phaser/src/renderer/webgl/WebGLPipeline.js
2020-11-03 18:05:10 +00:00

1640 lines
57 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 Class = require('../../utils/Class');
var DeepCopy = require('../../utils/object/DeepCopy');
var GetFastValue = require('../../utils/object/GetFastValue');
var Matrix4 = require('../../math/Matrix4');
var Utils = require('./Utils');
var WebGLShader = require('./WebGLShader');
/**
* @classdesc
* The `WebGLPipeline` is a base class used by all of the core Phaser pipelines.
*
* It describes the way elements will be rendered in WebGL. Internally, it handles
* compiling the shaders, creating vertex buffers, assigning primitive topology and
* binding vertex attributes, all based on the given configuration data.
*
* The pipeline is configured by passing in a `WebGLPipelineConfig` object. Please
* see the documentation for this type to fully understand the configuration options
* available to you.
*
* Usually, you would not extend from this class directly, but would instead extend
* from one of the core pipelines, such as the Multi Pipeline.
*
* The pipeline flow per render-step is as follows:
*
* 1) onPreRender - called once at the start of the render step
* 2) onRender - call for each Scene Camera that needs to render (so can be multiple times per render step)
* 3) Internal flow:
* 3a) bind (only called if a Game Object is using this pipeline and it's not currently active)
* 3b) onBind (called for every Game Object that uses this pipeline)
* 3c) flush (can be called by a Game Object, internal method or from outside by changing pipeline)
* 4) onPostRender - called once at the end of the render step
*
* @class WebGLPipeline
* @memberof Phaser.Renderer.WebGL
* @constructor
* @since 3.0.0
*
* @param {Phaser.Types.Renderer.WebGL.WebGLPipelineConfig} config - The configuration object for this WebGL Pipeline.
*/
var WebGLPipeline = new Class({
initialize:
function WebGLPipeline (config)
{
var game = config.game;
var renderer = game.renderer;
var gl = renderer.gl;
/**
* Name of the pipeline. Used for identification and setting from Game Objects.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#name
* @type {string}
* @since 3.0.0
*/
this.name = GetFastValue(config, 'name', 'WebGLPipeline');
/**
* The Phaser Game instance to which this pipeline is bound.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#game
* @type {Phaser.Game}
* @since 3.0.0
*/
this.game = game;
/**
* The WebGL Renderer instance to which this pipeline is bound.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#renderer
* @type {Phaser.Renderer.WebGL.WebGLRenderer}
* @since 3.0.0
*/
this.renderer = renderer;
/**
* The WebGL context this WebGL Pipeline uses.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#gl
* @type {WebGLRenderingContext}
* @since 3.0.0
*/
this.gl = gl;
/**
* The canvas which this WebGL Pipeline renders to.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#view
* @type {HTMLCanvasElement}
* @since 3.0.0
*/
this.view = game.canvas;
/**
* Width of the current viewport.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#width
* @type {number}
* @since 3.0.0
*/
this.width = 0;
/**
* Height of the current viewport.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#height
* @type {number}
* @since 3.0.0
*/
this.height = 0;
/**
* The current number of vertices that have been added to the pipeline batch.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexCount
* @type {number}
* @default 0
* @since 3.0.0
*/
this.vertexCount = 0;
/**
* The total number of vertices that this pipeline batch can hold before it will flush.
*
* This defaults to `renderer batchSize * 7`, where `batchSize` is defined in the Renderer Config.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexCapacity
* @type {number}
* @since 3.0.0
*/
this.vertexCapacity = 0;
/**
* Raw byte buffer of vertices.
*
* Either set via the config object, or generates a new Array Buffer of size `vertexCapacity * vertexSize`.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexData
* @type {ArrayBuffer}
* @readonly
* @since 3.0.0
*/
this.vertexData;
/**
* The WebGLBuffer that holds the vertex data.
*
* Created from the `vertices` config ArrayBuffer that was passed in, or set by default, by the pipeline.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexBuffer
* @type {WebGLBuffer}
* @readonly
* @since 3.0.0
*/
this.vertexBuffer;
/**
* The primitive topology which the pipeline will use to submit draw calls.
*
* Defaults to GL_TRIANGLES if not otherwise set in the config.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#topology
* @type {GLenum}
* @since 3.0.0
*/
this.topology = GetFastValue(config, 'topology', gl.TRIANGLES);
/**
* Uint8 view to the `vertexData` ArrayBuffer. Used for uploading vertex buffer resources to the GPU.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#bytes
* @type {Uint8Array}
* @since 3.0.0
*/
this.bytes;
/**
* Float32 view of the array buffer containing the pipeline's vertices.
*
* @name Phaser.Renderer.WebGL.Pipelines.MultiPipeline#vertexViewF32
* @type {Float32Array}
* @since 3.0.0
*/
this.vertexViewF32;
/**
* Uint32 view of the array buffer containing the pipeline's vertices.
*
* @name Phaser.Renderer.WebGL.Pipelines.MultiPipeline#vertexViewU32
* @type {Uint32Array}
* @since 3.0.0
*/
this.vertexViewU32;
/**
* Indicates if the current pipeline is active, or not, for this frame only.
*
* Reset to `true` in the `onRender` method.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#active
* @type {boolean}
* @since 3.10.0
*/
this.active = false;
/**
* Holds the most recently assigned texture unit.
* Treat this value as read-only.
*
* @name Phaser.Renderer.WebGL.Pipelines.WebGLPipeline#currentUnit
* @type {number}
* @since 3.50.0
*/
this.currentUnit = 0;
/**
* Some pipelines require the forced use of texture zero (like the light pipeline).
