phaser/src/renderer/webgl/WebGLRenderer.js
2024-06-11 00:05:08 +08:00

3309 lines
110 KiB
JavaScript

/**
* @author Richard Davey <rich@phaser.io>
* @author Felipe Alfonso <@bitnenfer>
* @copyright 2013-2024 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var ArrayEach = require('../../utils/array/Each');
var ArrayRemove = require('../../utils/array/Remove');
var CameraEvents = require('../../cameras/2d/events');
var Class = require('../../utils/Class');
var CONST = require('../../const');
var EventEmitter = require('eventemitter3');
var Events = require('../events');
var IsSizePowerOfTwo = require('../../math/pow2/IsSizePowerOfTwo');
var Matrix4 = require('../../math/Matrix4');
var NOOP = require('../../utils/NOOP');
var PipelineManager = require('./PipelineManager');
var RenderTarget = require('./RenderTarget');
var ScaleEvents = require('../../scale/events');
var TextureEvents = require('../../textures/events');
var Utils = require('./Utils');
var WebGLSnapshot = require('../snapshot/WebGLSnapshot');
var WebGLBufferWrapper = require('./wrappers/WebGLBufferWrapper');
var WebGLProgramWrapper = require('./wrappers/WebGLProgramWrapper');
var WebGLTextureWrapper = require('./wrappers/WebGLTextureWrapper');
var WebGLFramebufferWrapper = require('./wrappers/WebGLFramebufferWrapper');
var WebGLAttribLocationWrapper = require('./wrappers/WebGLAttribLocationWrapper');
var WebGLUniformLocationWrapper = require('./wrappers/WebGLUniformLocationWrapper');
var DEBUG = false;
if (typeof WEBGL_DEBUG)
{
var SPECTOR = require('phaser3spectorjs');
DEBUG = true;
}
/**
* @callback WebGLContextCallback
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - The WebGL Renderer which owns the context.
*/
/**
* @classdesc
* WebGLRenderer is a class that contains the needed functionality to keep the
* WebGLRenderingContext state clean. The main idea of the WebGLRenderer is to keep track of
* any context change that happens for WebGL rendering inside of Phaser. This means
* if raw webgl functions are called outside the WebGLRenderer of the Phaser WebGL
* rendering ecosystem they might pollute the current WebGLRenderingContext state producing
* unexpected behavior. It's recommended that WebGL interaction is done through
* WebGLRenderer and/or WebGLPipeline.
*
* @class WebGLRenderer
* @extends Phaser.Events.EventEmitter
* @memberof Phaser.Renderer.WebGL
* @constructor
* @since 3.0.0
*
* @param {Phaser.Game} game - The Game instance which owns this WebGL Renderer.
*/
var WebGLRenderer = new Class({
Extends: EventEmitter,
initialize:
function WebGLRenderer (game)
{
EventEmitter.call(this);
var gameConfig = game.config;
var contextCreationConfig = {
alpha: gameConfig.transparent,
desynchronized: gameConfig.desynchronized,
depth: true,
antialias: gameConfig.antialiasGL,
premultipliedAlpha: gameConfig.premultipliedAlpha,
stencil: true,
failIfMajorPerformanceCaveat: gameConfig.failIfMajorPerformanceCaveat,
powerPreference: gameConfig.powerPreference,
preserveDrawingBuffer: gameConfig.preserveDrawingBuffer,
willReadFrequently: false
};
/**
* The local configuration settings of this WebGL Renderer.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#config
* @type {object}
* @since 3.0.0
*/
this.config = {
clearBeforeRender: gameConfig.clearBeforeRender,
antialias: gameConfig.antialias,
backgroundColor: gameConfig.backgroundColor,
contextCreation: contextCreationConfig,
roundPixels: gameConfig.roundPixels,
maxTextures: gameConfig.maxTextures,
maxTextureSize: gameConfig.maxTextureSize,
batchSize: gameConfig.batchSize,
maxLights: gameConfig.maxLights,
mipmapFilter: gameConfig.mipmapFilter
};
/**
* The Game instance which owns this WebGL Renderer.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#game
* @type {Phaser.Game}
* @since 3.0.0
*/
this.game = game;
/**
* A constant which allows the renderer to be easily identified as a WebGL Renderer.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#type
* @type {number}
* @since 3.0.0
*/
this.type = CONST.WEBGL;
/**
* An instance of the Pipeline Manager class, that handles all WebGL Pipelines.
*
* Use this to manage all of your interactions with pipelines, such as adding, getting,
* setting and rendering them.
*
* The Pipeline Manager class is created in the `init` method and then populated
* with pipelines during the `boot` method.
*
* Prior to Phaser v3.50.0 this was just a plain JavaScript object, not a class.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#pipelines
* @type {Phaser.Renderer.WebGL.PipelineManager}
* @since 3.50.0
*/
this.pipelines = null;
/**
* The width of the canvas being rendered to.
* This is populated in the onResize event handler.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#width
* @type {number}
* @since 3.0.0
*/
this.width = 0;
/**
* The height of the canvas being rendered to.
* This is populated in the onResize event handler.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#height
* @type {number}
* @since 3.0.0
*/
this.height = 0;
/**
* The canvas which this WebGL Renderer draws to.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#canvas
* @type {HTMLCanvasElement}
* @since 3.0.0
*/
this.canvas = game.canvas;
/**
* An array of blend modes supported by the WebGL Renderer.
*
* This array includes the default blend modes as well as any custom blend modes added through {@link #addBlendMode}.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#blendModes
* @type {array}
* @default []
* @since 3.0.0
*/
this.blendModes = [];
/**
* This property is set to `true` if the WebGL context of the renderer is lost.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#contextLost
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.contextLost = false;
/**
* Details about the currently scheduled snapshot.
*
* If a non-null `callback` is set in this object, a snapshot of the canvas will be taken after the current frame is fully rendered.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#snapshotState
* @type {Phaser.Types.Renderer.Snapshot.SnapshotState}
* @since 3.0.0
*/
this.snapshotState = {
x: 0,
y: 0,
width: 1,
height: 1,
getPixel: false,
callback: null,
type: 'image/png',
encoder: 0.92,
isFramebuffer: false,
bufferWidth: 0,
bufferHeight: 0
};
/**
* The maximum number of textures the GPU can handle. The minimum under the WebGL1 spec is 8.
* This is set via the Game Config `maxTextures` property and should never be changed after boot.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#maxTextures
* @type {number}
* @since 3.50.0
*/
this.maxTextures = 0;
/**
* An array of the available WebGL texture units, used to populate the uSampler uniforms.
*
* This array is populated during the init phase and should never be changed after boot.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#textureIndexes
* @type {array}
* @since 3.50.0
*/
this.textureIndexes;
/**
* A list of all WebGLBufferWrappers that have been created by this renderer.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#glBufferWrappers
* @type {Phaser.Renderer.WebGL.Wrappers.WebGLBufferWrapper[]}
* @since 3.80.0
*/
this.glBufferWrappers = [];
/**
* A list of all WebGLProgramWrappers that have been created by this renderer.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#glProgramWrappers
* @type {Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper[]}
* @since 3.80.0
*/
this.glProgramWrappers = [];
/**
* A list of all WebGLTextureWrappers that have been created by this renderer.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#glTextureWrappers
* @type {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper[]}
* @since 3.80.0
*/
this.glTextureWrappers = [];
/**
* A list of all WebGLFramebufferWrappers that have been created by this renderer.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#glFramebufferWrappers
* @type {Phaser.Renderer.WebGL.Wrappers.WebGLFramebufferWrapper[]}
* @since 3.80.0
*/
this.glFramebufferWrappers = [];
/**
* A list of all WebGLAttribLocationWrappers that have been created by this renderer.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#glAttribLocationWrappers
* @type {Phaser.Renderer.WebGL.Wrappers.WebGLAttribLocationWrapper[]}
* @since 3.80.0
*/
this.glAttribLocationWrappers = [];
/**
* A list of all WebGLUniformLocationWrappers that have been created by this renderer.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#glUniformLocationWrappers
* @type {Phaser.Renderer.WebGL.Wrappers.WebGLUniformLocationWrapper[]}
* @since 3.80.0
*/
this.glUniformLocationWrappers = [];
/**
* The currently bound framebuffer in use.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentFramebuffer
* @type {Phaser.Renderer.WebGL.Wrappers.WebGLFramebufferWrapper}
* @default null
* @since 3.0.0
*/
this.currentFramebuffer = null;
/**
* A stack into which the frame buffer objects are pushed and popped.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#fboStack
* @type {Phaser.Renderer.WebGL.Wrappers.WebGLFramebufferWrapper[]}
* @since 3.50.0
*/
this.fboStack = [];
/**
* Current WebGLProgram in use.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentProgram
* @type {Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper}
* @default null
* @since 3.0.0
*/
this.currentProgram = null;
/**
* Current blend mode in use
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentBlendMode
* @type {number}
* @since 3.0.0
*/
this.currentBlendMode = Infinity;
/**
* Indicates if the the scissor state is enabled in WebGLRenderingContext
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentScissorEnabled
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.currentScissorEnabled = false;
/**
* Stores the current scissor data
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentScissor
* @type {Uint32Array}
* @since 3.0.0
*/
this.currentScissor = null;
/**
* Stack of scissor data
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#scissorStack
* @type {Uint32Array}
* @since 3.0.0
*/
this.scissorStack = [];
/**
* The handler to invoke when the context is lost.
* This should not be changed and is set in the init method.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#contextLostHandler
* @type {function}
* @since 3.19.0
*/
this.contextLostHandler = NOOP;
/**
* The handler to invoke when the context is restored.
* This should not be changed and is set in the init method.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#contextRestoredHandler
* @type {function}
* @since 3.19.0
*/
this.contextRestoredHandler = NOOP;
/**
* The underlying WebGL context of the renderer.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#gl
* @type {WebGLRenderingContext}
* @default null
* @since 3.0.0
*/
this.gl = null;
/**
* Array of strings that indicate which WebGL extensions are supported by the browser.
* This is populated in the `boot` method.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#supportedExtensions
* @type {string[]}
* @default null
* @since 3.0.0
*/
this.supportedExtensions = null;
/**
* If the browser supports the `ANGLE_instanced_arrays` extension, this property will hold
* a reference to the glExtension for it.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#instancedArraysExtension
* @type {ANGLE_instanced_arrays}
* @default null
* @since 3.50.0
*/
this.instancedArraysExtension = null;
/**
* If the browser supports the `OES_vertex_array_object` extension, this property will hold
* a reference to the glExtension for it.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#vaoExtension
* @type {OES_vertex_array_object}
* @default null
* @since 3.50.0
*/
this.vaoExtension = null;
/**
* The WebGL Extensions loaded into the current context.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#extensions
* @type {object}
* @default {}
* @since 3.0.0
*/
this.extensions = {};
/**
* Stores the current WebGL component formats for further use.
*
* This array is populated in the `init` method.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#glFormats
* @type {array}
* @since 3.2.0
*/
this.glFormats;
/**
* Stores the WebGL texture compression formats that this device and browser supports.
