WebGLProgram} program - The target WebGLProgram from which the uniform location will be looked-up. * @param {string} name - The name of the uniform to look-up and modify. * @param {Float32Array} arr - The new value to be used for the uniform variable. * * @return {this} This WebGL Renderer instance. */ setFloat4v: function (program, name, arr) { this.setProgram(program); this.gl.uniform4fv(this.gl.getUniformLocation(program, name), arr); return this; }, /** * Sets a 1iv uniform value on the given shader. * * If the shader is not currently active, it is made active first. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setInt1iv * @since 3.50.0 * * @param {WebGLProgram} program - The target WebGLProgram from which the uniform location will be looked-up. * @param {string} name - The name of the uniform to look-up and modify. * @param {Int32List} arr - The 1iv value to set on the named uniform. * * @return {this} This WebGL Renderer instance. */ setInt1iv: function (program, name, arr) { this.setProgram(program); this.gl.uniform1iv(this.gl.getUniformLocation(program, name), arr); return this; }, /** * Sets a 1i uniform value on the given shader. * * If the shader is not currently active, it is made active first. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setInt1 * @since 3.0.0 * * @param {WebGLProgram} program - The target WebGLProgram from which the uniform location will be looked-up. * @param {string} name - The name of the uniform to look-up and modify. * @param {integer} x - The 1i value to set on the named uniform. * * @return {this} This WebGL Renderer instance. */ setInt1: function (program, name, x) { this.setProgram(program); this.gl.uniform1i(this.gl.getUniformLocation(program, name), x); return this; }, /** * Sets the 2i uniform values on the given shader. * * If the shader is not currently active, it is made active first. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setInt2 * @since 3.0.0 * * @param {WebGLProgram} program - The target WebGLProgram from which the uniform location will be looked-up. * @param {string} name - The name of the uniform to look-up and modify. * @param {integer} x - The 2i x value to set on the named uniform. * @param {integer} y - The 2i y value to set on the named uniform. * * @return {this} This WebGL Renderer instance. */ setInt2: function (program, name, x, y) { this.setProgram(program); this.gl.uniform2i(this.gl.getUniformLocation(program, name), x, y); return this; }, /** * Sets the 3i uniform values on the given shader. * * If the shader is not currently active, it is made active first. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setInt3 * @since 3.0.0 * * @param {WebGLProgram} program - The target WebGLProgram from which the uniform location will be looked-up. * @param {string} name - The name of the uniform to look-up and modify. * @param {integer} x - The 3i x value to set on the named uniform. * @param {integer} y - The 3i y value to set on the named uniform. * @param {integer} z - The 3i z value to set on the named uniform. * * @return {this} This WebGL Renderer instance. */ setInt3: function (program, name, x, y, z) { this.setProgram(program); this.gl.uniform3i(this.gl.getUniformLocation(program, name), x, y, z); return this; }, /** * Sets the 4i uniform values on the given shader. * * If the shader is not currently active, it is made active first. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setInt4 * @since 3.0.0 * * @param {WebGLProgram} program - The target WebGLProgram from which the uniform location will be looked-up. * @param {string} name - The name of the uniform to look-up and modify. * @param {integer} x - The 4i x value to set on the named uniform. * @param {integer} y - The 4i y value to set on the named uniform. * @param {integer} z - The 4i z value to set on the named uniform. * @param {integer} w - The 4i w value to set on the named uniform. * * @return {this} This WebGL Renderer instance. */ setInt4: function (program, name, x, y, z, w) { this.setProgram(program); this.gl.uniform4i(this.gl.getUniformLocation(program, name), x, y, z, w); return this; }, /** * Sets the value of a matrix 2fv uniform variable in the given WebGLProgram. * * If the shader is not currently active, it is made active first. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setMatrix2 * @since 3.0.0 * * @param {WebGLProgram} program - The target WebGLProgram from which the uniform location will be looked-up. * @param {string} name - The name of the uniform to look-up and modify. * @param {boolean} transpose - The value indicating whether to transpose the matrix. Must be false. * @param {Float32Array} matrix - A Float32Array or sequence of 4 float values. * * @return {this} This WebGL Renderer instance. */ setMatrix2: function (program, name, transpose, matrix) { this.setProgram(program); this.gl.uniformMatrix2fv(this.gl.getUniformLocation(program, name), transpose, matrix); return this; }, /** * Sets the value of a matrix 3fv uniform variable in the given WebGLProgram. * * If the shader is not currently active, it is made active first. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setMatrix3 * @since 3.0.0 * * @param {WebGLProgram} program - The target WebGLProgram from which the uniform location will be looked-up. * @param {string} name - The name of the uniform to look-up and modify. * @param {boolean} transpose - The value indicating whether to transpose the matrix. Must be false. * @param {Float32Array} matrix - A Float32Array or sequence of 9 float values. * * @return {this} This WebGL Renderer instance. */ setMatrix3: function (program, name, transpose, matrix) { this.setProgram(program); this.gl.uniformMatrix3fv(this.gl.getUniformLocation(program, name), transpose, matrix); return this; }, /** * Sets the value of a matrix 4fv uniform variable in the given WebGLProgram. * * If the shader is not currently active, it is made active first. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setMatrix4 * @since 3.0.0 * * @param {WebGLProgram} program - The target WebGLProgram from which the uniform location will be looked-up. * @param {string} name - The name of the uniform to look-up and modify. * @param {boolean} transpose - The value indicating whether to transpose the matrix. Must be false. * @param {Float32Array} matrix - A Float32Array or sequence of 16 float values. * * @return {this} This WebGL Renderer instance. */ setMatrix4: function (program, name, transpose, matrix) { this.setProgram(program); this.gl.uniformMatrix4fv(this.gl.getUniformLocation(program, name), transpose, matrix); return this; }, /** * Returns the maximum number of texture units that can be used in a fragment shader. * * @method Phaser.Renderer.WebGL.WebGLRenderer#getMaxTextures * @since 3.8.0 * * @return {integer} The maximum number of textures WebGL supports. */ getMaxTextures: function () { return this.config.maxTextures; }, /** * Returns the largest texture size (either width or height) that can be created. * Note that VRAM may not allow a texture of any given size, it just expresses * hardware / driver support for a given size. * * @method Phaser.Renderer.WebGL.WebGLRenderer#getMaxTextureSize * @since 3.8.0 * * @return {integer} The maximum supported texture size. */ getMaxTextureSize: function () { return this.config.maxTextureSize; }, /** * Destroy this WebGLRenderer, cleaning up all related resources such as pipelines, native textures, etc. * * @method Phaser.Renderer.WebGL.WebGLRenderer#destroy * @since 3.0.0 */ destroy: function () { // Clear-up anything that should be cleared :) var i; var gl = this.gl; var temp = this.tempTextures; var native = this.nativeTextures; for (i = 0; i < temp.length; i++) { gl.deleteTexture(temp[i]); } for (i = 0; i < native.length; i++) { gl.deleteTexture(native[i]); } this.textureIndexes = []; this.nativeTextures = []; for (var key in this.pipelines) { this.pipelines[key].destroy(); delete this.pipelines[key]; } this.defaultCamera.destroy(); this.currentMask = null; this.currentCameraMask = null; this.canvas.removeEventListener('webglcontextlost', this.contextLostHandler, false); this.canvas.removeEventListener('webglcontextrestored', this.contextRestoredHandler, false); this.game = null; this.gl = null; this.canvas = null; this.maskStack = []; this.contextLost = true; this.extensions = {}; } }); module.exports = WebGLRenderer;