*
* This property should be set when that is the case.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#forceZero
* @type {boolean}
* @since 3.50.0
*/
this.forceZero = GetFastValue(config, 'forceZero', false);
/**
* Indicates if this pipeline has booted or not.
*
* A pipeline boots only when the Game instance itself, and all associated systems, is
* fully ready.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#hasBooted
* @type {boolean}
* @readonly
* @since 3.50.0
*/
this.hasBooted = false;
/**
* The WebGLFramebuffer this pipeline is targeting, if any.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#targetFramebuffer
* @type {?WebGLFramebuffer}
* @since 3.50.0
*/
this.targetFramebuffer = null;
/**
* The WebGLTexture this pipeline is targeting, if any.
*
* @name Phaser.GameObjects.Shader#targetTexture
* @type {?WebGLTexture}
* @since 3.50.0
*/
this.targetTexture = null;
/**
* When using a targetTexture its dimensions are based on the scale of the WebGLRenderer.
*
* This value controls how much those dimensions are scaled.
*
* @name Phaser.GameObjects.Shader#targetScale
* @type {number}
* @since 3.50.0
*/
this.targetScale = GetFastValue(config, 'targetScale', 1);
/**
* An array of all the WebGLShader instances that belong to this pipeline.
*
* All shaders must use the same attributes, as set by this pipeline, but can manage their own
* uniforms.
*
* These are set in a call to the `setShadersFromConfig` method, which happens automatically,
* but can also be called at any point in your game. See the method documentation for details.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#shaders
* @type {Phaser.Renderer.WebGL.WebGLShader[]}
* @since 3.50.0
*/
this.shaders = [];
/**
* A reference to the currently bound WebGLShader instance from the `WebGLPipeline.shaders` array.
*
* For lots of pipelines, this is the only shader, so it is a quick way to reference it without
* an array look-up.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#currentShader
* @type {Phaser.Renderer.WebGL.WebGLShader}
* @since 3.50.0
*/
this.currentShader;
/**
* The Projection matrix, used by shaders as 'uProjectionMatrix' uniform.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#projectionMatrix
* @type {Phaser.Math.Matrix4}
* @since 3.50.0
*/
this.projectionMatrix = new Matrix4().identity();
/**
* The configuration object that was used to create this pipeline.
*
* Treat this object as 'read only', because changing it post-creation will not
* impact this pipeline in any way. However, it is used internally for cloning
* and post-boot set-up.
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#config
* @type {Phaser.Types.Renderer.WebGL.WebGLPipelineConfig}
* @since 3.50.0
*/
this.config = config;
},
/**
* Called when the Game has fully booted and the Renderer has finished setting up.
*
* By this stage all Game level systems are now in place. You can perform any final tasks that the
* pipeline may need, that relies on game systems such as the Texture Manager being ready.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#boot
* @since 3.11.0
*/
boot: function ()
{
var gl = this.gl;
var config = this.config;
var target = GetFastValue(config, 'target', false);
var renderer = this.renderer;
var width = renderer.width * this.targetScale;
var height = renderer.height * this.targetScale;
if (target && width > 0 && height > 0)
{
this.targetTexture = renderer.createTextureFromSource(null, width, height, 0);
this.targetFramebuffer = renderer.createFramebuffer(width, height, this.targetTexture, false);
// this.targetTexture.flipY = flipY;
}
this.setShadersFromConfig(config);
// Which shader has the largest vertex size?
var i;
var shaders = this.shaders;
var vertexSize = 0;
var vertexComponentCount = 0;
for (i = 0; i < shaders.length; i++)
{
if (shaders[i].vertexSize > vertexSize)
{
vertexSize = shaders[i].vertexSize;
}
if (shaders[i].vertexComponentCount > vertexComponentCount)
{
vertexComponentCount = shaders[i].vertexComponentCount;
}
}
this.vertexCapacity = GetFastValue(config, 'vertexCapacity', renderer.config.batchSize) * vertexComponentCount;
var data = GetFastValue(config, 'vertices', new ArrayBuffer(this.vertexCapacity * vertexSize));
this.vertexData = data;
if (GetFastValue(config, 'vertices', null))
{
this.vertexBuffer = renderer.createVertexBuffer(data, gl.STREAM_DRAW);
}
else
{
this.vertexBuffer = renderer.createVertexBuffer(data.byteLength, gl.STREAM_DRAW);
}
this.bytes = new Uint8Array(data);
this.vertexViewF32 = new Float32Array(data);
this.vertexViewU32 = new Uint32Array(data);
// Set-up shaders
this.renderer.setVertexBuffer(this.vertexBuffer);
for (i = 0; i < shaders.length; i++)
{
shaders[i].setAttribPointers(true);
}
this.currentShader.bind();
this.hasBooted = true;
this.onBoot();
},
/**
* This method is called once when this pipeline has finished being set-up
* at the end of the boot process. By the time this method is called, all
* of the shaders are ready and configured.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#onBoot
* @since 3.50.0
*/
onBoot: function ()
{
},
/**
* This method is called once when this pipeline has finished being set-up
* at the end of the boot process. By the time this method is called, all
* of the shaders are ready and configured.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#onResize
* @since 3.50.0
*
* @param {number} width - The new width of this WebGL Pipeline.
* @param {number} height - The new height of this WebGL Pipeline.
*/
onResize: function ()
{
},
/**
* Creates a brand new WebGLPipeline instance based on the configuration object that
* was used to create this one.