*
* Support for using compressed texture formats was added in Phaser version 3.60.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#compression
* @type {Phaser.Types.Renderer.WebGL.WebGLTextureCompression}
* @since 3.8.0
*/
this.compression;
/**
* Cached drawing buffer height to reduce gl calls.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#drawingBufferHeight
* @type {number}
* @readonly
* @since 3.11.0
*/
this.drawingBufferHeight = 0;
/**
* A blank 32x32 transparent texture, as used by the Graphics system where needed.
* This is set in the `boot` method.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#blankTexture
* @type {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper}
* @readonly
* @since 3.12.0
*/
this.blankTexture = null;
/**
* A blank 1x1 #7f7fff texture, a flat normal map,
* as used by the Graphics system where needed.
* This is set in the `boot` method.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#normalTexture
* @type {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper}
* @readonly
* @since 3.80.0
*/
this.normalTexture = null;
/**
* A pure white 4x4 texture, as used by the Graphics system where needed.
* This is set in the `boot` method.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#whiteTexture
* @type {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper}
* @readonly
* @since 3.50.0
*/
this.whiteTexture = null;
/**
* The total number of masks currently stacked.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#maskCount
* @type {number}
* @since 3.17.0
*/
this.maskCount = 0;
/**
* The mask stack.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#maskStack
* @type {Phaser.Display.Masks.GeometryMask[]}
* @since 3.17.0
*/
this.maskStack = [];
/**
* Internal property that tracks the currently set mask.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentMask
* @type {any}
* @since 3.17.0
*/
this.currentMask = { mask: null, camera: null };
/**
* Internal property that tracks the currently set camera mask.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentCameraMask
* @type {any}
* @since 3.17.0
*/
this.currentCameraMask = { mask: null, camera: null };
/**
* Internal gl function mapping for uniform look-up.
* https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniform
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#glFuncMap
* @type {any}
* @since 3.17.0
*/
this.glFuncMap = null;
/**
* The `type` of the Game Object being currently rendered.
* This can be used by advanced render functions for batching look-ahead.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentType
* @type {string}
* @since 3.19.0
*/
this.currentType = '';
/**
* Is the `type` of the Game Object being currently rendered different than the
* type of the object before it in the display list? I.e. it's a 'new' type.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#newType
* @type {boolean}
* @since 3.19.0
*/
this.newType = false;
/**
* Does the `type` of the next Game Object in the display list match that
* of the object being currently rendered?
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#nextTypeMatch
* @type {boolean}
* @since 3.19.0
*/
this.nextTypeMatch = false;
/**
* Is the Game Object being currently rendered the final one in the list?
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#finalType
* @type {boolean}
* @since 3.50.0
*/
this.finalType = false;
/**
* The mipmap magFilter to be used when creating textures.
*
* You can specify this as a string in the game config, i.e.:
*
* `render: { mipmapFilter: 'NEAREST_MIPMAP_LINEAR' }`
*
* The 6 options for WebGL1 are, in order from least to most computationally expensive:
*
* NEAREST (for pixel art)
* LINEAR (the default)
* NEAREST_MIPMAP_NEAREST
* LINEAR_MIPMAP_NEAREST
* NEAREST_MIPMAP_LINEAR
* LINEAR_MIPMAP_LINEAR
*
* Mipmaps only work with textures that are fully power-of-two in size.
*
* For more details see https://webglfundamentals.org/webgl/lessons/webgl-3d-textures.html
*
* As of v3.60 no mipmaps will be generated unless a string is given in
* the game config. This saves on VRAM use when it may not be required.
* To obtain the previous result set the property to `LINEAR` in the config.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#mipmapFilter
* @type {GLenum}
* @since 3.21.0
*/
this.mipmapFilter = null;
/**
* The default scissor, set during `preRender` and modified during `resize`.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#defaultScissor
* @type {number[]}
* @private
* @since 3.50.0
*/
this.defaultScissor = [ 0, 0, 0, 0 ];
/**
* Has this renderer fully booted yet?
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#isBooted
* @type {boolean}
* @since 3.50.0
*/
this.isBooted = false;
/**
* A Render Target you can use to capture the current state of the Renderer.
*
* A Render Target encapsulates a framebuffer and texture for the WebGL Renderer.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#renderTarget
* @type {Phaser.Renderer.WebGL.RenderTarget}
* @since 3.50.0
*/
this.renderTarget = null;
/**
* The global game Projection matrix, used by shaders as 'uProjectionMatrix' uniform.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#projectionMatrix
* @type {Phaser.Math.Matrix4}
* @since 3.50.0
*/
this.projectionMatrix;
/**
* The cached width of the Projection matrix.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#projectionWidth
* @type {number}
* @since 3.50.0
*/
this.projectionWidth = 0;
/**
* The cached height of the Projection matrix.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#projectionHeight
* @type {number}
* @since 3.50.0
*/
this.projectionHeight = 0;
/**
* A RenderTarget used by the BitmapMask Pipeline.
*
* This is the source, i.e. the masked Game Object itself.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#maskSource
* @type {Phaser.Renderer.WebGL.RenderTarget}
* @since 3.60.0
*/
this.maskSource = null;
/**
* A RenderTarget used by the BitmapMask Pipeline.
*
* This is the target, i.e. the framebuffer the masked objects are drawn to.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#maskTarget
* @type {Phaser.Renderer.WebGL.RenderTarget}
* @since 3.60.0
*/
this.maskTarget = null;
/**
* An instance of SpectorJS used for WebGL Debugging.
*
* Only available in the Phaser Debug build.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#spector
* @type {function}
* @since 3.60.0
*/
this.spector = null;
/**
* Is Spector currently capturing a WebGL frame?
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#_debugCapture
* @type {boolean}
* @private
* @since 3.60.0
*/
this._debugCapture = false;
this.init(this.config);
},
/**
* Creates a new WebGLRenderingContext and initializes all internal state.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#init
* @since 3.0.0
*
* @param {object} config - The configuration object for the renderer.
*
* @return {this} This WebGLRenderer instance.
*/
init: function (config)
{
var gl;
var game = this.game;
var canvas = this.canvas;
var clearColor = config.backgroundColor;
if (DEBUG)
{
this.spector = new SPECTOR.Spector();
this.spector.onCapture.add(this.onCapture.bind(this));
}
// Did they provide their own context?
if (game.config.context)
{
gl = game.config.context;
}
else
{
gl = canvas.getContext('webgl', config.contextCreation) || canvas.getContext('experimental-webgl', config.contextCreation);
}
if (!gl || gl.isContextLost())
{
this.contextLost = true;
throw new Error('WebGL unsupported');
}
this.gl = gl;
var _this = this;
// Load supported extensions
var setupExtensions = function ()
{
var exts = gl.getSupportedExtensions();
_this.supportedExtensions = exts;
var angleString = 'ANGLE_instanced_arrays';
_this.instancedArraysExtension = (exts.indexOf(angleString) > -1) ? gl.getExtension(angleString) : null;
var vaoString = 'OES_vertex_array_object';
_this.vaoExtension = (exts.indexOf(vaoString) > -1) ? gl.getExtension(vaoString) : null;
};
setupExtensions();
this.setContextHandlers();
// Set it back into the Game, so developers can access it from there too
game.context = gl;
for (var i = 0; i <= 27; i++)
{
this.blendModes.push({ func: [ gl.ONE, gl.ONE_MINUS_SRC_ALPHA ], equation: gl.FUNC_ADD });
}
// ADD
this.blendModes[1].func = [ gl.ONE, gl.DST_ALPHA ];
// MULTIPLY
this.blendModes[2].func = [ gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA ];
// SCREEN
this.blendModes[3].func = [ gl.ONE, gl.ONE_MINUS_SRC_COLOR ];
// ERASE
this.blendModes[17] = { func: [ gl.ZERO, gl.ONE_MINUS_SRC_ALPHA ], equation: gl.FUNC_REVERSE_SUBTRACT };
this.glFormats = [ gl.BYTE, gl.SHORT, gl.UNSIGNED_BYTE, gl.UNSIGNED_SHORT, gl.FLOAT ];
// Set the gl function map
this.glFuncMap = {
mat2: { func: gl.uniformMatrix2fv, length: 1, matrix: true },
mat3: { func: gl.uniformMatrix3fv, length: 1, matrix: true },
mat4: { func: gl.uniformMatrix4fv, length: 1, matrix: true },
'1f': { func: gl.uniform1f, length: 1 },
'1fv': { func: gl.uniform1fv, length: 1 },
'1i': { func: gl.uniform1i, length: 1 },
'1iv': { func: gl.uniform1iv, length: 1 },
'2f': { func: gl.uniform2f, length: 2 },
'2fv': { func: gl.uniform2fv, length: 1 },
'2i': { func: gl.uniform2i, length: 2 },
'2iv': { func: gl.uniform2iv, length: 1 },
'3f': { func: gl.uniform3f, length: 3 },
'3fv': { func: gl.uniform3fv, length: 1 },
'3i': { func: gl.uniform3i, length: 3 },
'3iv': { func: gl.uniform3iv, length: 1 },
'4f': { func: gl.uniform4f, length: 4 },
'4fv': { func: gl.uniform4fv, length: 1 },
'4i': { func: gl.uniform4i, length: 4 },
'4iv': { func: gl.uniform4iv, length: 1 }
};
if (!config.maxTextures || config.maxTextures === -1)
{
config.maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
}
if (!config.maxTextureSize)
{
config.maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
}
this.compression = this.getCompressedTextures();
// Setup initial WebGL state
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE);
gl.enable(gl.BLEND);
gl.clearColor(clearColor.redGL, clearColor.greenGL, clearColor.blueGL, clearColor.alphaGL);
// Mipmaps
var validMipMaps = [ 'NEAREST', 'LINEAR', 'NEAREST_MIPMAP_NEAREST', 'LINEAR_MIPMAP_NEAREST', 'NEAREST_MIPMAP_LINEAR', 'LINEAR_MIPMAP_LINEAR' ];
if (validMipMaps.indexOf(config.mipmapFilter) !== -1)
{
this.mipmapFilter = gl[config.mipmapFilter];
}
// Check maximum supported textures
this.maxTextures = Utils.checkShaderMax(gl, config.maxTextures);
this.textureIndexes = [];
this.createTemporaryTextures();
this.pipelines = new PipelineManager(this);
this.setBlendMode(CONST.BlendModes.NORMAL);
this.projectionMatrix = new Matrix4().identity();
game.textures.once(TextureEvents.READY, this.boot, this);
return this;
},
/**
* Internal boot handler. Calls 'boot' on each pipeline.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#boot
* @private
* @since 3.11.0
*/
boot: function ()
{
var game = this.game;
var pipelineManager = this.pipelines;
var baseSize = game.scale.baseSize;
var width = baseSize.width;
var height = baseSize.height;
this.width = width;
this.height = height;
this.isBooted = true;
this.renderTarget = new RenderTarget(this, width, height, 1, 0, true, true);
this.maskTarget = new RenderTarget(this, width, height, 1, 0, true, true);
this.maskSource = new RenderTarget(this, width, height, 1, 0, true, true);
// Set-up pipelines
var config = game.config;
pipelineManager.boot(config.pipeline, config.defaultPipeline, config.autoMobilePipeline);
// Set-up default textures, fbo and scissor
this.blankTexture = game.textures.getFrame('__DEFAULT').glTexture;
this.normalTexture = game.textures.getFrame('__NORMAL').glTexture;
this.whiteTexture = game.textures.getFrame('__WHITE').glTexture;
var gl = this.gl;
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.enable(gl.SCISSOR_TEST);
game.scale.on(ScaleEvents.RESIZE, this.onResize, this);
this.resize(width, height);
},
/**
* Sets the WebGLRenderer's `context lost` and `context restored` methods.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setContextHandlers
* @since 3.85.0
*
* @param {Function} [contextLost] - Custom handler for context lost event.
