mirror of
https://github.com/photonstorm/phaser
synced 2024-12-25 12:33:38 +00:00
413 lines
13 KiB
JavaScript
413 lines
13 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @author Felipe Alfonso <@bitnenfer>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../../../utils/Class');
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var GetFastValue = require('../../../utils/object/GetFastValue');
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var ShaderSourceFS = require('../shaders/Light-frag.js');
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var MultiPipeline = require('./MultiPipeline');
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var WebGLPipeline = require('../WebGLPipeline');
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var LIGHT_COUNT = 10;
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/**
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* @classdesc
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*
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* The Light Pipeline is an extension of the Multi Pipeline and uses a custom shader
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* designed to handle forward diffused rendering of 2D lights in a Scene.
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*
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* The shader works in tandem with Light Game Objects, and optionally texture normal maps,
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* to provide an ambient illumination effect.
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*
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* If you wish to provide your own shader, you can use the `%LIGHT_COUNT%` declaration in the source,
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* and it will be automatically replaced at run-time with the total number of configured lights.
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*
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* The maximum number of lights can be set in the Render Config `maxLights` property and defaults to 10.
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*
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* Prior to Phaser v3.50 this pipeline was called the `ForwardDiffuseLightPipeline`.
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*
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* The fragment shader it uses can be found in `shaders/src/Light.frag`.
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* The vertex shader it uses can be found in `shaders/src/Multi.vert`.
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*
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* The default shader attributes for this pipeline are:
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*
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* `inPosition` (vec2, offset 0)
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* `inTexCoord` (vec2, offset 8)
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* `inTexId` (float, offset 16)
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* `inTintEffect` (float, offset 20)
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* `inTint` (vec4, offset 24, normalized)
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*
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* The default shader uniforms for this pipeline are:
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*
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* `uProjectionMatrix` (mat4)
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* `uViewMatrix` (mat4)
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* `uModelMatrix` (mat4)
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* `uMainSampler` (sampler2D)
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* `uNormSampler` (sampler2D)
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* `uCamera` (vec4)
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* `uResolution` (vec2)
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* `uAmbientLightColor` (vec3)
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* `uInverseRotationMatrix` (mat3)
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* `uLights` (Light struct)
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*
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* @class LightPipeline
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* @extends Phaser.Renderer.WebGL.Pipelines.MultiPipeline
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* @memberof Phaser.Renderer.WebGL.Pipelines
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* @constructor
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* @since 3.50.0
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*
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* @param {Phaser.Types.Renderer.WebGL.WebGLPipelineConfig} config - The configuration options for this pipeline.
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*/
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var LightPipeline = new Class({
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Extends: MultiPipeline,
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initialize:
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function LightPipeline (config)
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{
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LIGHT_COUNT = config.game.renderer.config.maxLights;
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var fragmentShaderSource = GetFastValue(config, 'fragShader', ShaderSourceFS);
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config.fragShader = fragmentShaderSource.replace('%LIGHT_COUNT%', LIGHT_COUNT.toString());
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MultiPipeline.call(this, config);
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/**
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* Inverse rotation matrix for normal map rotations.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.LightPipeline#inverseRotationMatrix
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* @type {Float32Array}
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* @private
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* @since 3.16.0
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*/
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this.inverseRotationMatrix = new Float32Array([
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1, 0, 0,
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0, 1, 0,
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0, 0, 1
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]);
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/**
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* Stores a default normal map, which is an object with a `glTexture` property that
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* maps to a 1x1 texture of the color #7f7fff created in the `boot` method.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.LightPipeline#defaultNormalMap
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* @type {object}
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* @since 3.50.0
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*/
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this.defaultNormalMap;
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/**
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* Stores the previous number of lights rendered.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.LightPipeline#lightCount
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* @type {number}
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* @since 3.50.0
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*/
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this.lightCount = 0;
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this.forceZero = true;
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},
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/**
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* Called when the Game has fully booted and the Renderer has finished setting up.