*
* The new instance is returned by this method. Note that the new instance is _not_
* added to the Pipeline Manager. You will need to add it yourself should you require so.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#mvpInit
* @since 3.50.0
*
* @param {string} name - The new name to give the cloned pipeline.
*
* @return {Phaser.Renderer.WebGL.WebGLPipeline} A clone of this WebGLPipeline instance.
*/
clone: function (name)
{
var clone = new WebGLPipeline(this.config);
clone.name = name;
return clone;
},
/**
* Sets the currently active shader within this pipeline.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#setShader
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.WebGLPipeline} shader - The shader to set as being current.
* @param {boolean} [setAttributes=false] - Should the vertex attribute pointers be set?
*
* @return {this} This WebGLPipeline instance.
*/
setShader: function (shader, setAttributes)
{
var renderer = this.renderer;
if (shader !== this.currentShader || renderer.currentProgram !== this.currentShader.program)
{
this.flush();
renderer.resetTextures();
renderer.setVertexBuffer(this.vertexBuffer);
shader.bind(setAttributes, false);
this.currentShader = shader;
}
return this;
},
/**
* Searches all shaders in this pipeline for one matching the given name, then returns it.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#getShaderByName
* @since 3.50.0
*
* @param {string} name - The index of the shader to set.
*
* @return {Phaser.Renderer.WebGL.WebGLShader} The WebGLShader instance, if found.
*/
getShaderByName: function (name)
{
var shaders = this.shaders;
for (var i = 0; i < shaders.length; i++)
{
if (shaders[i].name === name)
{
return shaders[i];
}
}
},
/**
* Destroys all shaders currently set in the `WebGLPipeline.shaders` array and then parses the given
* `config` object, extracting the shaders from it, creating `WebGLShader` instances and finally
* setting them into the `shaders` array of this pipeline.
*
* This is a destructive process. Be very careful when you call it, should you need to.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#setShadersFromConfig
* @since 3.50.0
*
* @param {Phaser.Types.Renderer.WebGL.WebGLPipelineConfig} config - The configuration object for this WebGL Pipeline.
*
* @return {this} This WebGLPipeline instance.
*/
setShadersFromConfig: function (config)
{
var i;
var shaders = this.shaders;
var renderer = this.renderer;
for (i = 0; i < shaders.length; i++)
{
shaders[i].destroy();
}
var vName = 'vertShader';
var fName = 'fragShader';
var uName = 'uniforms';
var aName = 'attributes';
var defaultVertShader = GetFastValue(config, vName, null);
var defaultFragShader = Utils.parseFragmentShaderMaxTextures(GetFastValue(config, fName, null), renderer.maxTextures);
var defaultUniforms = GetFastValue(config, uName, null);
var defaultAttribs = GetFastValue(config, aName, null);
var configShaders = GetFastValue(config, 'shaders', []);
var len = configShaders.length;
if (len === 0)
{
this.shaders = [ new WebGLShader(this, 'default', defaultVertShader, defaultFragShader, DeepCopy(defaultAttribs), DeepCopy(defaultUniforms)) ];
}
else
{
var newShaders = [];
for (i = 0; i < len; i++)
{
var shaderEntry = configShaders[i];
var name = GetFastValue(shaderEntry, 'name', 'default');
var vertShader = GetFastValue(shaderEntry, vName, defaultVertShader);
var fragShader = Utils.parseFragmentShaderMaxTextures(GetFastValue(shaderEntry, fName, defaultFragShader), renderer.maxTextures);
var attributes = GetFastValue(shaderEntry, aName, defaultAttribs);
var uniforms = GetFastValue(shaderEntry, uName, defaultUniforms);
newShaders.push(new WebGLShader(this, name, vertShader, fragShader, DeepCopy(attributes), DeepCopy(uniforms)));
}
this.shaders = newShaders;
}
this.currentShader = this.shaders[0];
return this;
},
/**
* Custom pipelines can use this method in order to perform any required pre-batch tasks
* for the given Game Object. It must return the texture unit the Game Object was assigned.
*
* @method Phaser.Renderer.WebGL.Pipelines.WebGLPipeline#setGameObject
* @since 3.50.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object being rendered or added to the batch.
* @param {Phaser.Textures.Frame} [frame] - Optional frame to use. Can override that of the Game Object.
*
* @return {number} The texture unit the Game Object has been assigned.
*/
setGameObject: function (gameObject, frame)
{
if (frame === undefined) { frame = gameObject.frame; }
this.currentUnit = this.renderer.setTextureSource(frame.source);
return this.currentUnit;
},
/**
* Check if the current batch of vertices is full.
*
* You can optionally provide an `amount` parameter. If given, it will check if the batch
* needs to flush _if_ the `amount` is added to it. This allows you to test if you should
* flush before populating the batch.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#shouldFlush
* @since 3.0.0
*
* @param {integer} [amount=0] - Will the batch need to flush if this many vertices are added to it?
*
* @return {boolean} `true` if the current batch should be flushed, otherwise `false`.
*/
shouldFlush: function (amount)
{
if (amount === undefined) { amount = 0; }
return (this.vertexCount + amount >= this.vertexCapacity);
},
/**
* Resizes the properties used to describe the viewport.
*
* This method is called automatically by the renderer during its resize handler.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#resize
* @since 3.0.0
*
* @param {number} width - The new width of this WebGL Pipeline.
* @param {number} height - The new height of this WebGL Pipeline.
*
* @return {this} This WebGLPipeline instance.