* @param {Function} [contextRestored] - Custom handler for context restored event.
*
* @returns {void}
*/
setContextHandlers: function (contextLost, contextRestored)
{
if (typeof contextLost === 'function')
{
this.contextLostHandler = contextLost.bind(this);
}
else
{
this.contextLostHandler = this.dispatchContextLost.bind(this);
}
if (typeof contextRestored === 'function')
{
this.contextRestoredHandler = contextRestored.bind(this);
}
else
{
this.contextRestoredHandler = this.dispatchContextRestored.bind(this);
}
this.canvas.addEventListener('webglcontextlost', this.contextLostHandler, false);
this.canvas.addEventListener('webglcontextrestored', this.contextRestoredHandler, false);
},
/**
* `WebGLRenderer.dispatchContextLost` is a new internal method that is called when the WebGL context is lost. By default this is bound to the property `WebGLRenderer.contextLostHandler`. If you override the context loss handler, be sure to invoke this method in due course.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#dispatchContextLost
* @since 3.85.0
*
* @param {Event} event - The context lost Event.
* @returns {void}
*/
dispatchContextLost: function (event)
{
this.contextLost = true;
if (console)
{
console.warn('WebGL Context lost. Renderer disabled');
}
this.emit(Events.LOSE_WEBGL, this);
event.preventDefault();
},
/**
* `WebGLRenderer.dispatchContextRestore` is a new internal method that is called when the WebGL context is restored. By default this is bound to the property `WebGLRenderer.contextRestoreHandler`. If you override the context restore handler, be sure to invoke this method in due course.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#dispatchContextRestored
* @since 3.85.0
*
* @param {Event} event - The context restored Event.
* @returns {void}
*/
dispatchContextRestored: function (event)
{
if (this.gl.isContextLost())
{
if (console)
{
console.log('WebGL Context restored, but context is still lost');
}
return;
}
// Clear "current" settings so they can be set again.
this.currentProgram = null;
this.currentFramebuffer = null;
this.setBlendMode(CONST.BlendModes.NORMAL);
// Settings we DON'T need to reset:
// Scissor is set during preRender.
// Mask is set during preRender.
// Camera mask is set during preRenderCamera.
// Restore GL flags.
this.gl.disable(this.gl.BLEND);
this.gl.disable(this.gl.DEPTH_TEST);
this.gl.enable(this.gl.CULL_FACE);
// Re-enable compressed texture formats.
this.compression = this.getCompressedTextures();
// Restore wrapped GL objects.
// Order matters, as some wrappers depend on others.
var wrapperCreateResource = function (wrapper)
{
wrapper.createResource();
};
ArrayEach(this.glTextureWrappers, wrapperCreateResource);
ArrayEach(this.glBufferWrappers, wrapperCreateResource);
ArrayEach(this.glFramebufferWrappers, wrapperCreateResource);
ArrayEach(this.glProgramWrappers, wrapperCreateResource);
ArrayEach(this.glAttribLocationWrappers, wrapperCreateResource);
ArrayEach(this.glUniformLocationWrappers, wrapperCreateResource);
// Create temporary textures.
this.createTemporaryTextures();
// Restore pipelines.
this.pipelines.restoreContext();
// Apply resize.
this.resize(this.game.scale.baseSize.width, this.game.scale.baseSize.height);
// Restore GL extensions.
this.init.setupExtensions();
// Context has been restored.
this.contextLost = false;
if (console)
{
console.warn('WebGL Context restored. Renderer running again.');
}
this.emit(Events.RESTORE_WEBGL, this);
event.preventDefault();
},
/**
* Create temporary WebGL textures to stop WebGL errors on mac os
*/
createTemporaryTextures: function ()
{
var gl = this.gl;
for (var index = 0; index < this.maxTextures; index++)
{
var tempTexture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0 + index);
gl.bindTexture(gl.TEXTURE_2D, tempTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([ 0, 0, 255, 255 ]));
this.textureIndexes.push(index);
}
},
/**
* This method is only available in the Debug Build of Phaser, or a build with the
* `WEBGL_DEBUG` flag set in the Webpack Config.
*
* Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector
* that allows for live inspection of your WebGL calls. Although it's easy to add the Spector
* extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile
* browsers too, making it a powerful tool for debugging WebGL games on mobile devices where
* extensions are not permitted.
*
* See https://github.com/BabylonJS/Spector.js for more details.
*
* This method will capture the current WebGL frame and send it to the Spector.js tool for inspection.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#captureFrame
* @since 3.60.0
*
* @param {boolean} [quickCapture=false] - If `true` thumbnails are not captured in order to speed up the capture.
* @param {boolean} [fullCapture=false] - If `true` all details are captured.
*/
captureFrame: function (quickCapture, fullCapture)
{
if (quickCapture === undefined) { quickCapture = false; }
if (fullCapture === undefined) { fullCapture = false; }
if (DEBUG && this.spector && !this._debugCapture)
{
this.spector.captureCanvas(this.canvas, 0, quickCapture, fullCapture);
this._debugCapture = true;
}
},
/**
* This method is only available in the Debug Build of Phaser, or a build with the
* `WEBGL_DEBUG` flag set in the Webpack Config.
*
* Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector
* that allows for live inspection of your WebGL calls. Although it's easy to add the Spector
* extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile
* browsers too, making it a powerful tool for debugging WebGL games on mobile devices where
* extensions are not permitted.
*
* See https://github.com/BabylonJS/Spector.js for more details.
*
* This method will capture the next WebGL frame and send it to the Spector.js tool for inspection.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#captureNextFrame
* @since 3.60.0
*/
captureNextFrame: function ()
{
if (DEBUG && this.spector && !this._debugCapture)
{
this._debugCapture = true;
this.spector.captureNextFrame(this.canvas);
}
},
/**
* This method is only available in the Debug Build of Phaser, or a build with the
* `WEBGL_DEBUG` flag set in the Webpack Config.
*
* Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector
* that allows for live inspection of your WebGL calls. Although it's easy to add the Spector
* extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile
* browsers too, making it a powerful tool for debugging WebGL games on mobile devices where
* extensions are not permitted.
*
* See https://github.com/BabylonJS/Spector.js for more details.
*
* This method will return the current FPS of the WebGL canvas.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#getFps
* @since 3.60.0
*
* @return {number} The current FPS of the WebGL canvas.
*/
getFps: function ()
{
if (DEBUG && this.spector)
{
return this.spector.getFps();
}
},
/**
* This method is only available in the Debug Build of Phaser, or a build with the
* `WEBGL_DEBUG` flag set in the Webpack Config.
*
* Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector
* that allows for live inspection of your WebGL calls. Although it's easy to add the Spector
* extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile
* browsers too, making it a powerful tool for debugging WebGL games on mobile devices where
* extensions are not permitted.
*
* See https://github.com/BabylonJS/Spector.js for more details.
*
* This method adds a command with the name value in the list. This can be filtered in the search.
* All logs can be filtered searching for "LOG".
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#log
* @since 3.60.0
*
* @param {...*} arguments - The arguments to log to Spector.
*
* @return {string} The current log.
*/
log: function ()
{
if (DEBUG && this.spector)
{
var t = Array.prototype.slice.call(arguments).join(' ');
return this.spector.log(t);
}
},
/**
* This method is only available in the Debug Build of Phaser, or a build with the
* `WEBGL_DEBUG` flag set in the Webpack Config.
*
* Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector
* that allows for live inspection of your WebGL calls. Although it's easy to add the Spector
* extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile
* browsers too, making it a powerful tool for debugging WebGL games on mobile devices where
* extensions are not permitted.
*
* See https://github.com/BabylonJS/Spector.js for more details.
*
* This method will start a capture on the Phaser canvas. The capture will stop once it reaches
* the number of commands specified as a parameter, or after 10 seconds. If quick capture is true,
* the thumbnails are not captured in order to speed up the capture.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#startCapture
* @since 3.60.0
*
* @param {number} [commandCount=0] - The number of commands to capture. If zero it will capture for 10 seconds.
* @param {boolean} [quickCapture=false] - If `true` thumbnails are not captured in order to speed up the capture.
* @param {boolean} [fullCapture=false] - If `true` all details are captured.
*/
startCapture: function (commandCount, quickCapture, fullCapture)
{
if (commandCount === undefined) { commandCount = 0; }
if (quickCapture === undefined) { quickCapture = false; }
if (fullCapture === undefined) { fullCapture = false; }
if (DEBUG && this.spector && !this._debugCapture)
{
this.spector.startCapture(this.canvas, commandCount, quickCapture, fullCapture);
this._debugCapture = true;
}
},
/**
* This method is only available in the Debug Build of Phaser, or a build with the
* `WEBGL_DEBUG` flag set in the Webpack Config.
*
* Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector
* that allows for live inspection of your WebGL calls. Although it's easy to add the Spector
* extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile
* browsers too, making it a powerful tool for debugging WebGL games on mobile devices where
* extensions are not permitted.
*
* See https://github.com/BabylonJS/Spector.js for more details.
*
* This method will stop the current capture and returns the result in JSON. It displays the
* result if the UI has been displayed. This returns undefined if the capture has not been completed
* or did not find any commands.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#stopCapture
* @since 3.60.0
*
* @return {object} The current capture.
*/
stopCapture: function ()
{
if (DEBUG && this.spector && this._debugCapture)
{
return this.spector.stopCapture();
}
},
/**
* This method is only available in the Debug Build of Phaser, or a build with the
* `WEBGL_DEBUG` flag set in the Webpack Config.
*
* Internal onCapture handler.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#onCapture
* @private
* @since 3.60.0
*
* @param {object} capture - The capture data.
*/
onCapture: function (capture)
{
if (DEBUG)
{
var view = this.spector.getResultUI();
view.display(capture);
this._debugCapture = false;
}
},
/**
* The event handler that manages the `resize` event dispatched by the Scale Manager.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#onResize
* @since 3.16.0
*
* @param {Phaser.Structs.Size} gameSize - The default Game Size object. This is the un-modified game dimensions.
