phaser/src/renderer/webgl/pipelines/LightPipeline.js
2023-01-02 17:36:27 +00:00

568 lines
19 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @author Felipe Alfonso <@bitnenfer>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../../utils/Class');
var GetFastValue = require('../../../utils/object/GetFastValue');
var LightShaderSourceFS = require('../shaders/Light-frag.js');
var MultiPipeline = require('./MultiPipeline');
var TransformMatrix = require('../../../gameobjects/components/TransformMatrix');
var Vec2 = require('../../../math/Vector2');
var WebGLPipeline = require('../WebGLPipeline');
/**
* @classdesc
* The Light Pipeline is an extension of the Multi Pipeline and uses a custom shader
* designed to handle forward diffused rendering of 2D lights in a Scene.
*
* The shader works in tandem with Light Game Objects, and optionally texture normal maps,
* to provide an ambient illumination effect.
*
* If you wish to provide your own shader, you can use the `%LIGHT_COUNT%` declaration in the source,
* and it will be automatically replaced at run-time with the total number of configured lights.
*
* The maximum number of lights can be set in the Render Config `maxLights` property and defaults to 10.
*
* Prior to Phaser v3.50 this pipeline was called the `ForwardDiffuseLightPipeline`.
*
* The fragment shader it uses can be found in `shaders/src/Light.frag`.
* The vertex shader it uses can be found in `shaders/src/Multi.vert`.
*
* The default shader attributes for this pipeline are:
*
* `inPosition` (vec2, offset 0)
* `inTexCoord` (vec2, offset 8)
* `inTexId` (float, offset 16)
* `inTintEffect` (float, offset 20)
* `inTint` (vec4, offset 24, normalized)
*
* The default shader uniforms for this pipeline are those from the Multi Pipeline, plus:
*
* `uMainSampler` (sampler2D)
* `uNormSampler` (sampler2D)
* `uCamera` (vec4)
* `uResolution` (vec2)
* `uAmbientLightColor` (vec3)
* `uInverseRotationMatrix` (mat3)
* `uLights` (Light struct)
*
* @class LightPipeline
* @extends Phaser.Renderer.WebGL.Pipelines.MultiPipeline
* @memberof Phaser.Renderer.WebGL.Pipelines
* @constructor
* @since 3.50.0
*
* @param {Phaser.Types.Renderer.WebGL.WebGLPipelineConfig} config - The configuration options for this pipeline.
*/
var LightPipeline = new Class({
Extends: MultiPipeline,
initialize:
function LightPipeline (config)
{
var fragShader = GetFastValue(config, 'fragShader', LightShaderSourceFS);
config.fragShader = fragShader.replace('%LIGHT_COUNT%', config.game.renderer.config.maxLights);
MultiPipeline.call(this, config);
/**
* Inverse rotation matrix for normal map rotations.
*
* @name Phaser.Renderer.WebGL.Pipelines.LightPipeline#inverseRotationMatrix
* @type {Float32Array}
* @private
* @since 3.16.0
*/
this.inverseRotationMatrix = new Float32Array([
1, 0, 0,
0, 1, 0,
0, 0, 1
]);
/**
* Stores a default normal map, which is an object with a `glTexture` property that
* maps to a 1x1 texture of the color #7f7fff created in the `boot` method.
*
* @name Phaser.Renderer.WebGL.Pipelines.LightPipeline#defaultNormalMap
* @type {object}
* @since 3.50.0
*/
this.defaultNormalMap;
/**
* The currently bound normal map texture at texture unit one, if any.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentNormalMap;
* @type {?WebGLTexture}
* @since 3.60.0
*/
this.currentNormalMap;
/**
* A boolean that is set automatically during `onRender` that determines
* if the Scene LightManager is active, or not.
*
* @name Phaser.Renderer.WebGL.Pipelines.LightPipeline#lightsActive
* @type {boolean}
* @readonly
* @since 3.53.0
*/
this.lightsActive = true;
/**
* A persistent calculation vector used when processing the lights.
*
* @name Phaser.Renderer.WebGL.Pipelines.LightPipeline#tempVec2
* @type {Phaser.Math.Vector2}
* @since 3.60.0
*/
this.tempVec2 = new Vec2();
/**
* A temporary Transform Matrix used for parent Container calculations without them needing their own local copy.
