mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 17:16:03 +00:00
803 lines
22 KiB
JavaScript
803 lines
22 KiB
JavaScript
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @author Mat Groves (@Doormat23)
|
|
* @copyright 2016 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* A Canvas based renderer.
|
|
*
|
|
* @class Phaser.Renderer.Canvas
|
|
* @constructor
|
|
* @param {Phaser.Game} game - Game reference to the currently running game.
|
|
*/
|
|
Phaser.Renderer.WebGL = function (game)
|
|
{
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running Game.
|
|
*/
|
|
this.game = game;
|
|
|
|
this.type = Phaser.WEBGL;
|
|
|
|
/**
|
|
* This sets if the CanvasRenderer will clear the canvas or not before the new render pass.
|
|
* If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.
|
|
* If the Stage is transparent Pixi will use clearRect to clear the canvas every frame.
|
|
* Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set.
|
|
*
|
|
* @property clearBeforeRender
|
|
* @type Boolean
|
|
* @default
|
|
*/
|
|
this.clearBeforeRender = game.clearBeforeRender;
|
|
|
|
/**
|
|
* Whether the render view is transparent
|
|
*
|
|
* @property transparent
|
|
* @type Boolean
|
|
*/
|
|
this.transparent = game.transparent;
|
|
|
|
/**
|
|
* Whether the render view should be resized automatically
|
|
*
|
|
* @property autoResize
|
|
* @type Boolean
|
|
*/
|
|
this.autoResize = false;
|
|
|
|
/**
|
|
* The width of the canvas view
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
* @default 800
|
|
*/
|
|
this.width = game.width * game.resolution;
|
|
|
|
/**
|
|
* The height of the canvas view
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
* @default 600
|
|
*/
|
|
this.height = game.height * game.resolution;
|
|
|
|
this.resolution = game.resolution;
|
|
|
|
this.clipUnitX = 2 / this.width;
|
|
|
|
this.clipUnitY = 2 / this.height;
|
|
|
|
/**
|
|
* The canvas element that everything is drawn to.
|
|
*
|
|
* @property view
|
|
* @type HTMLCanvasElement
|
|
*/
|
|
this.view = game.canvas;
|
|
|
|
/**
|
|
* The number of points beyond which the renderer swaps to using the Stencil Buffer to render the Graphics.
|
|
*
|
|
* @type {number}
|
|
*/
|
|
this.stencilBufferLimit = 6;
|
|
|
|
this.multiTexture = false;
|
|
|
|
this.extensions = {};
|
|
|
|
/**
|
|
* The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
|
|
*
|
|
* @property preserveDrawingBuffer
|
|
* @type Boolean
|
|
*/
|
|
this.preserveDrawingBuffer = game.preserveDrawingBuffer;
|
|
|
|
/**
|
|
* @property _contextOptions
|
|
* @type Object
|
|
* @private
|
|
this.contextOptions = {
|
|
alpha: this.transparent,
|
|
antialias: game.antialias,
|
|
premultipliedAlpha: this.transparent && this.transparent !== 'notMultiplied',
|
|
stencil: true,
|
|
preserveDrawingBuffer: this.preserveDrawingBuffer
|
|
};
|
|
*/
|
|
|
|
this.contextOptions = {
|
|
alpha: true,
|
|
antialias: true,
|
|
premultipliedAlpha: true,
|
|
stencil: true,
|
|
preserveDrawingBuffer: false
|
|
};
|
|
|
|
/**
|
|
* @property projection
|
|
* @type Point
|
|
*/
|
|
this.projection = new Phaser.Point();
|
|
|
|
/**
|
|
* @property offset
|
|
* @type Point
|
|
*/
|
|
this.offset = new Phaser.Point();
|
|
|
|
/**
|
|
* Deals with managing the shader programs and their attribs