* @param {Phaser.Structs.Size} baseSize - The base Size object. The game dimensions. The canvas width / height values match this.
*/
onResize: function (gameSize, baseSize)
{
// Has the underlying canvas size changed?
if (baseSize.width !== this.width || baseSize.height !== this.height)
{
this.resize(baseSize.width, baseSize.height);
}
},
/**
* Binds the WebGL Renderers Render Target, so all drawn content is now redirected to it.
*
* Make sure to call `endCapture` when you are finished.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#beginCapture
* @since 3.50.0
*
* @param {number} [width] - Optional new width of the Render Target.
* @param {number} [height] - Optional new height of the Render Target.
*/
beginCapture: function (width, height)
{
if (width === undefined) { width = this.width; }
if (height === undefined) { height = this.height; }
this.renderTarget.bind(true, width, height);
this.setProjectionMatrix(width, height);
},
/**
* Unbinds the WebGL Renderers Render Target and returns it, stopping any further content being drawn to it.
*
* If the viewport or scissors were modified during the capture, you should reset them by calling
* `resetViewport` and `resetScissor` accordingly.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#endCapture
* @since 3.50.0
*
* @return {Phaser.Renderer.WebGL.RenderTarget} A reference to the WebGL Renderer Render Target.
*/
endCapture: function ()
{
this.renderTarget.unbind(true);
this.resetProjectionMatrix();
return this.renderTarget;
},
/**
* Resizes the drawing buffer to match that required by the Scale Manager.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#resize
* @fires Phaser.Renderer.Events#RESIZE
* @since 3.0.0
*
* @param {number} [width] - The new width of the renderer.
* @param {number} [height] - The new height of the renderer.
*
* @return {this} This WebGLRenderer instance.
*/
resize: function (width, height)
{
var gl = this.gl;
this.width = width;
this.height = height;
this.setProjectionMatrix(width, height);
gl.viewport(0, 0, width, height);
this.drawingBufferHeight = gl.drawingBufferHeight;
gl.scissor(0, (gl.drawingBufferHeight - height), width, height);
this.defaultScissor[2] = width;
this.defaultScissor[3] = height;
this.emit(Events.RESIZE, width, height);
return this;
},
/**
* Determines which compressed texture formats this browser and device supports.
*
* Called automatically as part of the WebGL Renderer init process. If you need to investigate
* which formats it supports, see the `Phaser.Renderer.WebGL.WebGLRenderer#compression` property instead.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#getCompressedTextures
* @since 3.60.0
*
* @return {Phaser.Types.Renderer.WebGL.WebGLTextureCompression} The compression object.
*/
getCompressedTextures: function ()
{
var extString = 'WEBGL_compressed_texture_';
var wkExtString = 'WEBKIT_' + extString;
var extEXTString = 'EXT_texture_compression_';
var hasExt = function (gl, format)
{
var results = gl.getExtension(extString + format) || gl.getExtension(wkExtString + format) || gl.getExtension(extEXTString + format);
if (results)
{
var glEnums = {};
for (var key in results)
{
glEnums[results[key]] = key;
}
return glEnums;
}
};
var gl = this.gl;
return {
ETC: hasExt(gl, 'etc'),
ETC1: hasExt(gl, 'etc1'),
ATC: hasExt(gl, 'atc'),
ASTC: hasExt(gl, 'astc'),
BPTC: hasExt(gl, 'bptc'),
RGTC: hasExt(gl, 'rgtc'),
PVRTC: hasExt(gl, 'pvrtc'),
S3TC: hasExt(gl, 's3tc'),
S3TCSRGB: hasExt(gl, 's3tc_srgb'),
IMG: true
};
},
/**
* Returns a compressed texture format GLenum name based on the given format.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#getCompressedTextureName
* @since 3.60.0
*
* @param {string} baseFormat - The Base Format to check.
* @param {GLenum} [format] - An optional GLenum format to check within the base format.
*
* @return {string} The compressed texture format name, as a string.
*/
getCompressedTextureName: function (baseFormat, format)
{
var supportedFormats = this.compression[baseFormat.toUpperCase()];
if (format in supportedFormats)
{
return supportedFormats[format];
}
},
/**
* Checks if the given compressed texture format is supported, or not.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#supportsCompressedTexture
* @since 3.60.0
*
* @param {string} baseFormat - The Base Format to check.
* @param {GLenum} [format] - An optional GLenum format to check within the base format.
*
* @return {boolean} True if the format is supported, otherwise false.
*/
supportsCompressedTexture: function (baseFormat, format)
{
var supportedFormats = this.compression[baseFormat.toUpperCase()];
if (supportedFormats)
{
if (format)
{
return format in supportedFormats;
}
else
{
return true;
}
}
return false;
},
/**
* Gets the aspect ratio of the WebGLRenderer dimensions.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#getAspectRatio
* @since 3.50.0
*
* @return {number} The aspect ratio of the WebGLRenderer dimensions.
*/
getAspectRatio: function ()
{
return this.width / this.height;
},
/**
* Sets the Projection Matrix of this renderer to the given dimensions.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setProjectionMatrix
* @since 3.50.0
*
* @param {number} width - The new width of the Projection Matrix.
* @param {number} height - The new height of the Projection Matrix.
*
* @return {this} This WebGLRenderer instance.
*/
setProjectionMatrix: function (width, height)
{
if (width !== this.projectionWidth || height !== this.projectionHeight)
{
this.projectionWidth = width;
this.projectionHeight = height;
this.projectionMatrix.ortho(0, width, height, 0, -1000, 1000);
}
return this;
},
/**
* Resets the Projection Matrix back to this renderers width and height.
*
* This is called during `endCapture`, should the matrix have been changed
* as a result of the capture process.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#resetProjectionMatrix
* @since 3.50.0
*
* @return {this} This WebGLRenderer instance.
*/
resetProjectionMatrix: function ()
{
return this.setProjectionMatrix(this.width, this.height);
},
/**
* Checks if a WebGL extension is supported
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#hasExtension
* @since 3.0.0
*
* @param {string} extensionName - Name of the WebGL extension
*
* @return {boolean} `true` if the extension is supported, otherwise `false`.
*/
hasExtension: function (extensionName)
{
return this.supportedExtensions ? this.supportedExtensions.indexOf(extensionName) : false;
},
/**
* Loads a WebGL extension
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#getExtension
* @since 3.0.0
*
* @param {string} extensionName - The name of the extension to load.
*
* @return {object} WebGL extension if the extension is supported
*/
getExtension: function (extensionName)
{
if (!this.hasExtension(extensionName)) { return null; }
if (!(extensionName in this.extensions))
{
this.extensions[extensionName] = this.gl.getExtension(extensionName);
}
return this.extensions[extensionName];
},
/**
* Flushes the current pipeline if the pipeline is bound
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#flush
* @since 3.0.0
*/
flush: function ()
{
this.pipelines.flush();
},
/**
* Pushes a new scissor state. This is used to set nested scissor states.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#pushScissor
* @since 3.0.0
*
* @param {number} x - The x position of the scissor.
* @param {number} y - The y position of the scissor.
* @param {number} width - The width of the scissor.
* @param {number} height - The height of the scissor.
* @param {number} [drawingBufferHeight] - Optional drawingBufferHeight override value.
*
* @return {number[]} An array containing the scissor values.
*/
pushScissor: function (x, y, width, height, drawingBufferHeight)
{
if (drawingBufferHeight === undefined) { drawingBufferHeight = this.drawingBufferHeight; }
var scissorStack = this.scissorStack;
var scissor = [ x, y, width, height ];
scissorStack.push(scissor);
this.setScissor(x, y, width, height, drawingBufferHeight);
this.currentScissor = scissor;
return scissor;
},
/**
* Sets the current scissor state.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setScissor
* @since 3.0.0
*
* @param {number} x - The x position of the scissor.
* @param {number} y - The y position of the scissor.
* @param {number} width - The width of the scissor.
* @param {number} height - The height of the scissor.
* @param {number} [drawingBufferHeight] - Optional drawingBufferHeight override value.
*/
setScissor: function (x, y, width, height, drawingBufferHeight)
{
if (drawingBufferHeight === undefined) { drawingBufferHeight = this.drawingBufferHeight; }
var gl = this.gl;
var current = this.currentScissor;
var setScissor = (width > 0 && height > 0);
if (current && setScissor)
{
var cx = current[0];
var cy = current[1];
var cw = current[2];
var ch = current[3];
setScissor = (cx !== x || cy !== y || cw !== width || ch !== height);
}
if (setScissor)
{
this.flush();
// https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/scissor
gl.scissor(x, (drawingBufferHeight - y - height), width, height);
}
},
/**
* Resets the gl scissor state to be whatever the current scissor is, if there is one, without
* modifying the scissor stack.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#resetScissor
* @since 3.50.0
*/
resetScissor: function ()
{
var gl = this.gl;
gl.enable(gl.SCISSOR_TEST);
var current = this.currentScissor;
if (current)
{
var x = current[0];
var y = current[1];
var width = current[2];
var height = current[3];
if (width > 0 && height > 0)
{
gl.scissor(x, (this.drawingBufferHeight - y - height), width, height);
}
}
},
/**
* Pops the last scissor state and sets it.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#popScissor
* @since 3.0.0
*/
popScissor: function ()
{
var scissorStack = this.scissorStack;
// Remove the current scissor
scissorStack.pop();
// Reset the previous scissor
var scissor = scissorStack[scissorStack.length - 1];
if (scissor)
{
this.setScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
}
this.currentScissor = scissor;
},
/**
* Is there an active stencil mask?
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#hasActiveStencilMask
* @since 3.17.0
*
* @return {boolean} `true` if there is an active stencil mask, otherwise `false`.
*/
hasActiveStencilMask: function ()
{
var mask = this.currentMask.mask;
var camMask = this.currentCameraMask.mask;
return ((mask && mask.isStencil) || (camMask && camMask.isStencil));
},
/**
* Resets the gl viewport to the current renderer dimensions.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#resetViewport
* @since 3.50.0
*/
resetViewport: function ()
{
var gl = this.gl;
gl.viewport(0, 0, this.width, this.height);
this.drawingBufferHeight = gl.drawingBufferHeight;
},
/**
* Sets the blend mode to the value given.
*
* If the current blend mode is different from the one given, the pipeline is flushed and the new
* blend mode is enabled.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setBlendMode
* @since 3.0.0
*
* @param {number} blendModeId - The blend mode to be set. Can be a `BlendModes` const or an integer value.
* @param {boolean} [force=false] - Force the blend mode to be set, regardless of the currently set blend mode.
*
* @return {boolean} `true` if the blend mode was changed as a result of this call, forcing a flush, otherwise `false`.