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*
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* By this stage all Game level systems are now in place and you can perform any final
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* tasks that the pipeline may need that relied on game systems such as the Texture Manager.
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*
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* @method Phaser.Renderer.WebGL.LightPipeline#boot
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* @since 3.11.0
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*/
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boot: function ()
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{
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WebGLPipeline.prototype.boot.call(this);
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var gl = this.gl;
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var tempTexture = gl.createTexture();
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, tempTexture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([ 127, 127, 255, 255 ]));
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this.defaultNormalMap = { glTexture: tempTexture };
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return this;
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},
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/**
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* Called every time the pipeline is bound by the renderer.
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* Sets the shader program, vertex buffer and other resources.
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* Should only be called when changing pipeline.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.LightPipeline#bind
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* @since 3.50.0
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*
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* @return {this} This WebGLPipeline instance.
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*/
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bind: function ()
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{
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WebGLPipeline.prototype.bind.call(this);
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var renderer = this.renderer;
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var program = this.program;
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renderer.setInt1(program, 'uMainSampler', 0);
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renderer.setInt1(program, 'uNormSampler', 1);
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renderer.setFloat2(program, 'uResolution', this.width, this.height);
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return this;
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},
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/**
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* This function sets all the needed resources for each camera pass.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.LightPipeline#onRender
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* @since 3.0.0
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*
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* @param {Phaser.Scene} scene - The Scene being rendered.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Scene Camera being rendered with.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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onRender: function (scene, camera)
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{
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this.active = false;
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var lightManager = scene.sys.lights;
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if (!lightManager || lightManager.lights.length <= 0 || !lightManager.active)
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{
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// Passthru
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return this;
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}
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var lights = lightManager.cull(camera);
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var lightCount = Math.min(lights.length, LIGHT_COUNT);
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if (lightCount === 0)
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{
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return this;
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}
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this.active = true;
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var renderer = this.renderer;
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var program = this.program;
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var cameraMatrix = camera.matrix;
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var point = {x: 0, y: 0};
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var height = renderer.height;
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var i;
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if (lightCount !== this.lightCount)
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{
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for (i = 0; i < LIGHT_COUNT; i++)
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{
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// Reset lights
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renderer.setFloat1(program, 'uLights[' + i + '].radius', 0);
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}
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this.lightCount = lightCount;
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}
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if (camera.dirty)
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{
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renderer.setFloat4(program, 'uCamera', camera.x, camera.y, camera.rotation, camera.zoom);
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}
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// TODO - Only if dirty! and cache the location
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renderer.setFloat3(program, 'uAmbientLightColor', lightManager.ambientColor.r, lightManager.ambientColor.g, lightManager.ambientColor.b);
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for (i = 0; i < lightCount; i++)
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{
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var light = lights[i];
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var lightName = 'uLights[' + i + '].';
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cameraMatrix.transformPoint(light.x, light.y, point);
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// TODO - Cache the uniform locations!!!
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renderer.setFloat2(program, lightName + 'position', point.x - (camera.scrollX * light.scrollFactorX * camera.zoom), height - (point.y - (camera.scrollY * light.scrollFactorY) * camera.zoom));
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if (light.dirty)
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{
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renderer.setFloat3(program, lightName + 'color', light.r, light.g, light.b);
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renderer.setFloat1(program, lightName + 'intensity', light.intensity);
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renderer.setFloat1(program, lightName + 'radius', light.radius);
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light.dirty = false;
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}
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}
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this.currentNormalMapRotation = null;
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return this;
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},
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/**
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* Rotates the normal map vectors inversely by the given angle.
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* Only works in 2D space.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.LightPipeline#setNormalMapRotation
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* @since 3.16.0
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*
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* @param {number} rotation - The angle of rotation in radians.