|
|
* @property shaderManager
|
|
* @type WebGLShaderManager
|
|
*/
|
|
this.shaderManager = new Phaser.Renderer.WebGL.ShaderManager(this);
|
|
|
|
/**
|
|
* Manages the rendering of sprites
|
|
* @property batch
|
|
* @type WebGLSpriteBatch
|
|
*/
|
|
this.batch = new Phaser.Renderer.WebGL.BatchManager(this, 2000);
|
|
|
|
/**
|
|
* Manages the filters
|
|
* @property filterManager
|
|
* @type WebGLFilterManager
|
|
*/
|
|
this.filterManager = new Phaser.Renderer.WebGL.FilterManager(this);
|
|
|
|
/**
|
|
* Manages the stencil buffer
|
|
* @property stencilManager
|
|
* @type WebGLStencilManager
|
|
*/
|
|
this.stencilManager = new Phaser.Renderer.WebGL.StencilManager(this);
|
|
|
|
this.gl = null;
|
|
|
|
this.textureArray = [];
|
|
|
|
this.currentBlendMode = -1;
|
|
this.currentTextureSource = null;
|
|
this.currentShader = null;
|
|
|
|
this.blendModes = [];
|
|
|
|
this.flipY = 1;
|
|
|
|
this.startTime = 0;
|
|
this.endTime = 0;
|
|
this.drawCount = 0;
|
|
|
|
this.contextLost = false;
|
|
|
|
this._fbErrors = {
|
|
36054: 'Incomplete attachment',
|
|
36055: 'Missing attachment',
|
|
36057: 'Incomplete dimensions',
|
|
36061: 'Framebuffer unsupported'
|
|
};
|
|
|
|
this.init();
|
|
|
|
};
|
|
|
|
Phaser.Renderer.WebGL.GameObjects = {};
|
|
Phaser.Renderer.WebGL.Shaders = {};
|
|
|
|
Phaser.Renderer.WebGL.prototype.constructor = Phaser.Renderer.WebGL;
|
|
|
|
Phaser.Renderer.WebGL.prototype = {
|
|
|
|
init: function ()
|
|
{
|
|
this.gl = this.view.getContext('webgl', this.contextOptions) || this.view.getContext('experimental-webgl', this.contextOptions);
|
|
|
|
if (!this.gl)
|
|
{
|
|
this.contextLost = true;
|
|
throw new Error('This browser does not support WebGL. Try using the Canvas renderer.');
|
|
}
|
|
|
|
// Mixin the renderer functions
|
|
for (var renderer in Phaser.Renderer.WebGL.GameObjects)
|
|
{
|
|
var types = Phaser.Renderer.WebGL.GameObjects[renderer].TYPES;
|
|
|
|
if (!types)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
for (var i = 0; i < types.length; i++)
|
|
{
|
|
types[i].render = Phaser.Renderer.WebGL.GameObjects[renderer].render;
|
|
}
|
|
}
|
|
|
|
var gl = this.gl;
|
|
|
|
this.maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
|
|
|
|
if (this.maxTextures === 1)
|
|
{
|
|
this.multiTexture = false;
|
|
}
|
|
|
|
gl.disable(gl.DEPTH_TEST);
|
|
gl.disable(gl.CULL_FACE);
|
|
gl.enable(gl.BLEND);
|
|
|
|
// Transparent
|
|
gl.clearColor(0, 0, 0, 0);
|
|
|
|
// Black
|
|
// gl.clearColor(0, 0, 0, 1);
|
|
|
|
// this.shaderManager.init();
|
|
this.batch.init();
|
|
// this.filterManager.init();
|
|
// this.stencilManager.init();
|
|
|
|
this.resize(this.width, this.height);
|
|
|
|
// Load WebGL extension
|
|
this.extensions.compression = {};
|
|
|
|
var etc1 = gl.getExtension('WEBGL_compressed_texture_etc1') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
|
|
var pvrtc = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
|
|
var s3tc = gl.getExtension('WEBGL_compressed_texture_s3tc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
|
|
|
|
if (etc1)
|
|
{
|
|
this.extensions.compression.ETC1 = etc1;
|
|
}
|
|
|
|
if (pvrtc)
|
|
{
|
|
this.extensions.compression.PVRTC = pvrtc;
|
|
}
|
|
|
|
if (s3tc)
|
|
{
|
|