*
* @name Phaser.Renderer.WebGL.Pipelines.LightPipeline#_tempMatrix
* @type {Phaser.GameObjects.Components.TransformMatrix}
* @private
* @since 3.60.0
*/
this._tempMatrix = new TransformMatrix();
/**
* A temporary Transform Matrix used for parent Container calculations without them needing their own local copy.
*
* @name Phaser.Renderer.WebGL.Pipelines.LightPipeline#_tempMatrix2
* @type {Phaser.GameObjects.Components.TransformMatrix}
* @private
* @since 3.60.0
*/
this._tempMatrix2 = new TransformMatrix();
},
/**
* 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 and you can perform any final
* tasks that the pipeline may need that relied on game systems such as the Texture Manager.
*
* @method Phaser.Renderer.WebGL.Pipelines.LightPipeline#boot
* @since 3.11.0
*/
boot: function ()
{
WebGLPipeline.prototype.boot.call(this);
var gl = this.gl;
var tempTexture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, tempTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([ 127, 127, 255, 255 ]));
this.defaultNormalMap = { glTexture: tempTexture };
},
/**
* This function sets all the needed resources for each camera pass.
*
* @method Phaser.Renderer.WebGL.Pipelines.LightPipeline#onRender
* @ignore
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene being rendered.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Scene Camera being rendered with.
*/
onRender: function (scene, camera)
{
var lightManager = scene.sys.lights;
this.lightsActive = false;
if (!lightManager || !lightManager.active)
{
return;
}
var lights = lightManager.getLights(camera);
var lightsCount = lights.length;
// Ok, we're good to go ...
this.lightsActive = true;
var i;
var renderer = this.renderer;
var height = renderer.height;
var cameraMatrix = camera.matrix;
var tempVec2 = this.tempVec2;
this.set1i('uMainSampler', 0);
this.set1i('uNormSampler', 1);
this.set2f('uResolution', this.width / 2, this.height / 2);
this.set4f('uCamera', camera.x, camera.y, camera.rotation, camera.zoom);
this.set3f('uAmbientLightColor', lightManager.ambientColor.r, lightManager.ambientColor.g, lightManager.ambientColor.b);
this.set1i('uLightCount', lightsCount);
for (i = 0; i < lightsCount; i++)
{
var light = lights[i].light;
var color = light.color;
var lightName = 'uLights[' + i + '].';
cameraMatrix.transformPoint(light.x, light.y, tempVec2);
this.set2f(lightName + 'position', tempVec2.x - (camera.scrollX * light.scrollFactorX * camera.zoom), height - (tempVec2.y - (camera.scrollY * light.scrollFactorY) * camera.zoom));
this.set3f(lightName + 'color', color.r, color.g, color.b);
this.set1f(lightName + 'intensity', light.intensity);
this.set1f(lightName + 'radius', light.radius);
}
this.currentNormalMapRotation = null;
},
/**
* Rotates the normal map vectors inversely by the given angle.
* Only works in 2D space.
*
* @method Phaser.Renderer.WebGL.Pipelines.LightPipeline#setNormalMapRotation
* @since 3.16.0
*
* @param {number} rotation - The angle of rotation in radians.
*/
setNormalMapRotation: function (rotation)
{
if (rotation !== this.currentNormalMapRotation || this.vertexCount === 0)
{
if (this.vertexCount > 0)
{
this.flush();
}
var inverseRotationMatrix = this.inverseRotationMatrix;
if (rotation)
{
var rot = -rotation;
var c = Math.cos(rot);
var s = Math.sin(rot);
inverseRotationMatrix[1] = s;
inverseRotationMatrix[3] = -s;
inverseRotationMatrix[0] = inverseRotationMatrix[4] = c;
}
else
{
inverseRotationMatrix[0] = inverseRotationMatrix[4] = 1;
inverseRotationMatrix[1] = inverseRotationMatrix[3] = 0;
}
this.setMatrix3fv('uInverseRotationMatrix', false, inverseRotationMatrix);
this.currentNormalMapRotation = rotation;
}
},
/**
* Assigns a texture to the current batch. If a different texture is already set it creates a new batch object.