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*/
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setNormalMapRotation: function (rotation)
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{
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if (rotation !== this.currentNormalMapRotation || this.vertexCount === 0)
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{
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if (this.vertexCount > 0)
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{
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this.flush();
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}
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var inverseRotationMatrix = this.inverseRotationMatrix;
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if (rotation)
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{
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var rot = -rotation;
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var c = Math.cos(rot);
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var s = Math.sin(rot);
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inverseRotationMatrix[1] = s;
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inverseRotationMatrix[3] = -s;
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inverseRotationMatrix[0] = inverseRotationMatrix[4] = c;
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}
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else
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{
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inverseRotationMatrix[0] = inverseRotationMatrix[4] = 1;
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inverseRotationMatrix[1] = inverseRotationMatrix[3] = 0;
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}
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this.renderer.setMatrix3(this.program, 'uInverseRotationMatrix', false, inverseRotationMatrix);
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this.currentNormalMapRotation = rotation;
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}
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},
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/**
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* Assigns a texture to the current batch. If a different texture is already set it creates a new batch object.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.LightPipeline#setTexture2D
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* @since 3.50.0
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*
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* @param {WebGLTexture} [texture] - WebGLTexture that will be assigned to the current batch. If not given uses blankTexture.
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* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object being rendered or added to the batch.
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*/
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setTexture2D: function (texture, gameObject)
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{
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var renderer = this.renderer;
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if (texture === undefined) { texture = renderer.tempTextures[0]; }
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var normalTexture = this.getNormalMap(gameObject);
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if (renderer.isNewNormalMap())
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{
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this.flush();
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renderer.setTextureZero(texture);
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renderer.setNormalMap(normalTexture);
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}
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var rotation = (gameObject) ? gameObject.rotation : 0;
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this.setNormalMapRotation(rotation);
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this.currentUnit = 0;
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return 0;
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},
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/**
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* Custom pipelines can use this method in order to perform any required pre-batch tasks
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* for the given Game Object. It must return the texture unit the Game Object was assigned.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.LightPipeline#setGameObject
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* @since 3.50.0
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*
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* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object being rendered or added to the batch.
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* @param {Phaser.Textures.Frame} [frame] - Optional frame to use. Can override that of the Game Object.
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*
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* @return {number} The texture unit the Game Object has been assigned.
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*/
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setGameObject: function (gameObject, frame)
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{
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if (frame === undefined) { frame = gameObject.frame; }
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var renderer = this.renderer;
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var texture = frame.glTexture;
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var normalTexture = this.getNormalMap(gameObject);
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if (renderer.isNewNormalMap())
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{
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this.flush();
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renderer.setTextureZero(texture);
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renderer.setNormalMap(normalTexture);
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}
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this.setNormalMapRotation(gameObject.rotation);
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this.currentUnit = 0;
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return 0;
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},
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/**
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* Returns the normal map WebGLTexture from the given Game Object.
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* If the Game Object doesn't have one, it returns the default normal map from this pipeline instead.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.LightPipeline#getNormalMap
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* @since 3.50.0
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*
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* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object to get the normal map from.
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*
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* @return {WebGLTexture} The normal map texture.
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*/
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getNormalMap: function (gameObject)
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{
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var normalTexture;
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if (!gameObject)
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{
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normalTexture = this.defaultNormalMap;
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}
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else if (gameObject.displayTexture)
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{
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normalTexture = gameObject.displayTexture.dataSource[gameObject.displayFrame.sourceIndex];
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}
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else if (gameObject.texture)
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{
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normalTexture = gameObject.texture.dataSource[gameObject.frame.sourceIndex];
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}
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else if (gameObject.tileset)
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{
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if (Array.isArray(gameObject.tileset))
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{
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normalTexture = gameObject.tileset[0].image.dataSource[0];
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}
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else
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{
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normalTexture = gameObject.tileset.image.dataSource[0];
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}
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}
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if (!normalTexture)
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{
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normalTexture = this.defaultNormalMap;
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}
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return normalTexture.glTexture;
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}
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});
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LightPipeline.LIGHT_COUNT = LIGHT_COUNT;
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module.exports = LightPipeline;
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