*/
setBlendMode: function (blendModeId, force)
{
if (force === undefined) { force = false; }
var gl = this.gl;
var blendMode = this.blendModes[blendModeId];
if (force || (blendModeId !== CONST.BlendModes.SKIP_CHECK && this.currentBlendMode !== blendModeId))
{
this.flush();
gl.enable(gl.BLEND);
gl.blendEquation(blendMode.equation);
if (blendMode.func.length > 2)
{
gl.blendFuncSeparate(blendMode.func[0], blendMode.func[1], blendMode.func[2], blendMode.func[3]);
}
else
{
gl.blendFunc(blendMode.func[0], blendMode.func[1]);
}
this.currentBlendMode = blendModeId;
return true;
}
return false;
},
/**
* Creates a new custom blend mode for the renderer.
*
* See https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Blending_modes
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#addBlendMode
* @since 3.0.0
*
* @param {GLenum[]} func - An array containing the WebGL functions to use for the source and the destination blending factors, respectively. See the possible constants for {@link WebGLRenderingContext#blendFunc()}.
* @param {GLenum} equation - The equation to use for combining the RGB and alpha components of a new pixel with a rendered one. See the possible constants for {@link WebGLRenderingContext#blendEquation()}.
*
* @return {number} The index of the new blend mode, used for referencing it in the future.
*/
addBlendMode: function (func, equation)
{
var index = this.blendModes.push({ func: func, equation: equation });
return index - 1;
},
/**
* Updates the function bound to a given custom blend mode.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#updateBlendMode
* @since 3.0.0
*
* @param {number} index - The index of the custom blend mode.
* @param {function} func - The function to use for the blend mode.
* @param {function} equation - The equation to use for the blend mode.
*
* @return {this} This WebGLRenderer instance.
*/
updateBlendMode: function (index, func, equation)
{
if (this.blendModes[index])
{
this.blendModes[index].func = func;
if (equation)
{
this.blendModes[index].equation = equation;
}
}
return this;
},
/**
* Removes a custom blend mode from the renderer.
* Any Game Objects still using this blend mode will error, so be sure to clear them first.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#removeBlendMode
* @since 3.0.0
*
* @param {number} index - The index of the custom blend mode to be removed.
*
* @return {this} This WebGLRenderer instance.
*/
removeBlendMode: function (index)
{
if (index > 17 && this.blendModes[index])
{
this.blendModes.splice(index, 1);
}
return this;
},
/**
* Pushes a new framebuffer onto the FBO stack and makes it the currently bound framebuffer.
*
* If there was another framebuffer already bound it will force a pipeline flush.
*
* Call `popFramebuffer` to remove it again.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#pushFramebuffer
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.Wrappers.WebGLFramebufferWrapper} framebuffer - The framebuffer that needs to be bound.
* @param {boolean} [updateScissor=false] - Set the gl scissor to match the frame buffer size? Or, if `null` given, pop the scissor from the stack.
* @param {boolean} [setViewport=true] - Should the WebGL viewport be set?
* @param {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} [texture=null] - Bind the given frame buffer texture?
* @param {boolean} [clear=false] - Clear the frame buffer after binding?
*
* @return {this} This WebGLRenderer instance.
*/
pushFramebuffer: function (framebuffer, updateScissor, setViewport, texture, clear)
{
if (framebuffer === this.currentFramebuffer)
{
return this;
}
this.fboStack.push(framebuffer);
return this.setFramebuffer(framebuffer, updateScissor, setViewport, texture, clear);
},
/**
* Sets the given framebuffer as the active and currently bound framebuffer.
*
* If there was another framebuffer already bound it will force a pipeline flush.
*
* Typically, you should call `pushFramebuffer` instead of this method.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setFramebuffer
* @since 3.0.0
*
* @param {(Phaser.Renderer.WebGL.Wrappers.WebGLFramebufferWrapper|null)} framebuffer - The framebuffer that needs to be bound, or `null` to bind back to the default framebuffer.
* @param {boolean} [updateScissor=false] - If a framebuffer is given, set the gl scissor to match the frame buffer size? Or, if `null` given, pop the scissor from the stack.
* @param {boolean} [setViewport=true] - Should the WebGL viewport be set?
* @param {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} [texture=null] - Bind the given frame buffer texture?
* @param {boolean} [clear=false] - Clear the frame buffer after binding?
*
* @return {this} This WebGLRenderer instance.
*/
setFramebuffer: function (framebuffer, updateScissor, setViewport, texture, clear)
{
if (updateScissor === undefined) { updateScissor = false; }
if (setViewport === undefined) { setViewport = true; }
if (texture === undefined) { texture = null; }
if (clear === undefined) { clear = false; }
if (framebuffer === this.currentFramebuffer)
{
return this;
}
var gl = this.gl;
var width = this.width;
var height = this.height;
if (framebuffer && framebuffer.renderTexture && setViewport)
{
width = framebuffer.renderTexture.width;
height = framebuffer.renderTexture.height;
}
else
{
this.flush();
}
if (framebuffer)
{
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer.webGLFramebuffer);
}
else
{
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
if (setViewport)
{
gl.viewport(0, 0, width, height);
}
if (texture)
{
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture.webGLTexture, 0);
}
if (clear)
{
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
}
if (updateScissor)
{
if (framebuffer)
{
this.drawingBufferHeight = height;
this.pushScissor(0, 0, width, height);
}
else
{
this.drawingBufferHeight = this.height;
this.popScissor();
}
}
this.currentFramebuffer = framebuffer;
return this;
},
/**
* Pops the previous framebuffer from the fbo stack and sets it.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#popFramebuffer
* @since 3.50.0
*
* @param {boolean} [updateScissor=false] - If a framebuffer is given, set the gl scissor to match the frame buffer size? Or, if `null` given, pop the scissor from the stack.
* @param {boolean} [setViewport=true] - Should the WebGL viewport be set?
*
* @return {Phaser.Renderer.WebGL.Wrappers.WebGLFramebufferWrapper} The Framebuffer that was set, or `null` if there aren't any more in the stack.
*/
popFramebuffer: function (updateScissor, setViewport)
{
if (updateScissor === undefined) { updateScissor = false; }
if (setViewport === undefined) { setViewport = true; }
var fboStack = this.fboStack;
// Remove the current fbo
fboStack.pop();
// Reset the previous framebuffer
var framebuffer = fboStack[fboStack.length - 1];
if (!framebuffer)
{
framebuffer = null;
}
this.setFramebuffer(framebuffer, updateScissor, setViewport);
return framebuffer;
},
/**
* Restores the previous framebuffer from the fbo stack and sets it.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#restoreFramebuffer
* @since 3.60.0
*
* @param {boolean} [updateScissor=false] - If a framebuffer is given, set the gl scissor to match the frame buffer size? Or, if `null` given, pop the scissor from the stack.
* @param {boolean} [setViewport=true] - Should the WebGL viewport be set?
*/
restoreFramebuffer: function (updateScissor, setViewport)
{
if (updateScissor === undefined) { updateScissor = false; }
if (setViewport === undefined) { setViewport = true; }
var fboStack = this.fboStack;
var framebuffer = fboStack[fboStack.length - 1];
if (!framebuffer)
{
framebuffer = null;
}
this.currentFramebuffer = null;
this.setFramebuffer(framebuffer, updateScissor, setViewport);
},
/**
* Binds a shader program.
*
* If there was a different program already bound it will force a pipeline flush first.
*
* If the same program given to this method is already set as the current program, no change
* will take place and this method will return `false`.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setProgram
* @since 3.0.0
*
* @param {Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper} program - The program that needs to be bound.
*
* @return {boolean} `true` if the given program was bound, otherwise `false`.
*/
setProgram: function (program)
{
if (program !== this.currentProgram)
{
this.flush();
this.gl.useProgram(program.webGLProgram);
this.currentProgram = program;
return true;
}
return false;
},
/**
* Rebinds whatever program `WebGLRenderer.currentProgram` is set as, without
* changing anything, or flushing.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#resetProgram
* @since 3.50.0
*
* @return {this} This WebGLRenderer instance.
*/
resetProgram: function ()
{
this.gl.useProgram(this.currentProgram.webGLProgramWrapper);
return this;
},
/**
* Creates a texture from an image source. If the source is not valid it creates an empty texture.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createTextureFromSource
* @since 3.0.0
*
* @param {object} source - The source of the texture.
* @param {number} width - The width of the texture.
* @param {number} height - The height of the texture.
* @param {number} scaleMode - The scale mode to be used by the texture.
* @param {boolean} [forceClamp=false] - Force the texture to use the CLAMP_TO_EDGE wrap mode, even if a power of two?
*
* @return {?Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} The WebGLTextureWrapper that was created, or `null` if it couldn't be created.
*/
createTextureFromSource: function (source, width, height, scaleMode, forceClamp)
{
if (forceClamp === undefined) { forceClamp = false; }
var gl = this.gl;
var minFilter = gl.NEAREST;
var magFilter = gl.NEAREST;
var wrap = gl.CLAMP_TO_EDGE;
var texture = null;
width = source ? source.width : width;
height = source ? source.height : height;
var pow = IsSizePowerOfTwo(width, height);
if (pow && !forceClamp)
{
wrap = gl.REPEAT;
}
if (scaleMode === CONST.ScaleModes.LINEAR && this.config.antialias)
{
var isCompressed = source && source.compressed;
var isMip = (!isCompressed && pow) || (isCompressed && source.mipmaps.length > 1);
// Filters above LINEAR only work with MIPmaps.
// These are only generated for power of two (POT) textures.
// Compressed textures with mipmaps are always POT,
// but POT compressed textures might not have mipmaps.
minFilter = (this.mipmapFilter && isMip) ? this.mipmapFilter : gl.LINEAR;
magFilter = gl.LINEAR;
}
if (!source && typeof width === 'number' && typeof height === 'number')
{
texture = this.createTexture2D(0, minFilter, magFilter, wrap, wrap, gl.RGBA, null, width, height);
}
else
{
texture = this.createTexture2D(0, minFilter, magFilter, wrap, wrap, gl.RGBA, source);
}
return texture;
},
/**
* A wrapper for creating a WebGLTextureWrapper. If no pixel data is passed it will create an empty texture.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createTexture2D
* @since 3.0.0
*
* @param {number} mipLevel - Mip level of the texture.
* @param {number} minFilter - Filtering of the texture.
* @param {number} magFilter - Filtering of the texture.
* @param {number} wrapT - Wrapping mode of the texture.
* @param {number} wrapS - Wrapping mode of the texture.
* @param {number} format - Which format does the texture use.
* @param {?object} pixels - pixel data.
* @param {?number} width - Width of the texture in pixels. If not supplied, it must be derived from `pixels`.
* @param {?number} height - Height of the texture in pixels. If not supplied, it must be derived from `pixels`.
* @param {boolean} [pma=true] - Does the texture have premultiplied alpha?
* @param {boolean} [forceSize=false] - If `true` it will use the width and height passed to this method, regardless of the pixels dimension.
* @param {boolean} [flipY=false] - Sets the `UNPACK_FLIP_Y_WEBGL` flag the WebGL Texture uses during upload.
*
* @return {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} The WebGLTextureWrapper that was created.