*/
resize: function (width, height)
{
this.width = width;
this.height = height;
var projectionMatrix = this.projectionMatrix;
projectionMatrix.ortho(0, width, height, 0, -1000, 1000);
// Resize the target?
var target = this.targetTexture;
if (target)
{
width *= this.targetScale;
height *= this.targetScale;
var renderer = this.renderer;
renderer.deleteFramebuffer(this.targetFramebuffer);
renderer.deleteTexture(target);
this.targetTexture = renderer.createTextureFromSource(null, width, height, 0);
this.targetFramebuffer = renderer.createFramebuffer(width, height, this.targetTexture, false);
// this.targetTexture.flipY = flipY;
}
var shaders = this.shaders;
for (var i = 0; i < shaders.length; i++)
{
var shader = shaders[i];
if (shader.hasUniform('uProjectionMatrix'))
{
this.setMatrix4fv('uProjectionMatrix', false, projectionMatrix.val, shaders[i]);
}
}
this.onResize(width, height);
return this;
},
/**
* This method is called every time the Pipeline Manager makes this pipeline the currently active one.
*
* It binds the resources and shader needed for this pipeline, including setting the vertex buffer
* and attribute pointers.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#bind
* @since 3.0.0
*
* @return {this} This WebGLPipeline instance.
*/
bind: function ()
{
if (this.targetTexture)
{
this.renderer.setFramebuffer(this.targetFramebuffer);
}
var wasBound = this.renderer.setVertexBuffer(this.vertexBuffer);
this.currentShader.bind(wasBound);
return this;
},
/**
* This method is called every time the Pipeline Manager deactivates this pipeline, swapping from
* it to another one. This happens after a call to `flush` and before the new pipeline is bound.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#unbind
* @since 3.50.0
*/
unbind: function ()
{
if (this.targetTexture)
{
this.renderer.setFramebuffer(null);
}
},
/**
* This method is called every time a **Game Object** asks the Pipeline Manager to use this pipeline.
*
* Unlike the `bind` method, which is only called once per frame, this is called for every object
* that requests use of this pipeline, allowing you to perform per-object set-up, such as loading
* shader uniform data.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#onBind
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any.
*
* @return {this} This WebGLPipeline instance.
*/
onBind: function ()
{
return this;
},
/**
* This method is called once per frame, right before anything has been rendered, but after the canvas
* has been cleared. If this pipeline has a targetTexture, it will be cleared.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#onPreRender
* @since 3.0.0
*
* @return {this} This WebGLPipeline instance.
*/
onPreRender: function ()
{
var gl = this.gl;
var renderer = this.renderer;
var target = this.targetTexture;
if (target)
{
renderer.setFramebuffer(this.targetFramebuffer);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
renderer.setFramebuffer(null, false);
}
return this;
},
/**
* This method is called once per frame, for every Camera in a Scene that wants to render.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#onRender
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene being rendered.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Scene Camera being rendered with.
*
* @return {this} This WebGLPipeline instance.
*/
onRender: function ()
{
return this;
},
/**
* This method is called once per frame, after all rendering has happened and snapshots have been taken.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#onPostRender
* @since 3.0.0
*
* @return {this} This WebGLPipeline instance.
*/
onPostRender: function ()
{
return this;
},
/**
* This method is called every time this pipeline is asked to flush its batch.
*
* It is called immediately before the gl.bufferData and gl.drawArray calls are made, so you can
* perform any final pre-render modifications. To apply changes post-render, see `onPostFlush`.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#onFlush
* @since 3.0.0
*
* @return {this} This WebGLPipeline instance.
*/
onFlush: function ()
{
return this;
},
/**
* This method is called immediately after this pipeline has finished flushing its batch.
*
* It is called after the `gl.drawArray` call.
*
* You can perform additional post-render effects, but be careful not to call `flush`
* on this pipeline from within this method, or you'll cause an infinite loop.
*
* To apply changes pre-render, see `onFlush`.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#onPostFlush
* @since 3.0.0
*
* @return {this} This WebGLPipeline instance.
*/
onPostFlush: function ()
{
return this;
},
/**
* Uploads the vertex data and emits a draw call for the current batch of vertices.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#flush
* @since 3.0.0
*
* @return {this} This WebGLPipeline instance.
*/
flush: function ()
{
var vertexCount = this.vertexCount;
if (vertexCount > 0)
{
this.onFlush();
var gl = this.gl;
var vertexSize = this.currentShader.vertexSize;
if (vertexCount === this.vertexCapacity)
{
gl.bufferData(gl.ARRAY_BUFFER, this.vertexData, gl.DYNAMIC_DRAW);
}
else
{
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.bytes.subarray(0, vertexCount * vertexSize));
}
gl.drawArrays(this.topology, 0, vertexCount);
this.vertexCount = 0;
this.onPostFlush();
}
return this;
},
/**
* Adds a single vertex to the current vertex buffer and increments the
* `vertexCount` property by 1.
*
* This method is called directly by `batchTri` and `batchQuad`.
*
* It does not perform any batch limit checking itself, so if you need to call
* this method directly, do so in the same way that `batchQuad` does, for example.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#batchVert
* @since 3.50.0
*
* @param {number} x - The vertex x position.
* @param {number} y - The vertex y position.
* @param {number} u - UV u value.
* @param {number} v - UV v value.
* @param {integer} unit - Texture unit to which the texture needs to be bound.
* @param {(number|boolean)} tintEffect - The tint effect for the shader to use.
* @param {number} tint - The tint color value.