this.extensions.compression.S3TC = s3tc;
|
|
}
|
|
|
|
// Map Blend Modes
|
|
|
|
var add = [ gl.SRC_ALPHA, gl.DST_ALPHA ];
|
|
var normal = [ gl.ONE, gl.ONE_MINUS_SRC_ALPHA ];
|
|
var multiply = [ gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA ];
|
|
var screen = [ gl.SRC_ALPHA, gl.ONE ];
|
|
|
|
this.blendModes = [
|
|
normal, add, multiply, screen, normal,
|
|
normal, normal, normal, normal,
|
|
normal, normal, normal, normal,
|
|
normal, normal, normal, normal
|
|
];
|
|
|
|
this.stateFBO = new Phaser.Renderer.WebGL.QuadFBO(this, 0, 0, 800, 600);
|
|
|
|
this.stateFBO.init();
|
|
},
|
|
|
|
enableMultiTextureSupport: function (textureArray)
|
|
{
|
|
if (this.maxTextures === 1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.multiTexture = true;
|
|
|
|
this.batch.spriteBatch = this.batch.multiTextureBatch;
|
|
|
|
if (Array.isArray(textureArray))
|
|
{
|
|
var index = 0;
|
|
|
|
for (var i = 0; i < textureArray.length; i++)
|
|
{
|
|
var texture = this.game.textures.get(textureArray[i]);
|
|
|
|
index = texture.setTextureIndex(index);
|
|
}
|
|
}
|
|
},
|
|
|
|
disableMultiTextureSupport: function ()
|
|
{
|
|
this.multiTexture = false;
|
|
|
|
this.batch.spriteBatch = this.batch.singleTextureBatch;
|
|
},
|
|
|
|
resize: function (width, height)
|
|
{
|
|
this.width = width * this.game.resolution;
|
|
this.height = height * this.game.resolution;
|
|
|
|
this.view.width = this.width;
|
|
this.view.height = this.height;
|
|
|
|
if (this.autoResize)
|
|
{
|
|
this.view.style.width = (this.width / this.game.resolution) + 'px';
|
|
this.view.style.height = (this.height / this.game.resolution) + 'px';
|
|
}
|
|
|
|
this.gl.viewport(0, 0, this.width, this.height);
|
|
|
|
this.clipUnitX = 2 / this.width;
|
|
this.clipUnitY = 2 / this.height;
|
|
|
|
this.projection.x = (this.width / 2) / this.game.resolution;
|
|
this.projection.y = -(this.height / 2) / this.game.resolution;
|
|
},
|
|
|
|
/**
|
|
* If Multi Texture support has been enabled, then calling this method will enable batching on the given
|
|
* textures. The texture collection is an array of keys, that map to Phaser.Cache image entries.
|
|
*
|
|
* The number of textures that can be batched is dependent on hardware. If you provide more textures
|
|
* than can be batched by the GPU, then only those at the start of the array will be used. Generally
|
|
* you shouldn't provide more than 16 textures to this method. You can check the hardware limit via the
|
|
* `maxTextures` property.
|
|
*
|
|
* You can also check the property `currentBatchedTextures` at any time, to see which textures are currently
|
|
* being batched.
|
|
*
|
|
* To stop all textures from being batched, call this method again with an empty array.
|
|
*
|
|
* To change the textures being batched, call this method with a new array of image keys. The old ones
|
|
* will all be purged out and no-longer batched, and the new ones enabled.
|
|
*
|
|
* Note: Throws a warning if you haven't enabled Multiple Texture batching support in the Phaser Game config.
|
|
*
|
|
* @method setTexturePriority
|
|
* @param textureNameCollection {Array} An Array of Texture Cache keys to use for multi-texture batching.
|
|
* @return {Array} An array containing the texture keys that were enabled for batching.