*/
createTexture2D: function (mipLevel, minFilter, magFilter, wrapT, wrapS, format, pixels, width, height, pma, forceSize, flipY)
{
if (typeof width !== 'number') { width = pixels ? pixels.width : 1; }
if (typeof height !== 'number') { height = pixels ? pixels.height : 1; }
var texture = new WebGLTextureWrapper(this.gl, mipLevel, minFilter, magFilter, wrapT, wrapS, format, pixels, width, height, pma, forceSize, flipY);
this.glTextureWrappers.push(texture);
return texture;
},
/**
* Creates a WebGL Framebuffer object and optionally binds a depth stencil render buffer.
*
* This will unbind any currently bound framebuffer.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createFramebuffer
* @since 3.0.0
*
* @param {number} width - If `addDepthStencilBuffer` is true, this controls the width of the depth stencil.
* @param {number} height - If `addDepthStencilBuffer` is true, this controls the height of the depth stencil.
* @param {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} renderTexture - The color texture where the color pixels are written.
* @param {boolean} [addDepthStencilBuffer=false] - Create a Renderbuffer for the depth stencil?
*
* @return {Phaser.Renderer.WebGL.Wrappers.WebGLFramebufferWrapper} Wrapped framebuffer which is safe to use with the renderer.
*/
createFramebuffer: function (width, height, renderTexture, addDepthStencilBuffer)
{
this.currentFramebuffer = null;
var framebuffer = new WebGLFramebufferWrapper(this.gl, width, height, renderTexture, addDepthStencilBuffer);
this.glFramebufferWrappers.push(framebuffer);
return framebuffer;
},
/**
* Binds necessary resources and renders the mask to a separated framebuffer.
* The framebuffer for the masked object is also bound for further use.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#beginBitmapMask
* @since 3.60.0
*
* @param {Phaser.Display.Masks.BitmapMask} mask - The BitmapMask instance that called beginMask.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera rendering the current mask.
*/
beginBitmapMask: function (bitmapMask, camera)
{
var gl = this.gl;
if (gl)
{
this.flush();
this.maskTarget.bind(true);
if (this.currentCameraMask.mask !== bitmapMask)
{
this.currentMask.mask = bitmapMask;
this.currentMask.camera = camera;
}
}
},
/**
* Binds necessary resources and renders the mask to a separated framebuffer.
* The framebuffer for the masked object is also bound for further use.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#drawBitmapMask
* @since 3.60.0
*
* @param {Phaser.Display.Masks.BitmapMask} mask - The BitmapMask instance that called beginMask.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera rendering the current mask.
* @param {Phaser.Renderer.WebGL.Pipelines.BitmapMaskPipeline} bitmapMaskPipeline - The BitmapMask Pipeline instance that is requesting the draw.
*/
drawBitmapMask: function (bitmapMask, camera, bitmapMaskPipeline)
{
// mask.mainFramebuffer should now contain all the Game Objects we want masked
this.flush();
this.maskSource.bind();
this.setBlendMode(0, true);
bitmapMask.renderWebGL(this, bitmapMask, camera);
this.maskSource.unbind(true);
this.maskTarget.unbind();
// Is there a stencil further up the stack?
var gl = this.gl;
var prev = this.getCurrentStencilMask();
if (prev)
{
gl.enable(gl.STENCIL_TEST);
prev.mask.applyStencil(this, prev.camera, true);
}
else
{
this.currentMask.mask = null;
}
// Bind this pipeline and draw
this.pipelines.set(bitmapMaskPipeline);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.maskTarget.texture.webGLTexture);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, this.maskSource.texture.webGLTexture);
},
/**
* Creates a WebGLProgram instance based on the given vertex and fragment shader source.
*
* Then compiles, attaches and links the program before wrapping and returning it.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createProgram
* @since 3.0.0
*
* @param {string} vertexShader - The vertex shader source code as a single string.
* @param {string} fragmentShader - The fragment shader source code as a single string.
*
* @return {Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper} The wrapped, linked WebGLProgram created from the given shader source.
*/
createProgram: function (vertexShader, fragmentShader)
{
var wrapper = new WebGLProgramWrapper(this.gl, vertexShader, fragmentShader);
this.glProgramWrappers.push(wrapper);
return wrapper;
},
/**
* Wrapper for creating a vertex buffer.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createVertexBuffer
* @since 3.0.0
*
* @param {ArrayBuffer} initialDataOrSize - It's either ArrayBuffer or an integer indicating the size of the vbo
* @param {number} bufferUsage - How the buffer is used. gl.DYNAMIC_DRAW, gl.STATIC_DRAW or gl.STREAM_DRAW
*
* @return {Phaser.Renderer.WebGL.Wrappers.WebGLBufferWrapper} Wrapped vertex buffer
*/
createVertexBuffer: function (initialDataOrSize, bufferUsage)
{
var gl = this.gl;
var vertexBuffer = new WebGLBufferWrapper(gl, initialDataOrSize, gl.ARRAY_BUFFER, bufferUsage);
this.glBufferWrappers.push(vertexBuffer);
return vertexBuffer;
},
/**
* Creates a WebGLAttribLocationWrapper instance based on the given WebGLProgramWrapper and attribute name.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createAttribLocation
* @since 3.80.0
*
* @param {Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper} program - The WebGLProgramWrapper instance.
* @param {string} name - The name of the attribute.
*/
createAttribLocation: function (program, name)
{
var attrib = new WebGLAttribLocationWrapper(this.gl, program, name);
this.glAttribLocationWrappers.push(attrib);
return attrib;
},
/**
* Creates a WebGLUniformLocationWrapper instance based on the given WebGLProgramWrapper and uniform name.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createUniformLocation
* @since 3.80.0
*
* @param {Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper} program - The WebGLProgramWrapper instance.
* @param {string} name - The name of the uniform.
*/
createUniformLocation: function (program, name)
{
var uniform = new WebGLUniformLocationWrapper(this.gl, program, name);
this.glUniformLocationWrappers.push(uniform);
return uniform;
},
/**
* Wrapper for creating a vertex buffer.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createIndexBuffer
* @since 3.0.0
*
* @param {ArrayBuffer} initialDataOrSize - Either ArrayBuffer or an integer indicating the size of the vbo.
* @param {number} bufferUsage - How the buffer is used. gl.DYNAMIC_DRAW, gl.STATIC_DRAW or gl.STREAM_DRAW.
*
* @return {Phaser.Renderer.WebGL.Wrappers.WebGLBufferWrapper} Wrapped index buffer
*/
createIndexBuffer: function (initialDataOrSize, bufferUsage)
{
var gl = this.gl;
var indexBuffer = new WebGLBufferWrapper(gl, initialDataOrSize, gl.ELEMENT_ARRAY_BUFFER, bufferUsage);
this.glBufferWrappers.push(indexBuffer);
return indexBuffer;
},
/**
* Removes a texture from the GPU.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#deleteTexture
* @since 3.0.0
*
* @param {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} texture - The WebGL Texture to be deleted.
*
* @return {this} This WebGLRenderer instance.
*/
deleteTexture: function (texture)
{
if (!texture)
{
return;
}
ArrayRemove(this.glTextureWrappers, texture);
texture.destroy();
return this;
},
/**
* Deletes a Framebuffer from the GL instance.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#deleteFramebuffer
* @since 3.0.0
*
* @param {(Phaser.Renderer.WebGL.Wrappers.WebGLFramebufferWrapper|null)} framebuffer - The Framebuffer to be deleted.
*
* @return {this} This WebGLRenderer instance.
*/
deleteFramebuffer: function (framebuffer)
{
if (!framebuffer)
{
return this;
}
ArrayRemove(this.fboStack, framebuffer);
ArrayRemove(this.glFramebufferWrappers, framebuffer);
framebuffer.destroy();
return this;
},
/**
* Deletes a WebGLProgram from the GL instance.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#deleteProgram
* @since 3.0.0
*
* @param {Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper} program - The shader program to be deleted.
*
* @return {this} This WebGLRenderer instance.
*/
deleteProgram: function (program)
{
if (program)
{
ArrayRemove(this.glProgramWrappers, program);
program.destroy();
}
return this;
},
/**
* Deletes a WebGLAttribLocation from the GL instance.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#deleteAttribLocation
* @param {Phaser.Renderer.WebGL.Wrappers.WebGLAttribLocationWrapper} attrib - The attrib location to be deleted.
* @since 3.80.0
*/
deleteAttribLocation: function (attrib)
{
if (attrib)
{
ArrayRemove(this.glAttribLocationWrappers, attrib);
attrib.destroy();
}
return this;
},
/**
* Deletes a WebGLUniformLocation from the GL instance.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#deleteUniformLocation
* @param {Phaser.Renderer.WebGL.Wrappers.WebGLUniformLocationWrapper} uniform - The uniform location to be deleted.
* @since 3.80.0
*/
deleteUniformLocation: function (uniform)
{
if (uniform)
{
ArrayRemove(this.glUniformLocationWrappers, uniform);
uniform.destroy();
}
return this;
},
/**
* Deletes a WebGLBuffer from the GL instance.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#deleteBuffer
* @since 3.0.0
*
* @param {Phaser.Renderer.WebGL.Wrappers.WebGLBufferWrapper} vertexBuffer - The WebGLBuffer to be deleted.
*
* @return {this} This WebGLRenderer instance.
*/
deleteBuffer: function (buffer)
{
if (!buffer) { return this; }
ArrayRemove(this.glBufferWrappers, buffer);
buffer.destroy();
return this;
},
/**
* Controls the pre-render operations for the given camera.
* Handles any clipping needed by the camera and renders the background color if a color is visible.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#preRenderCamera
* @since 3.0.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to pre-render.
*/
preRenderCamera: function (camera)
{
var cx = camera.x;
var cy = camera.y;
var cw = camera.width;
var ch = camera.height;
var color = camera.backgroundColor;
camera.emit(CameraEvents.PRE_RENDER, camera);
this.pipelines.preBatchCamera(camera);
this.pushScissor(cx, cy, cw, ch);
if (camera.mask)
{
this.currentCameraMask.mask = camera.mask;
this.currentCameraMask.camera = camera._maskCamera;
camera.mask.preRenderWebGL(this, camera, camera._maskCamera);
}
if (color.alphaGL > 0)
{
var pipeline = this.pipelines.setMulti();
pipeline.drawFillRect(
cx, cy, cw, ch,
Utils.getTintFromFloats(color.blueGL, color.greenGL, color.redGL, 1),
color.alphaGL
);
}
},
/**
* Return the current stencil mask.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#getCurrentStencilMask
* @private
* @since 3.50.0
*/
getCurrentStencilMask: function ()
{
var prev = null;
var stack = this.maskStack;
var cameraMask = this.currentCameraMask;
if (stack.length > 0)
{
prev = stack[stack.length - 1];
}
else if (cameraMask.mask && cameraMask.mask.isStencil)
{
prev = cameraMask;
}
return prev;
},
/**
* Controls the post-render operations for the given camera.
*
* Renders the foreground camera effects like flash and fading, then resets the current scissor state.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#postRenderCamera
* @since 3.0.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to post-render.