*/
batchVert: function (x, y, u, v, unit, tintEffect, tint)
{
var vertexViewF32 = this.vertexViewF32;
var vertexViewU32 = this.vertexViewU32;
var vertexOffset = (this.vertexCount * this.currentShader.vertexComponentCount) - 1;
vertexViewF32[++vertexOffset] = x;
vertexViewF32[++vertexOffset] = y;
vertexViewF32[++vertexOffset] = u;
vertexViewF32[++vertexOffset] = v;
vertexViewF32[++vertexOffset] = unit;
vertexViewF32[++vertexOffset] = tintEffect;
vertexViewU32[++vertexOffset] = tint;
this.vertexCount++;
},
/**
* Adds the vertices data into the batch and flushes if full.
*
* Assumes 6 vertices in the following arrangement:
*
* ```
* 0----3
* |\ B|
* | \ |
* | \ |
* | A \|
* | \
* 1----2
* ```
*
* Where tx0/ty0 = 0, tx1/ty1 = 1, tx2/ty2 = 2 and tx3/ty3 = 3
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#batchQuad
* @since 3.50.0
*
* @param {number} x0 - The top-left x position.
* @param {number} y0 - The top-left y position.
* @param {number} x1 - The bottom-left x position.
* @param {number} y1 - The bottom-left y position.
* @param {number} x2 - The bottom-right x position.
* @param {number} y2 - The bottom-right y position.
* @param {number} x3 - The top-right x position.
* @param {number} y3 - The top-right y position.
* @param {number} u0 - UV u0 value.
* @param {number} v0 - UV v0 value.
* @param {number} u1 - UV u1 value.
* @param {number} v1 - UV v1 value.
* @param {number} tintTL - The top-left tint color value.
* @param {number} tintTR - The top-right tint color value.
* @param {number} tintBL - The bottom-left tint color value.
* @param {number} tintBR - The bottom-right tint color value.
* @param {(number|boolean)} tintEffect - The tint effect for the shader to use.
* @param {WebGLTexture} [texture] - WebGLTexture that will be assigned to the current batch if a flush occurs.
* @param {integer} [unit=0] - Texture unit to which the texture needs to be bound.
*
* @return {boolean} `true` if this method caused the batch to flush, otherwise `false`.
*/
batchQuad: function (x0, y0, x1, y1, x2, y2, x3, y3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, unit)
{
if (unit === undefined) { unit = this.currentUnit; }
var hasFlushed = false;
if (this.shouldFlush(6))
{
this.flush();
hasFlushed = true;
unit = this.setTexture2D(texture);
}
this.batchVert(x0, y0, u0, v0, unit, tintEffect, tintTL);
this.batchVert(x1, y1, u0, v1, unit, tintEffect, tintBL);
this.batchVert(x2, y2, u1, v1, unit, tintEffect, tintBR);
this.batchVert(x0, y0, u0, v0, unit, tintEffect, tintTL);
this.batchVert(x2, y2, u1, v1, unit, tintEffect, tintBR);
this.batchVert(x3, y3, u1, v0, unit, tintEffect, tintTR);
return hasFlushed;
},
/**
* Adds the vertices data into the batch and flushes if full.
*
* Assumes 3 vertices in the following arrangement:
*
* ```
* 0
* |\
* | \
* | \
* | \
* | \
* 1-----2
* ```
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#batchTri
* @since 3.50.0
*
* @param {number} x1 - The bottom-left x position.
* @param {number} y1 - The bottom-left y position.
* @param {number} x2 - The bottom-right x position.
* @param {number} y2 - The bottom-right y position.
* @param {number} x3 - The top-right x position.
* @param {number} y3 - The top-right y position.
* @param {number} u0 - UV u0 value.
* @param {number} v0 - UV v0 value.
* @param {number} u1 - UV u1 value.
* @param {number} v1 - UV v1 value.
* @param {number} tintTL - The top-left tint color value.
* @param {number} tintTR - The top-right tint color value.
* @param {number} tintBL - The bottom-left tint color value.
* @param {(number|boolean)} tintEffect - The tint effect for the shader to use.
* @param {WebGLTexture} [texture] - WebGLTexture that will be assigned to the current batch if a flush occurs.
* @param {integer} [unit=0] - Texture unit to which the texture needs to be bound.
*
* @return {boolean} `true` if this method caused the batch to flush, otherwise `false`.
*/
batchTri: function (x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintEffect, texture, unit)
{
if (unit === undefined) { unit = this.currentUnit; }
var hasFlushed = false;
if (this.shouldFlush(3))
{
this.flush();
hasFlushed = true;
unit = this.setTexture2D(texture);
}
this.batchVert(x0, y0, u0, v0, unit, tintEffect, tintTL);
this.batchVert(x1, y1, u0, v1, unit, tintEffect, tintTR);
this.batchVert(x2, y2, u1, v1, unit, tintEffect, tintBL);
return hasFlushed;
},
/**
* Pushes a filled rectangle into the vertex batch.
*
* The dimensions are run through `Math.floor` before the quad is generated.
*
* Rectangle has no transform values and isn't transformed into the local space.
*
* Used for directly batching untransformed rectangles, such as Camera background colors.
*
* @method Phaser.Renderer.WebGL.Pipelines.MultiPipeline#drawFillRect
* @since 3.50.0
*
* @param {number} x - Horizontal top left coordinate of the rectangle.
* @param {number} y - Vertical top left coordinate of the rectangle.
* @param {number} width - Width of the rectangle.
* @param {number} height - Height of the rectangle.
* @param {number} color - Color of the rectangle to draw.
* @param {number} alpha - Alpha value of the rectangle to draw.