|
|
*/
|
|
setTexturePriority: function (textureNameCollection)
|
|
{
|
|
var maxTextures = this.maxTextures;
|
|
var imageCache = this.game.cache._cache.image;
|
|
var imageName = null;
|
|
|
|
// Clear out all previously batched textures and reset their flags.
|
|
// If the array has been modified, then the developer will have to
|
|
// deal with that in their own way.
|
|
for (var i = 0; i < this.currentBatchedTextures.length; i++)
|
|
{
|
|
imageName = textureNameCollection[index];
|
|
|
|
if (!(imageName in imageCache))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
imageCache[imageName].base.textureIndex = 0;
|
|
}
|
|
|
|
this.currentBatchedTextures.length = 0;
|
|
|
|
// We start from 1 because framebuffer texture uses unit 0.
|
|
for (var index = 0; index < textureNameCollection.length; ++index)
|
|
{
|
|
imageName = textureNameCollection[index];
|
|
|
|
if (!(imageName in imageCache))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (index + 1 < maxTextures)
|
|
{
|
|
imageCache[imageName].base.textureIndex = index + 1;
|
|
}
|
|
else
|
|
{
|
|
imageCache[imageName].base.textureIndex = maxTextures - 1;
|
|
}
|
|
|
|
this.currentBatchedTextures.push(imageName);
|
|
}
|
|
|
|
return this.currentBatchedTextures;
|
|
|
|
},
|
|
|
|
/**
|
|
* Renders the stage to its webGL view
|
|
*
|
|
* @method render
|
|
* @param stage {Stage} the Stage element to be rendered
|
|
*/
|
|
render: function (stage)
|
|
{
|
|
// No point rendering if our context has been blown up!
|
|
if (this.contextLost)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Add Pre-render hook
|
|
|
|
this.startTime = Date.now();
|
|
|
|
var gl = this.gl;
|
|
|
|
// viewport only needs to be set when the canvas is resized, not every render pass
|
|
// gl.viewport(0, 0, this.width, this.height);
|
|
|
|
this.stateFBO.activate();
|
|
|
|
// clearColor only needs to be set once, then 'clear' picks the value up every time
|
|
// It's set in the 'init' method for now, but will need binding to the background color
|
|
//
|
|
// If 'alpha' is true in the context options then modes like Blend Mode ADD look really weird
|
|
// if you don't clear the background (looks fine over a background image though)
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
|
|
this.setBlendMode(Phaser.blendModes.NORMAL);
|
|
|
|
// this.offset.x = this.game.camera._shake.x;
|
|
// this.offset.y = this.game.camera._shake.y;
|
|
|
|
this.drawCount = 0;
|
|
|
|
// this.flipY = 1;
|
|
|
|
this.batch.start(true);
|
|
|
|
stage.render(this, stage);
|
|
|
|
this.batch.stop();
|
|
|
|
// Giving no argument here tells it to draw to the main context buffer
|
|
// the same as doing 'gl.bindFramebuffer(gl.FRAMEBUFFER, null)' first.
|
|
// Or you can give it another framebuffer to draw to.
|
|
this.stateFBO.render();
|
|
|
|
this.endTime = Date.now();
|
|
|
|
// Add Post-render hook
|
|
},
|
|
|
|
clipX: function (x)
|
|
{
|
|
return (this.clipUnitX * x) - 1;
|
|
},
|
|
|
|
clipY: function (y)
|
|
{
|
|
return 1 - (this.clipUnitY * y);
|
|
},
|
|
|
|
getVerticesFromRect: function (x, y, width, height)
|
|
{
|
|
// -1.0, -1.0, // 0 = bottom-left
|
|
// 1.0, -1.0, // 1 = bottom-right
|
|
// -1.0, 1.0, // 2 = top-left
|
|
// 1.0, 1.0 // 3 = top-right
|
|
|
|
return [
|
|
// bottom-left
|
|
this.clipX(x), this.clipY(y + height),
|
|
|
|
// bottom-right
|
|
this.clipX(x + width), this.clipY(y + height),
|
|
|
|
// top-left
|
|
this.clipX(x), this.clipY(y),
|
|
|
|
// top-right
|
|
this.clipX(x + width), this.clipY(y)
|
|
];
|
|
},
|
|
|
|
/**
|
|
* Removes the base texture from the GPU, useful for managing resources on the GPU.