*/
postRenderCamera: function (camera)
{
var flashEffect = camera.flashEffect;
var fadeEffect = camera.fadeEffect;
if (flashEffect.isRunning || (fadeEffect.isRunning || fadeEffect.isComplete))
{
var pipeline = this.pipelines.setMulti();
flashEffect.postRenderWebGL(pipeline, Utils.getTintFromFloats);
fadeEffect.postRenderWebGL(pipeline, Utils.getTintFromFloats);
}
camera.dirty = false;
this.popScissor();
if (camera.mask)
{
this.currentCameraMask.mask = null;
camera.mask.postRenderWebGL(this, camera._maskCamera);
}
this.pipelines.postBatchCamera(camera);
camera.emit(CameraEvents.POST_RENDER, camera);
},
/**
* Clears the current vertex buffer and updates pipelines.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#preRender
* @fires Phaser.Renderer.Events#PRE_RENDER
* @since 3.0.0
*/
preRender: function ()
{
if (this.contextLost) { return; }
var gl = this.gl;
// Make sure we are bound to the main frame buffer
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
if (this.config.clearBeforeRender)
{
var clearColor = this.config.backgroundColor;
gl.clearColor(clearColor.redGL, clearColor.greenGL, clearColor.blueGL, clearColor.alphaGL);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
}
gl.enable(gl.SCISSOR_TEST);
this.currentScissor = this.defaultScissor;
this.scissorStack.length = 0;
this.scissorStack.push(this.currentScissor);
if (this.game.scene.customViewports)
{
gl.scissor(0, (this.drawingBufferHeight - this.height), this.width, this.height);
}
this.currentMask.mask = null;
this.currentCameraMask.mask = null;
this.maskStack.length = 0;
this.emit(Events.PRE_RENDER);
},
/**
* The core render step for a Scene Camera.
*
* Iterates through the given array of Game Objects and renders them with the given Camera.
*
* This is called by the `CameraManager.render` method. The Camera Manager instance belongs to a Scene, and is invoked
* by the Scene Systems.render method.
*
* This method is not called if `Camera.visible` is `false`, or `Camera.alpha` is zero.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#render
* @fires Phaser.Renderer.Events#RENDER
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene to render.
* @param {Phaser.GameObjects.GameObject[]} children - An array of filtered Game Objects that can be rendered by the given Camera.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Scene Camera to render with.
*/
render: function (scene, children, camera)
{
if (this.contextLost) { return; }
var childCount = children.length;
this.emit(Events.RENDER, scene, camera);
// Apply scissor for cam region + render background color, if not transparent
this.preRenderCamera(camera);
// Nothing to render, so bail out
if (childCount === 0)
{
this.setBlendMode(CONST.BlendModes.NORMAL);
// Applies camera effects and pops the scissor, if set
this.postRenderCamera(camera);
return;
}
// Reset the current type
this.currentType = '';
var current = this.currentMask;
for (var i = 0; i < childCount; i++)
{
this.finalType = (i === childCount - 1);
var child = children[i];
var mask = child.mask;
current = this.currentMask;
if (current.mask && current.mask !== mask)
{
// Render out the previously set mask
current.mask.postRenderWebGL(this, current.camera);
}
if (mask && current.mask !== mask)
{
mask.preRenderWebGL(this, child, camera);
}
if (child.blendMode !== this.currentBlendMode)
{
this.setBlendMode(child.blendMode);
}
var type = child.type;
if (type !== this.currentType)
{
this.newType = true;
this.currentType = type;
}
if (!this.finalType)
{
this.nextTypeMatch = (children[i + 1].type === this.currentType);
}
else
{
this.nextTypeMatch = false;
}
child.renderWebGL(this, child, camera);
this.newType = false;
}
current = this.currentMask;
if (current.mask)
{
// Render out the previously set mask, if it was the last item in the display list
current.mask.postRenderWebGL(this, current.camera);
}
this.setBlendMode(CONST.BlendModes.NORMAL);
// Applies camera effects and pops the scissor, if set
this.postRenderCamera(camera);
},
/**
* The post-render step happens after all Cameras in all Scenes have been rendered.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#postRender
* @fires Phaser.Renderer.Events#POST_RENDER
* @since 3.0.0
*/
postRender: function ()
{
if (this.contextLost) { return; }
this.flush();
this.emit(Events.POST_RENDER);
var state = this.snapshotState;
if (state.callback)
{
WebGLSnapshot(this.gl, state);
state.callback = null;
}
},
/**
* Disables the STENCIL_TEST but does not change the status
* of the current stencil mask.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#clearStencilMask
* @since 3.60.0
*/
clearStencilMask: function ()
{
this.gl.disable(this.gl.STENCIL_TEST);
},
/**
* Restores the current stencil function to the one that was in place
* before `clearStencilMask` was called.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#restoreStencilMask
* @since 3.60.0
*/
restoreStencilMask: function ()
{
var gl = this.gl;
var current = this.getCurrentStencilMask();
if (current)
{
var mask = current.mask;
gl.enable(gl.STENCIL_TEST);
// colorMask + stencilOp(KEEP)
if (mask.invertAlpha)
{
gl.stencilFunc(gl.NOTEQUAL, mask.level, 0xff);
}
else
{
gl.stencilFunc(gl.EQUAL, mask.level, 0xff);
}
}
},
/**
* Schedules a snapshot of the entire game viewport to be taken after the current frame is rendered.
*
* To capture a specific area see the `snapshotArea` method. To capture a specific pixel, see `snapshotPixel`.
*
* Only one snapshot can be active _per frame_. If you have already called `snapshotPixel`, for example, then
* calling this method will override it.
*
* Snapshots work by using the WebGL `readPixels` feature to grab every pixel from the frame buffer into an ArrayBufferView.
* It then parses this, copying the contents to a temporary Canvas and finally creating an Image object from it,
* which is the image returned to the callback provided. All in all, this is a computationally expensive and blocking process,
* which gets more expensive the larger the canvas size gets, so please be careful how you employ this in your game.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#snapshot
* @since 3.0.0
*
* @param {Phaser.Types.Renderer.Snapshot.SnapshotCallback} callback - The Function to invoke after the snapshot image is created.
* @param {string} [type='image/png'] - The format of the image to create, usually `image/png` or `image/jpeg`.
* @param {number} [encoderOptions=0.92] - The image quality, between 0 and 1. Used for image formats with lossy compression, such as `image/jpeg`.
*
* @return {this} This WebGL Renderer.
*/
snapshot: function (callback, type, encoderOptions)
{
return this.snapshotArea(0, 0, this.gl.drawingBufferWidth, this.gl.drawingBufferHeight, callback, type, encoderOptions);
},
/**
* Schedules a snapshot of the given area of the game viewport to be taken after the current frame is rendered.
*
* To capture the whole game viewport see the `snapshot` method. To capture a specific pixel, see `snapshotPixel`.
*
* Only one snapshot can be active _per frame_. If you have already called `snapshotPixel`, for example, then
* calling this method will override it.
*
* Snapshots work by using the WebGL `readPixels` feature to grab every pixel from the frame buffer into an ArrayBufferView.
* It then parses this, copying the contents to a temporary Canvas and finally creating an Image object from it,
* which is the image returned to the callback provided. All in all, this is a computationally expensive and blocking process,
* which gets more expensive the larger the canvas size gets, so please be careful how you employ this in your game.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#snapshotArea
* @since 3.16.0
*
* @param {number} x - The x coordinate to grab from. This is based on the game viewport, not the world.
* @param {number} y - The y coordinate to grab from. This is based on the game viewport, not the world.
* @param {number} width - The width of the area to grab.
* @param {number} height - The height of the area to grab.
* @param {Phaser.Types.Renderer.Snapshot.SnapshotCallback} callback - The Function to invoke after the snapshot image is created.
* @param {string} [type='image/png'] - The format of the image to create, usually `image/png` or `image/jpeg`.
* @param {number} [encoderOptions=0.92] - The image quality, between 0 and 1. Used for image formats with lossy compression, such as `image/jpeg`.
*
* @return {this} This WebGL Renderer.
*/
snapshotArea: function (x, y, width, height, callback, type, encoderOptions)
{
var state = this.snapshotState;
state.callback = callback;
state.type = type;
state.encoder = encoderOptions;
state.getPixel = false;
state.x = x;
state.y = y;
state.width = width;
state.height = height;
return this;
},
/**
* Schedules a snapshot of the given pixel from the game viewport to be taken after the current frame is rendered.
*
* To capture the whole game viewport see the `snapshot` method. To capture a specific area, see `snapshotArea`.
*
* Only one snapshot can be active _per frame_. If you have already called `snapshotArea`, for example, then
* calling this method will override it.
*
* Unlike the other two snapshot methods, this one will return a `Color` object containing the color data for
* the requested pixel. It doesn't need to create an internal Canvas or Image object, so is a lot faster to execute,
* using less memory.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#snapshotPixel
* @since 3.16.0
*
* @param {number} x - The x coordinate of the pixel to get. This is based on the game viewport, not the world.
* @param {number} y - The y coordinate of the pixel to get. This is based on the game viewport, not the world.
* @param {Phaser.Types.Renderer.Snapshot.SnapshotCallback} callback - The Function to invoke after the snapshot pixel data is extracted.
*
* @return {this} This WebGL Renderer.
*/
snapshotPixel: function (x, y, callback)
{
this.snapshotArea(x, y, 1, 1, callback);
this.snapshotState.getPixel = true;
return this;
},
/**
* Takes a snapshot of the given area of the given frame buffer.
*
* Unlike the other snapshot methods, this one is processed immediately and doesn't wait for the next render.
*
* Snapshots work by using the WebGL `readPixels` feature to grab every pixel from the frame buffer into an ArrayBufferView.
* It then parses this, copying the contents to a temporary Canvas and finally creating an Image object from it,
* which is the image returned to the callback provided. All in all, this is a computationally expensive and blocking process,
* which gets more expensive the larger the canvas size gets, so please be careful how you employ this in your game.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#snapshotFramebuffer
* @since 3.19.0
*
* @param {Phaser.Renderer.WebGL.Wrappers.WebGLFramebufferWrapper} framebuffer - The framebuffer to grab from.
* @param {number} bufferWidth - The width of the framebuffer.
* @param {number} bufferHeight - The height of the framebuffer.
* @param {Phaser.Types.Renderer.Snapshot.SnapshotCallback} callback - The Function to invoke after the snapshot image is created.
* @param {boolean} [getPixel=false] - Grab a single pixel as a Color object, or an area as an Image object?
* @param {number} [x=0] - The x coordinate to grab from. This is based on the framebuffer, not the world.
* @param {number} [y=0] - The y coordinate to grab from. This is based on the framebuffer, not the world.
* @param {number} [width=bufferWidth] - The width of the area to grab.
* @param {number} [height=bufferHeight] - The height of the area to grab.
* @param {string} [type='image/png'] - The format of the image to create, usually `image/png` or `image/jpeg`.