* @param {WebGLTexture} [texture] - WebGLTexture that will be assigned to the current batch if a flush occurs.
*/
drawFillRect: function (x, y, width, height, color, alpha, texture)
{
if (texture === undefined) { texture = this.renderer.whiteTexture.glTexture; }
x = Math.floor(x);
y = Math.floor(y);
var xw = Math.floor(x + width);
var yh = Math.floor(y + height);
var unit = this.renderer.setTexture2D(texture);
var tint = Utils.getTintAppendFloatAlphaAndSwap(color, alpha);
this.batchQuad(x, y, x, yh, xw, yh, xw, y, 0, 0, 1, 1, tint, tint, tint, tint, 0, texture, unit);
},
/**
* Sets a 1f uniform value based on the given name on the currently set shader.
*
* The current shader is bound, before the uniform is set, making it active within the
* WebGLRenderer. This means you can safely call this method from a location such as
* a Scene `create` or `update` method. However, when working within a Shader file
* directly, use the `WebGLShader` method equivalent instead, to avoid the program
* being set.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#set1f
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number} x - The new value of the `float` uniform.
* @param {Phaser.Renderer.WebGL.WebGLShader} [shader] - The shader to set the value on. If not given, the `currentShader` is used.
*
* @return {this} This WebGLPipeline instance.
*/
set1f: function (name, x, shader)
{
if (shader === undefined) { shader = this.currentShader; }
shader.set1f(name, x);
return this;
},
/**
* Sets a 2f uniform value based on the given name on the currently set shader.
*
* The current shader is bound, before the uniform is set, making it active within the
* WebGLRenderer. This means you can safely call this method from a location such as
* a Scene `create` or `update` method. However, when working within a Shader file
* directly, use the `WebGLShader` method equivalent instead, to avoid the program
* being set.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#set2f
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number} x - The new X component of the `vec2` uniform.
* @param {number} y - The new Y component of the `vec2` uniform.
* @param {Phaser.Renderer.WebGL.WebGLShader} [shader] - The shader to set the value on. If not given, the `currentShader` is used.
*
* @return {this} This WebGLPipeline instance.
*/
set2f: function (name, x, y, shader)
{
if (shader === undefined) { shader = this.currentShader; }
shader.set2f(name, x, y);
return this;
},
/**
* Sets a 3f uniform value based on the given name on the currently set shader.
*
* The current shader is bound, before the uniform is set, making it active within the
* WebGLRenderer. This means you can safely call this method from a location such as
* a Scene `create` or `update` method. However, when working within a Shader file
* directly, use the `WebGLShader` method equivalent instead, to avoid the program
* being set.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#set3f
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number} x - The new X component of the `vec3` uniform.
* @param {number} y - The new Y component of the `vec3` uniform.
* @param {number} z - The new Z component of the `vec3` uniform.
* @param {Phaser.Renderer.WebGL.WebGLShader} [shader] - The shader to set the value on. If not given, the `currentShader` is used.
*
* @return {this} This WebGLPipeline instance.
*/
set3f: function (name, x, y, z, shader)
{
if (shader === undefined) { shader = this.currentShader; }
shader.set3f(name, x, y, z);
return this;
},
/**
* Sets a 4f uniform value based on the given name on the currently set shader.
*
* The current shader is bound, before the uniform is set, making it active within the
* WebGLRenderer. This means you can safely call this method from a location such as
* a Scene `create` or `update` method. However, when working within a Shader file
* directly, use the `WebGLShader` method equivalent instead, to avoid the program
* being set.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#set4f
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number} x - X component of the uniform
* @param {number} y - Y component of the uniform
* @param {number} z - Z component of the uniform
* @param {number} w - W component of the uniform
* @param {Phaser.Renderer.WebGL.WebGLShader} [shader] - The shader to set the value on. If not given, the `currentShader` is used.
*
* @return {this} This WebGLPipeline instance.
*/
set4f: function (name, x, y, z, w, shader)
{
if (shader === undefined) { shader = this.currentShader; }
shader.set4f(name, x, y, z, w);
return this;
},
/**
* Sets a 1fv uniform value based on the given name on the currently set shader.
*
* The current shader is bound, before the uniform is set, making it active within the
* WebGLRenderer. This means you can safely call this method from a location such as
* a Scene `create` or `update` method. However, when working within a Shader file
* directly, use the `WebGLShader` method equivalent instead, to avoid the program
* being set.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#set1fv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
* @param {Phaser.Renderer.WebGL.WebGLShader} [shader] - The shader to set the value on. If not given, the `currentShader` is used.
*
* @return {this} This WebGLPipeline instance.
*/
set1fv: function (name, arr, shader)
{
if (shader === undefined) { shader = this.currentShader; }
shader.set1fv(name, arr);
return this;
},
/**
* Sets a 2fv uniform value based on the given name on the currently set shader.
*
* The current shader is bound, before the uniform is set, making it active within the
* WebGLRenderer. This means you can safely call this method from a location such as
* a Scene `create` or `update` method. However, when working within a Shader file
* directly, use the `WebGLShader` method equivalent instead, to avoid the program
* being set.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#set2fv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
* @param {Phaser.Renderer.WebGL.WebGLShader} [shader] - The shader to set the value on. If not given, the `currentShader` is used.
*
* @return {this} This WebGLPipeline instance.
*/
set2fv: function (name, arr, shader)
{
if (shader === undefined) { shader = this.currentShader; }
shader.set2fv(name, arr);
return this;
},
/**
* Sets a 3fv uniform value based on the given name on the currently set shader.