*
* @method Phaser.Renderer.WebGL.Pipelines.LightPipeline#setTexture2D
* @ignore
* @since 3.50.0
*
* @param {WebGLTexture} [texture] - WebGLTexture that will be assigned to the current batch. If not given uses blankTexture.
* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object being rendered or added to the batch.
*/
setTexture2D: function (texture, gameObject)
{
var renderer = this.renderer;
if (texture === undefined) { texture = renderer.whiteTexture; }
var normalMap = this.getNormalMap(gameObject);
if (this.isNewNormalMap(texture, normalMap))
{
this.flush();
this.createBatch(texture);
this.addTextureToBatch(normalMap);
this.currentNormalMap = normalMap;
}
var rotation = 0;
if (gameObject && gameObject.parentContainer)
{
var matrix = gameObject.getWorldTransformMatrix(this._tempMatrix, this._tempMatrix2);
rotation = matrix.rotationNormalized;
}
else if (gameObject)
{
rotation = gameObject.rotation;
}
this.setNormalMapRotation(rotation);
return 0;
},
/**
* 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.LightPipeline#setGameObject
* @ignore
* @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; }
var texture = frame.glTexture;
var normalMap = this.getNormalMap(gameObject);
if (this.isNewNormalMap(texture, normalMap))
{
this.flush();
this.createBatch(texture);
this.addTextureToBatch(normalMap);
this.currentNormalMap = normalMap;
}
if (gameObject.parentContainer)
{
var matrix = gameObject.getWorldTransformMatrix(this._tempMatrix, this._tempMatrix2);
this.setNormalMapRotation(matrix.rotationNormalized);
}
else
{
this.setNormalMapRotation(gameObject.rotation);
}
return 0;
},
/**
* Checks to see if the given diffuse and normal map textures are already bound, or not.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#isNewNormalMap
* @since 3.50.0
*
* @param {WebGLTexture} texture - The WebGL diffuse texture.
* @param {WebGLTexture} normalMap - The WebGL normal map texture.
*
* @return {boolean} Returns `false` if this combination is already set, or `true` if it's a new combination.
*/
isNewNormalMap: function (texture, normalMap)
{
return (this.currentTexture !== texture || this.currentNormalMap !== normalMap);
},
/**
* Returns the normal map WebGLTexture from the given Game Object.
* If the Game Object doesn't have one, it returns the default normal map from this pipeline instead.
*
* @method Phaser.Renderer.WebGL.Pipelines.LightPipeline#getNormalMap
* @since 3.50.0
*
* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object to get the normal map from.
*
* @return {WebGLTexture} The normal map texture.
*/
getNormalMap: function (gameObject)
{
var normalMap;
if (!gameObject)
{
normalMap = this.defaultNormalMap;
}
else if (gameObject.displayTexture)
{
normalMap = gameObject.displayTexture.dataSource[gameObject.displayFrame.sourceIndex];
}
else if (gameObject.texture)
{
normalMap = gameObject.texture.dataSource[gameObject.frame.sourceIndex];
}
else if (gameObject.tileset)
{
if (Array.isArray(gameObject.tileset))
{
normalMap = gameObject.tileset[0].image.dataSource[0];
}
else
{
normalMap = gameObject.tileset.image.dataSource[0];
}
}
if (!normalMap)
{
normalMap = this.defaultNormalMap;
}
return normalMap.glTexture;
},
/**
* Takes a Sprite Game Object, or any object that extends it, and adds it to the batch.
*
* @method Phaser.Renderer.WebGL.Pipelines.LightPipeline#batchSprite
* @since 3.50.0
*
* @param {(Phaser.GameObjects.Image|Phaser.GameObjects.Sprite)} gameObject - The texture based Game Object to add to the batch.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to use for the rendering transform.
* @param {Phaser.GameObjects.Components.TransformMatrix} [parentTransformMatrix] - The transform matrix of the parent container, if set.
*/
batchSprite: function (gameObject, camera, parentTransformMatrix)
{
if (this.lightsActive)
{
MultiPipeline.prototype.batchSprite.call(this, gameObject, camera, parentTransformMatrix);
}
},
/**
* Generic function for batching a textured quad using argument values instead of a Game Object.