|
|
* A texture is still 100% usable and will simply be re-uploaded if there is a sprite on screen that is using it.
|
|
*
|
|
* @method unloadTexture
|
|
*/
|
|
unloadTexture: function (texture)
|
|
{
|
|
var gl = this.gl;
|
|
|
|
var glTexture = texture._glTexture;
|
|
|
|
if (gl && glTexture)
|
|
{
|
|
gl.deleteTexture(glTexture);
|
|
}
|
|
|
|
texture._glTexture = null;
|
|
texture._dirty = false;
|
|
},
|
|
|
|
// Takes a TextureSource object
|
|
updateTexture: function (source)
|
|
{
|
|
if (source.compressionAlgorithm)
|
|
{
|
|
return this.updateCompressedTexture(source);
|
|
}
|
|
|
|
var gl = this.gl;
|
|
|
|
if (!source.glTexture)
|
|
{
|
|
source.glTexture = gl.createTexture();
|
|
}
|
|
|
|
gl.activeTexture(gl.TEXTURE0 + source.glTextureIndex);
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, source.glTexture);
|
|
|
|
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, source.premultipliedAlpha);
|
|
|
|
// Throws a warning in Firefox: WebGL: texImage2D: Chosen format/type incured an expensive reformat: 0x1908/0x1401
|
|
// @see https://github.com/mrdoob/three.js/issues/9109
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source.image);
|
|
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, source.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
|
|
|
if (source.mipmap && source.isPowerOf2)
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, source.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);
|
|
gl.generateMipmap(gl.TEXTURE_2D);
|
|
}
|
|
else
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, source.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
|
}
|
|
|
|
if (source.isPowerOf2)
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
|
|
}
|
|
else
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
}
|
|
|
|
source.glDirty = false;
|
|
|
|
return true;
|
|
},
|
|
|
|
updateCompressedTexture: function (texture)
|
|
{
|
|
if (!texture.hasLoaded)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var gl = this.gl;
|
|
var textureMetaData = texture.source;
|
|
|
|
if (!texture._glTextures)
|
|
{
|
|
texture._glTextures = gl.createTexture();
|
|
}
|
|
|
|
gl.activeTexture(gl.TEXTURE0 + texture.textureIndex);
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, texture._glTextures);
|
|
|
|
gl.compressedTexImage2D(
|
|
gl.TEXTURE_2D,
|
|
0,
|
|
textureMetaData.glExtensionFormat,
|
|
textureMetaData.width,
|
|
textureMetaData.height,
|
|
0,
|
|
textureMetaData.textureData
|
|
);
|
|
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
|
|
|
if (texture.mipmap && Phaser.Math.isPowerOfTwo(texture.width, texture.height))
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);
|
|
gl.generateMipmap(gl.TEXTURE_2D);
|
|
}
|
|
else
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
|
}
|
|
|
|
if (!texture._powerOf2)
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
}
|
|
else
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
|
|
}
|
|
|
|
texture._dirty = false;
|
|
|
|
return true;
|
|
},
|
|
|
|
// Blend Mode Manager
|
|
|
|
setBlendMode: function (newBlendMode)
|
|
{
|
|
if (this.currentBlendMode === newBlendMode)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var blendModeWebGL = this.blendModes[newBlendMode];
|
|
|
|
if (blendModeWebGL)
|
|
{
|
|
this.currentBlendMode = newBlendMode;
|
|
|
|
this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