*
* The current shader is bound, before the uniform is set, making it active within the
* WebGLRenderer. This means you can safely call this method from a location such as
* a Scene `create` or `update` method. However, when working within a Shader file
* directly, use the `WebGLShader` method equivalent instead, to avoid the program
* being set.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#set3fv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
* @param {Phaser.Renderer.WebGL.WebGLShader} [shader] - The shader to set the value on. If not given, the `currentShader` is used.
*
* @return {this} This WebGLPipeline instance.
*/
set3fv: function (name, arr, shader)
{
if (shader === undefined) { shader = this.currentShader; }
shader.set3fv(name, arr);
return this;
},
/**
* Sets a 4fv uniform value based on the given name on the currently set shader.
*
* The current shader is bound, before the uniform is set, making it active within the
* WebGLRenderer. This means you can safely call this method from a location such as
* a Scene `create` or `update` method. However, when working within a Shader file
* directly, use the `WebGLShader` method equivalent instead, to avoid the program
* being set.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#set4fv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
* @param {Phaser.Renderer.WebGL.WebGLShader} [shader] - The shader to set the value on. If not given, the `currentShader` is used.
*
* @return {this} This WebGLPipeline instance.
*/
set4fv: function (name, arr, shader)
{
if (shader === undefined) { shader = this.currentShader; }
shader.set4fv(name, arr);
return this;
},
/**
* Sets a 1iv uniform value based on the given name on the currently set shader.
*
* The current shader is bound, before the uniform is set, making it active within the
* WebGLRenderer. This means you can safely call this method from a location such as
* a Scene `create` or `update` method. However, when working within a Shader file
* directly, use the `WebGLShader` method equivalent instead, to avoid the program
* being set.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#set1iv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
* @param {Phaser.Renderer.WebGL.WebGLShader} [shader] - The shader to set the value on. If not given, the `currentShader` is used.
*
* @return {this} This WebGLPipeline instance.
*/
set1iv: function (name, arr, shader)
{
if (shader === undefined) { shader = this.currentShader; }
shader.set1iv(name, arr);
return this;
},
/**
* Sets a 2iv uniform value based on the given name on the currently set shader.
*
* The current shader is bound, before the uniform is set, making it active within the
* WebGLRenderer. This means you can safely call this method from a location such as
* a Scene `create` or `update` method. However, when working within a Shader file
* directly, use the `WebGLShader` method equivalent instead, to avoid the program
* being set.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#set2iv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
* @param {Phaser.Renderer.WebGL.WebGLShader} [shader] - The shader to set the value on. If not given, the `currentShader` is used.
*
* @return {this} This WebGLPipeline instance.
*/
set2iv: function (name, arr, shader)
{
if (shader === undefined) { shader = this.currentShader; }
shader.set2iv(name, arr);
return this;
},
/**
* Sets a 3iv uniform value based on the given name on the currently set shader.
*
* The current shader is bound, before the uniform is set, making it active within the
* WebGLRenderer. This means you can safely call this method from a location such as
* a Scene `create` or `update` method. However, when working within a Shader file
* directly, use the `WebGLShader` method equivalent instead, to avoid the program
* being set.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#set3iv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
* @param {Phaser.Renderer.WebGL.WebGLShader} [shader] - The shader to set the value on. If not given, the `currentShader` is used.
*
* @return {this} This WebGLPipeline instance.
*/
set3iv: function (name, arr, shader)
{
if (shader === undefined) { shader = this.currentShader; }
shader.set3iv(name, arr);
return this;
},
/**
* Sets a 4iv uniform value based on the given name on the currently set shader.
*
* The current shader is bound, before the uniform is set, making it active within the
* WebGLRenderer. This means you can safely call this method from a location such as
* a Scene `create` or `update` method. However, when working within a Shader file
* directly, use the `WebGLShader` method equivalent instead, to avoid the program
* being set.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#set4iv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {number[]|Float32Array} arr - The new value to be used for the uniform variable.
* @param {Phaser.Renderer.WebGL.WebGLShader} [shader] - The shader to set the value on. If not given, the `currentShader` is used.
*
* @return {this} This WebGLPipeline instance.
*/
set4iv: function (name, arr, shader)
{
if (shader === undefined) { shader = this.currentShader; }
shader.set4iv(name, arr);
return this;
},
/**
* Sets a 1i uniform value based on the given name on the currently set shader.
*
* The current shader is bound, before the uniform is set, making it active within the
* WebGLRenderer. This means you can safely call this method from a location such as
* a Scene `create` or `update` method. However, when working within a Shader file
* directly, use the `WebGLShader` method equivalent instead, to avoid the program
* being set.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#set1i
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {integer} x - The new value of the `int` uniform.
* @param {Phaser.Renderer.WebGL.WebGLShader} [shader] - The shader to set the value on. If not given, the `currentShader` is used.
*
* @return {this} This WebGLPipeline instance.
*/
set1i: function (name, x, shader)
{
if (shader === undefined) { shader = this.currentShader; }
shader.set1i(name, x);
return this;
},
/**
* Sets a 2i uniform value based on the given name on the currently set shader.
*
* The current shader is bound, before the uniform is set, making it active within the
* WebGLRenderer. This means you can safely call this method from a location such as
* a Scene `create` or `update` method. However, when working within a Shader file
* directly, use the `WebGLShader` method equivalent instead, to avoid the program
* being set.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#set2i
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {integer} x - The new X component of the `ivec2` uniform.
* @param {integer} y - The new Y component of the `ivec2` uniform.