*
* @method Phaser.Renderer.WebGL.Pipelines.LightPipeline#batchTexture
* @since 3.50.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - Source GameObject.
* @param {WebGLTexture} texture - Raw WebGLTexture associated with the quad.
* @param {number} textureWidth - Real texture width.
* @param {number} textureHeight - Real texture height.
* @param {number} srcX - X coordinate of the quad.
* @param {number} srcY - Y coordinate of the quad.
* @param {number} srcWidth - Width of the quad.
* @param {number} srcHeight - Height of the quad.
* @param {number} scaleX - X component of scale.
* @param {number} scaleY - Y component of scale.
* @param {number} rotation - Rotation of the quad.
* @param {boolean} flipX - Indicates if the quad is horizontally flipped.
* @param {boolean} flipY - Indicates if the quad is vertically flipped.
* @param {number} scrollFactorX - By which factor is the quad affected by the camera horizontal scroll.
* @param {number} scrollFactorY - By which factor is the quad effected by the camera vertical scroll.
* @param {number} displayOriginX - Horizontal origin in pixels.
* @param {number} displayOriginY - Vertical origin in pixels.
* @param {number} frameX - X coordinate of the texture frame.
* @param {number} frameY - Y coordinate of the texture frame.
* @param {number} frameWidth - Width of the texture frame.
* @param {number} frameHeight - Height of the texture frame.
* @param {number} tintTL - Tint for top left.
* @param {number} tintTR - Tint for top right.
* @param {number} tintBL - Tint for bottom left.
* @param {number} tintBR - Tint for bottom right.
* @param {number} tintEffect - The tint effect.
* @param {number} uOffset - Horizontal offset on texture coordinate.
* @param {number} vOffset - Vertical offset on texture coordinate.
* @param {Phaser.Cameras.Scene2D.Camera} camera - Current used camera.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - Parent container.
* @param {boolean} [skipFlip=false] - Skip the renderTexture check.
* @param {number} [textureUnit] - Use the currently bound texture unit?
*/
batchTexture: function (
gameObject,
texture,
textureWidth, textureHeight,
srcX, srcY,
srcWidth, srcHeight,
scaleX, scaleY,
rotation,
flipX, flipY,
scrollFactorX, scrollFactorY,
displayOriginX, displayOriginY,
frameX, frameY, frameWidth, frameHeight,
tintTL, tintTR, tintBL, tintBR, tintEffect,
uOffset, vOffset,
camera,
parentTransformMatrix,
skipFlip,
textureUnit)
{
if (this.lightsActive)
{
MultiPipeline.prototype.batchTexture.call(
this,
gameObject,
texture,
textureWidth, textureHeight,
srcX, srcY,
srcWidth, srcHeight,
scaleX, scaleY,
rotation,
flipX, flipY,
scrollFactorX, scrollFactorY,
displayOriginX, displayOriginY,
frameX, frameY, frameWidth, frameHeight,
tintTL, tintTR, tintBL, tintBR, tintEffect,
uOffset, vOffset,
camera,
parentTransformMatrix,
skipFlip,
textureUnit
);
}
},
/**
* Adds a Texture Frame into the batch for rendering.
*
* @method Phaser.Renderer.WebGL.Pipelines.LightPipeline#batchTextureFrame
* @since 3.50.0
*
* @param {Phaser.Textures.Frame} frame - The Texture Frame to be rendered.
* @param {number} x - The horizontal position to render the texture at.
* @param {number} y - The vertical position to render the texture at.
* @param {number} tint - The tint color.
* @param {number} alpha - The alpha value.
* @param {Phaser.GameObjects.Components.TransformMatrix} transformMatrix - The Transform Matrix to use for the texture.
* @param {Phaser.GameObjects.Components.TransformMatrix} [parentTransformMatrix] - A parent Transform Matrix.
*/
batchTextureFrame: function (
frame,
x, y,
tint, alpha,
transformMatrix,
parentTransformMatrix
)
{
if (this.lightsActive)
{
MultiPipeline.prototype.batchTextureFrame.call(
this,
frame,
x, y,
tint, alpha,
transformMatrix,
parentTransformMatrix
);
}
}
});
module.exports = LightPipeline;