|
|
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
},
|
|
|
|
// WebGL Mask Manager
|
|
|
|
pushMask: function (maskData)
|
|
{
|
|
var gl = this.gl;
|
|
|
|
if (maskData.dirty)
|
|
{
|
|
// PIXI.WebGLGraphics.updateGraphics(maskData, gl);
|
|
}
|
|
|
|
if (maskData._webGL === undefined || maskData._webGL.data === undefined || maskData._webGL.data.length === 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.stencilManager.pushStencil(maskData, maskData._webGL.data[0]);
|
|
},
|
|
|
|
popMask: function (maskData)
|
|
{
|
|
if (maskData._webGL === undefined || maskData._webGL.data === undefined || maskData._webGL.data.length === 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.stencilManager.popStencil(maskData, maskData._webGL.data[0]);
|
|
},
|
|
|
|
// Shader Utils
|
|
|
|
// PIXI.CompileVertexShader
|
|
compileVertexShader: function (src)
|
|
{
|
|
return this.compileShader(src, this.gl.VERTEX_SHADER);
|
|
},
|
|
|
|
// PIXI.CompileFragmentShader
|
|
compileFragmentShader: function (src)
|
|
{
|
|
return this.compileShader(src, this.gl.FRAGMENT_SHADER);
|
|
},
|
|
|
|
// PIXI._CompileShader
|
|
compileShader: function (src, type)
|
|
{
|
|
if (Array.isArray(src))
|
|
{
|
|
src = src.join('\n');
|
|
}
|
|
|
|
var shader = this.gl.createShader(type);
|
|
this.gl.shaderSource(shader, src);
|
|
this.gl.compileShader(shader);
|
|
|
|
if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS))
|
|
{
|
|
console.log(this.gl.getShaderInfoLog(shader));
|
|
return null;
|
|
}
|
|
|
|
return shader;
|
|
},
|
|
|
|
// PIXI.compileProgram
|
|
compileProgram: function (vertexSrc, fragmentSrc)
|
|
{
|
|
var gl = this.gl;
|
|
|
|
var fragmentShader = this.compileFragmentShader(fragmentSrc);
|
|
var vertexShader = this.compileVertexShader(vertexSrc);
|
|
|
|
var shaderProgram = gl.createProgram();
|
|
|
|
gl.attachShader(shaderProgram, vertexShader);
|
|
gl.attachShader(shaderProgram, fragmentShader);
|
|
gl.linkProgram(shaderProgram);
|
|
|
|
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS))
|
|
{
|
|
console.log(gl.getProgramInfoLog(shaderProgram));
|
|
console.log('Could not initialize shaders: Vertex & Fragment');
|
|
console.log(vertexSrc.join('\n'));
|
|
console.log(fragmentSrc.join('\n'));
|
|
}
|
|
|
|
return shaderProgram;
|
|
},
|
|
|
|
deleteProgram: function (program)
|
|
{
|
|
var gl = this.gl;
|
|
|
|
gl.deleteProgram(program);
|
|
|
|
return this;
|
|
},
|
|
|
|
createEmptyTexture: function (width, height, scaleMode)
|
|
{
|
|
var gl = this.gl;
|
|
|
|
var texture = gl.createTexture();
|
|
var glScaleMode = (scaleMode === Phaser.scaleModes.LINEAR) ? gl.LINEAR : gl.NEAREST;
|
|
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
|
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, glScaleMode);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, glScaleMode);
|
|
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
|
|
|
return texture;
|
|
},
|
|
|
|
destroy: function ()
|
|
{
|
|
this.projection = null;
|
|
this.offset = null;
|
|
|
|
this.shaderManager.destroy();
|
|
this.batch.destroy();
|
|
this.maskManager.destroy();
|
|
this.filterManager.destroy();
|
|
|
|
this.shaderManager = null;
|
|
this.batch = null;
|
|
this.maskManager = null;
|
|
this.filterManager = null;
|
|
|
|
this.gl = null;
|
|
this.renderSession = null;
|
|
|
|
Phaser.CanvasPool.remove(this);
|
|
}
|
|
|
|
};
|