* @param {Phaser.Renderer.WebGL.WebGLShader} [shader] - The shader to set the value on. If not given, the `currentShader` is used.
*
* @return {this} This WebGLPipeline instance.
*/
set2i: function (name, x, y, shader)
{
if (shader === undefined) { shader = this.currentShader; }
shader.set2i(name, x, y);
return this;
},
/**
* Sets a 3i uniform value based on the given name on the currently set shader.
*
* The current shader is bound, before the uniform is set, making it active within the
* WebGLRenderer. This means you can safely call this method from a location such as
* a Scene `create` or `update` method. However, when working within a Shader file
* directly, use the `WebGLShader` method equivalent instead, to avoid the program
* being set.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#set3i
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {integer} x - The new X component of the `ivec3` uniform.
* @param {integer} y - The new Y component of the `ivec3` uniform.
* @param {integer} z - The new Z component of the `ivec3` uniform.
* @param {Phaser.Renderer.WebGL.WebGLShader} [shader] - The shader to set the value on. If not given, the `currentShader` is used.
*
* @return {this} This WebGLPipeline instance.
*/
set3i: function (name, x, y, z, shader)
{
if (shader === undefined) { shader = this.currentShader; }
shader.set3i(name, x, y, z);
return this;
},
/**
* Sets a 4i uniform value based on the given name on the currently set shader.
*
* The current shader is bound, before the uniform is set, making it active within the
* WebGLRenderer. This means you can safely call this method from a location such as
* a Scene `create` or `update` method. However, when working within a Shader file
* directly, use the `WebGLShader` method equivalent instead, to avoid the program
* being set.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#set4i
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {integer} x - X component of the uniform.
* @param {integer} y - Y component of the uniform.
* @param {integer} z - Z component of the uniform.
* @param {integer} w - W component of the uniform.
* @param {Phaser.Renderer.WebGL.WebGLShader} [shader] - The shader to set the value on. If not given, the `currentShader` is used.
*
* @return {this} This WebGLPipeline instance.
*/
set4i: function (name, x, y, z, w, shader)
{
if (shader === undefined) { shader = this.currentShader; }
shader.set4i(name, x, y, z, w);
return this;
},
/**
* Sets a matrix 2fv uniform value based on the given name on the currently set shader.
*
* The current shader is bound, before the uniform is set, making it active within the
* WebGLRenderer. This means you can safely call this method from a location such as
* a Scene `create` or `update` method. However, when working within a Shader file
* directly, use the `WebGLShader` method equivalent instead, to avoid the program
* being set.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#setMatrix2fv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {boolean} transpose - Whether to transpose the matrix. Should be `false`.
* @param {number[]|Float32Array} matrix - The new values for the `mat2` uniform.
* @param {Phaser.Renderer.WebGL.WebGLShader} [shader] - The shader to set the value on. If not given, the `currentShader` is used.
*
* @return {this} This WebGLPipeline instance.
*/
setMatrix2fv: function (name, transpose, matrix, shader)
{
if (shader === undefined) { shader = this.currentShader; }
shader.setMatrix2fv(name, transpose, matrix);
return this;
},
/**
* Sets a matrix 3fv uniform value based on the given name on the currently set shader.
*
* The current shader is bound, before the uniform is set, making it active within the
* WebGLRenderer. This means you can safely call this method from a location such as
* a Scene `create` or `update` method. However, when working within a Shader file
* directly, use the `WebGLShader` method equivalent instead, to avoid the program
* being set.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#setMatrix3fv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {boolean} transpose - Whether to transpose the matrix. Should be `false`.
* @param {Float32Array} matrix - The new values for the `mat3` uniform.
* @param {Phaser.Renderer.WebGL.WebGLShader} [shader] - The shader to set the value on. If not given, the `currentShader` is used.
*
* @return {this} This WebGLPipeline instance.
*/
setMatrix3fv: function (name, transpose, matrix, shader)
{
if (shader === undefined) { shader = this.currentShader; }
shader.setMatrix3fv(name, transpose, matrix);
return this;
},
/**
* Sets a matrix 4fv uniform value based on the given name on the currently set shader.
*
* The current shader is bound, before the uniform is set, making it active within the
* WebGLRenderer. This means you can safely call this method from a location such as
* a Scene `create` or `update` method. However, when working within a Shader file
* directly, use the `WebGLShader` method equivalent instead, to avoid the program
* being set.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#setMatrix4fv
* @since 3.50.0
*
* @param {string} name - The name of the uniform to set.
* @param {boolean} transpose - Should the matrix be transpose
* @param {Float32Array} matrix - Matrix data
* @param {Phaser.Renderer.WebGL.WebGLShader} [shader] - The shader to set the value on. If not given, the `currentShader` is used.
*
* @return {this} This WebGLPipeline instance.
*/
setMatrix4fv: function (name, transpose, matrix, shader)
{
if (shader === undefined) { shader = this.currentShader; }
shader.setMatrix4fv(name, transpose, matrix);
return this;
},
/**
* Destroys all shader instances, removes all object references and nulls all external references.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#destroy
* @since 3.0.0
*
* @return {this} This WebGLPipeline instance.
*/
destroy: function ()
{
var shaders = this.shaders;
for (var i = 0; i < shaders.length; i++)
{
shaders[i].destroy();
}
this.gl.deleteBuffer(this.vertexBuffer);
this.game = null;
this.renderer = null;
this.gl = null;
this.view = null;
this.shaders = null;
this.vertexData = null;
this.vertexBuffer = null;
return this;
}
});
module.exports = WebGLPipeline;