phaser/src/renderer/webgl/WebGLRenderer.js
2020-01-17 17:38:24 +00:00

2950 lines
94 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @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 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#currentActiveTextureUnit
* @type {integer}
* @since 3.1.0
*/
this.currentActiveTextureUnit = 0;
/**
* An array of the last texture handles that were bound to the WebGLRenderingContext
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentTextures
* @type {array}
* @since 3.0.0
*/
this.currentTextures = new Array(16);
/**
* 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;
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 = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
}
if (!config.maxTextureSize)
{
config.maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
}
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];
// Initialize all textures to null
for (var index = 0; index < this.currentTextures.length; ++index)
{
this.currentTextures[index] = null;
}
// 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)
{
if (this.currentPipeline !== pipelineInstance ||
this.currentPipeline.vertexBuffer !== this.currentVertexBuffer ||
this.currentPipeline.program !== this.currentProgram)
{
this.flush();
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.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.blankTexture.glTexture);
this.currentActiveTextureUnit = 0;
this.currentTextures[0] = this.blankTexture.glTexture;
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
*
* @param {boolean} [force=false] - Force a blank texture set, regardless of what's already bound?
*/
setBlankTexture: function (force)
{
if (force === undefined) { force = false; }
if (force || this.currentActiveTextureUnit !== 0 || !this.currentTextures[0])
{
this.setTexture2D(this.blankTexture.glTexture, 0);
}
},
/**
* 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
*
* @param {WebGLTexture} texture - The WebGL texture that needs to be bound.
* @param {integer} textureUnit - The texture unit to which the texture will be bound.
* @param {boolean} [flush=true] - Will the current pipeline be flushed if this is a new texture, or not?
*
* @return {this} This WebGLRenderer instance.
*/
setTexture2D: function (texture, textureUnit, flush)
{
if (flush === undefined) { flush = true; }
var gl = this.gl;
if (texture !== this.currentTextures[textureUnit])
{
if (flush)
{
this.flush();
}
if (this.currentActiveTextureUnit !== textureUnit)
{
gl.activeTexture(gl.TEXTURE0 + textureUnit);
this.currentActiveTextureUnit = textureUnit;
}
gl.bindTexture(gl.TEXTURE_2D, texture);
this.currentTextures[textureUnit] = texture;
}
return this;
},
/**
* 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();
this.setTexture2D(texture, 0);
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);
}
this.setTexture2D(null, 0);
texture.isAlphaPremultiplied = pma;
texture.isRenderTexture = false;
texture.width = width;
texture.height = height;
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);
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);
if (this.currentTextures[0] === texture && !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);
TextureTintPipeline.projOrtho(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
);
}
}
},
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)
{
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);
TextureTintPipeline.projOrtho(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.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();
}
},
/**
* 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)
{
this.setTexture2D(dstTexture, 0);
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;
this.setTexture2D(null, 0);
}
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)
{
this.setTexture2D(dstTexture, 0);
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;
this.setTexture2D(null, 0);
}
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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, glFilter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, glFilter);
this.setTexture2D(null, 0);
return this;
},
/**
* [description]
*
* @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 - [description]
*
* @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;
},
/**
* [description]
*
* @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 - [description]
* @param {number} y - [description]
*
* @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;
},
/**
* [description]
*
* @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 - [description]
* @param {number} y - [description]
* @param {number} z - [description]
*
* @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 uniform of a WebGLProgram
*
* @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 - X component
* @param {number} y - Y component
* @param {number} z - Z component
* @param {number} w - W component
*
* @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 uniform variable in the given WebGLProgram.
*
* @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 uniform variable in the given WebGLProgram.
*
* @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 uniform variable in the given WebGLProgram.
*
* @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 uniform variable in the given WebGLProgram.
*
* @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 the value of a uniform variable in the given WebGLProgram.
*
* @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 - [description]
*
* @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 value of a uniform variable in the given WebGLProgram.
*
* @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 new X component
* @param {integer} y - The new Y component
*
* @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 value of a uniform variable in the given WebGLProgram.
*
* @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 new X component
* @param {integer} y - The new Y component
* @param {integer} z - The new Z component
*
* @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 value of a uniform variable in the given WebGLProgram.
*
* @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 - X component
* @param {integer} y - Y component
* @param {integer} z - Z component
* @param {integer} w - W component
*
* @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 2x2 matrix uniform variable in the given WebGLProgram.
*
* @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 - The new matrix value.
*
* @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;
},
/**
* [description]
*
* @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 - [description]
* @param {Float32Array} matrix - [description]
*
* @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 uniform of a WebGLProgram
*
* @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 - Is the matrix transposed
* @param {Float32Array} matrix - Matrix data
*
* @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 :)
for (var i = 0; i < this.nativeTextures.length; i++)
{
this.gl.deleteTexture(this.nativeTextures[i]);
}
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;