* @param {number} [encoderOptions=0.92] - The image quality, between 0 and 1. Used for image formats with lossy compression, such as `image/jpeg`.
*
* @return {this} This WebGL Renderer.
*/
snapshotFramebuffer: function (framebuffer, bufferWidth, bufferHeight, callback, getPixel, x, y, width, height, type, encoderOptions)
{
if (getPixel === undefined) { getPixel = false; }
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (width === undefined) { width = bufferWidth; }
if (height === undefined) { height = bufferHeight; }
if (type === 'pixel')
{
getPixel = true;
type = 'image/png';
}
var currentFramebuffer = this.currentFramebuffer;
this.snapshotArea(x, y, width, height, callback, type, encoderOptions);
var state = this.snapshotState;
state.getPixel = getPixel;
state.isFramebuffer = true;
state.bufferWidth = bufferWidth;
state.bufferHeight = bufferHeight;
// Ensure they're not trying to grab an area larger than the framebuffer
state.width = Math.min(state.width, bufferWidth);
state.height = Math.min(state.height, bufferHeight);
this.setFramebuffer(framebuffer);
WebGLSnapshot(this.gl, state);
this.setFramebuffer(currentFramebuffer);
state.callback = null;
state.isFramebuffer = false;
return this;
},
/**
* Creates a new WebGL Texture based on the given Canvas Element.
*
* If the `dstTexture` parameter is given, the WebGL Texture is updated, rather than created fresh.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#canvasToTexture
* @since 3.0.0
*
* @param {HTMLCanvasElement} srcCanvas - The Canvas to create the WebGL Texture from
* @param {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} [dstTexture] - The destination WebGLTextureWrapper to set.
* @param {boolean} [noRepeat=false] - Should this canvas be allowed to set `REPEAT` (such as for Text objects?)
* @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`?
*
* @return {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} The newly created, or updated, WebGLTextureWrapper.
*/
canvasToTexture: function (srcCanvas, dstTexture, noRepeat, flipY)
{
if (noRepeat === undefined) { noRepeat = false; }
if (flipY === undefined) { flipY = false; }
var gl = this.gl;
var minFilter = gl.NEAREST;
var magFilter = gl.NEAREST;
var width = srcCanvas.width;
var height = srcCanvas.height;
var wrapping = gl.CLAMP_TO_EDGE;
var pow = IsSizePowerOfTwo(width, height);
if (!noRepeat && pow)
{
wrapping = gl.REPEAT;
}
if (this.config.antialias)
{
minFilter = (pow && this.mipmapFilter) ? this.mipmapFilter : gl.LINEAR;
magFilter = gl.LINEAR;
}
if (!dstTexture)
{
return this.createTexture2D(0, minFilter, magFilter, wrapping, wrapping, gl.RGBA, srcCanvas, width, height, true, false, flipY);
}
else
{
dstTexture.update(srcCanvas, width, height, flipY, wrapping, wrapping, minFilter, magFilter, dstTexture.format);
return dstTexture;
}
},
/**
* Creates a new WebGL Texture based on the given Canvas Element.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createCanvasTexture
* @since 3.20.0
*
* @param {HTMLCanvasElement} srcCanvas - The Canvas to create the WebGL Texture from.
* @param {boolean} [noRepeat=false] - Should this canvas be allowed to set `REPEAT` (such as for Text objects?)
* @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`?
*
* @return {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} The newly created WebGLTextureWrapper.
*/
createCanvasTexture: function (srcCanvas, noRepeat, flipY)
{
if (noRepeat === undefined) { noRepeat = false; }
if (flipY === undefined) { flipY = false; }
return this.canvasToTexture(srcCanvas, null, noRepeat, flipY);
},
/**
* Updates a WebGL Texture based on the given Canvas Element.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#updateCanvasTexture
* @since 3.20.0
*
* @param {HTMLCanvasElement} srcCanvas - The Canvas to update the WebGL Texture from.
* @param {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} dstTexture - The destination WebGLTextureWrapper to update.
* @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`?
* @param {boolean} [noRepeat=false] - Should this canvas be allowed to set `REPEAT` (such as for Text objects?)
*
* @return {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} The updated WebGLTextureWrapper. This is the same wrapper object as `dstTexture`.
*/
updateCanvasTexture: function (srcCanvas, dstTexture, flipY, noRepeat)
{
if (flipY === undefined) { flipY = false; }
if (noRepeat === undefined) { noRepeat = false; }
return this.canvasToTexture(srcCanvas, dstTexture, noRepeat, flipY);
},
/**
* Creates or updates a WebGL Texture based on the given HTML Video Element.
*
* If the `dstTexture` parameter is given, the WebGL Texture is updated, rather than created fresh.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#videoToTexture
* @since 3.85.0
*
* @param {HTMLVideoElement} srcVideo - The Video to create the WebGL Texture from
* @param {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} [dstTexture] - The destination WebGLTextureWrapper to set.
* @param {boolean} [noRepeat=false] - Should this canvas be allowed to set `REPEAT`?
* @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`?
*
* @return {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} The newly created, or updated, WebGLTextureWrapper.
*/
videoToTexture: function (srcVideo, dstTexture, noRepeat, flipY)
{
if (noRepeat === undefined) { noRepeat = false; }
if (flipY === undefined) { flipY = false; }
var gl = this.gl;
var minFilter = gl.NEAREST;
var magFilter = gl.NEAREST;
var width = srcVideo.videoWidth;
var height = srcVideo.videoHeight;
var wrapping = gl.CLAMP_TO_EDGE;
var pow = IsSizePowerOfTwo(width, height);
if (!noRepeat && pow)
{
wrapping = gl.REPEAT;
}
if (this.config.antialias)
{
minFilter = (pow && this.mipmapFilter) ? this.mipmapFilter : gl.LINEAR;
magFilter = gl.LINEAR;
}
if (!dstTexture)
{
return this.createTexture2D(0, minFilter, magFilter, wrapping, wrapping, gl.RGBA, srcVideo, width, height, true, true, flipY);
}
else
{
dstTexture.update(srcVideo, width, height, flipY, wrapping, wrapping, minFilter, magFilter, dstTexture.format);
return dstTexture;
}
},
/**
* Creates a new WebGL Texture based on the given HTML Video Element.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createVideoTexture
* @since 3.20.0
*
* @param {HTMLVideoElement} srcVideo - The Video to create the WebGL Texture from
* @param {boolean} [noRepeat=false] - Should this canvas be allowed to set `REPEAT`?
* @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`?
*
* @return {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} The newly created WebGLTextureWrapper.
*/
createVideoTexture: function (srcVideo, noRepeat, flipY)
{
if (noRepeat === undefined) { noRepeat = false; }
if (flipY === undefined) { flipY = false; }
return this.videoToTexture(srcVideo, null, noRepeat, flipY);
},
/**
* Updates a WebGL Texture based on the given HTML Video Element.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#updateVideoTexture
* @since 3.20.0
*
* @param {HTMLVideoElement} srcVideo - The Video to update the WebGL Texture with.
* @param {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} dstTexture - The destination WebGLTextureWrapper to update.
* @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`?
* @param {boolean} [noRepeat=false] - Should this canvas be allowed to set `REPEAT`?
*
* @return {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} The updated WebGLTextureWrapper. This is the same wrapper object as `dstTexture`.
*/
updateVideoTexture: function (srcVideo, dstTexture, flipY, noRepeat)
{
if (flipY === undefined) { flipY = false; }
if (noRepeat === undefined) { noRepeat = false; }
return this.videoToTexture(srcVideo, dstTexture, noRepeat, flipY);
},
/**
* Create a WebGLTexture from a Uint8Array.
*
* The Uint8Array is assumed to be RGBA values, one byte per color component.
*
* The texture will be filtered with `gl.NEAREST` and will not be mipped.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#createUint8ArrayTexture
* @since 3.80.0
* @param {Uint8Array} data - The Uint8Array to create the texture from.
* @param {number} width - The width of the texture.
* @param {number} height - The height of the texture.
* @return {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} The newly created WebGLTextureWrapper.
*/
createUint8ArrayTexture: function (data, width, height)
{
var gl = this.gl;
var minFilter = gl.NEAREST;
var magFilter = gl.NEAREST;
var wrap = gl.CLAMP_TO_EDGE;
var pow = IsSizePowerOfTwo(width, height);
if (pow)
{
wrap = gl.REPEAT;
}
return this.createTexture2D(0, minFilter, magFilter, wrap, wrap, gl.RGBA, data, width, height);
},
/**
* Sets the minification and magnification filter for a texture.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setTextureFilter
* @since 3.0.0
*
* @param {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} texture - The texture to set the filter for.
* @param {number} filter - The filter to set. 0 for linear filtering, 1 for nearest neighbor (blocky) filtering.
*
* @return {this} This WebGL Renderer instance.
*/
setTextureFilter: function (texture, filter)
{
var gl = this.gl;
var glFilter = (filter === 0) ? gl.LINEAR : gl.NEAREST;
gl.activeTexture(gl.TEXTURE0);
var currentTexture = gl.getParameter(gl.TEXTURE_BINDING_2D);
gl.bindTexture(gl.TEXTURE_2D, texture.webGLTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, glFilter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, glFilter);
// Update wrapper.
texture.minFilter = glFilter;
texture.magFilter = glFilter;
if (currentTexture)
{
gl.bindTexture(gl.TEXTURE_2D, currentTexture);
}
return this;
},
/**
* Returns the largest texture size (either width or height) that can be created.
* Note that VRAM may not allow a texture of any given size, it just expresses
* hardware / driver support for a given size.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#getMaxTextureSize
* @since 3.8.0
*
* @return {number} The maximum supported texture size.
*/
getMaxTextureSize: function ()
{
return this.config.maxTextureSize;
},
/**
* Destroy this WebGLRenderer, cleaning up all related resources such as pipelines, native textures, etc.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.canvas.removeEventListener('webglcontextlost', this.contextLostHandler, false);
this.canvas.removeEventListener('webglcontextrestored', this.contextRestoredHandler, false);
var wrapperDestroy = function (wrapper)
{
wrapper.destroy();
};
ArrayEach(this.glAttribLocationWrappers, wrapperDestroy);
ArrayEach(this.glBufferWrappers, wrapperDestroy);
ArrayEach(this.glFramebufferWrappers, wrapperDestroy);
ArrayEach(this.glProgramWrappers, wrapperDestroy);
ArrayEach(this.glTextureWrappers, wrapperDestroy);
ArrayEach(this.glUniformLocationWrappers, wrapperDestroy);
this.maskTarget.destroy();
this.maskSource.destroy();
this.pipelines.destroy();
this.removeAllListeners();
this.fboStack = [];
this.maskStack = [];
this.extensions = {};
this.textureIndexes = [];
this.gl = null;
this.game = null;
this.canvas = null;
this.contextLost = true;
this.currentMask = null;
this.currentCameraMask = null;
if (DEBUG)
{
this.spector = null;
}
}
});
module.exports = WebGLRenderer;