mirror of
https://github.com/photonstorm/phaser
synced 2024-12-25 04:23:30 +00:00
622 lines
16 KiB
JavaScript
622 lines
16 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @author Felipe Alfonso <@bitnenfer>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var Class = require('../../utils/Class');
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var Utils = require('./Utils');
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/**
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* @classdesc
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* [description]
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*
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* @class WebGLPipeline
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* @memberOf Phaser.Renderer.WebGL
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* @constructor
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* @since 3.0.0
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*
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* @param {object} config - [description]
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*/
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var WebGLPipeline = new Class({
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initialize:
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function WebGLPipeline (config)
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{
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/**
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* [description]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#name
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* @type {string}
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* @since 3.0.0
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*/
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this.name = 'WebGLPipeline';
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/**
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* [description]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#game
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* @type {Phaser.Game}
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* @since 3.0.0
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*/
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this.game = config.game;
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/**
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* [description]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#view
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* @type {HTMLCanvasElement}
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* @since 3.0.0
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*/
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this.view = config.game.canvas;
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/**
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* [description]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#resolution
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* @type {number}
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* @since 3.0.0
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*/
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this.resolution = config.game.config.resolution;
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/**
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* [description]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#width
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* @type {number}
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* @since 3.0.0
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*/
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this.width = config.game.config.width * this.resolution;
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/**
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* [description]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#height
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* @type {number}
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* @since 3.0.0
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*/
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this.height = config.game.config.height * this.resolution;
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/**
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* [description]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#gl
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* @type {WebGLRenderingContext}
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* @since 3.0.0
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*/
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this.gl = config.gl;
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/**
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* [description]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexCount
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.vertexCount = 0;
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/**
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* [description]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexCapacity
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* @type {integer}
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* @since 3.0.0
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*/
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this.vertexCapacity = config.vertexCapacity;
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/**
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* [description]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#renderer
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* @type {Phaser.Renderer.WebGL.WebGLRenderer}
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* @since 3.0.0
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*/
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this.renderer = config.renderer;
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/**
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* [description]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexData
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* @type {ArrayBuffer}
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* @since 3.0.0
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*/
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this.vertexData = (config.vertices ? config.vertices : new ArrayBuffer(config.vertexCapacity * config.vertexSize));
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/**
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* [description]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexBuffer
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* @type {WebGLBuffer}
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* @since 3.0.0
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*/
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this.vertexBuffer = this.renderer.createVertexBuffer((config.vertices ? config.vertices : this.vertexData.byteLength), this.gl.STREAM_DRAW);
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/**
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* [description]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#program
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* @type {WebGLProgram}
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* @since 3.0.0
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*/
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this.program = this.renderer.createProgram(config.vertShader, config.fragShader);
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/**
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* [description]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#attributes
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* @type {object}
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* @since 3.0.0
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*/
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this.attributes = config.attributes;
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/**
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* [description]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexSize
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* @type {integer}
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* @since 3.0.0
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*/
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this.vertexSize = config.vertexSize;
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/**
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* [description]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#topology
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* @type {integer}
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* @since 3.0.0
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*/
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this.topology = config.topology;
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/**
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* [description]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#bytes
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* @type {Uint8Array}
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* @since 3.0.0
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*/
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this.bytes = new Uint8Array(this.vertexData);
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/**
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* This will store the amount of components of 32 bit length
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexComponentCount
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* @type {integer}
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* @since 3.0.0
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*/
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this.vertexComponentCount = Utils.getComponentCount(config.attributes, this.gl);
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/**
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* Indicates if the current pipeline is flushing the contents to the GPU.
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* When the variable is set the flush function will be locked.
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#flushLocked
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* @type {boolean}
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* @since 3.1.0
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*/
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this.flushLocked = false;
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},
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/**
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* [description]
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#addAttribute
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* @since 3.2.0
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*
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* @param {string} name - [description]
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* @param {integer} size - [description]
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* @param {integer} type - [description]
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* @param {boolean} normalized - [description]
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* @param {integer} offset - [description]
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*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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addAttribute: function (name, size, type, normalized, offset)
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{
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this.attributes.push({
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name: name,
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size: size,
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type: this.renderer.glFormats[type],
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normalized: normalized,
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offset: offset
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});
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#shouldFlush
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* @since 3.0.0
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*
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* @return {boolean} [description]
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*/
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shouldFlush: function ()
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{
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return (this.vertexCount >= this.vertexCapacity);
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},
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/**
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* [description]
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#resize
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* @since 3.0.0
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*
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* @param {number} width - [description]
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* @param {number} height - [description]
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* @param {number} resolution - [description]
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*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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resize: function (width, height, resolution)
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{
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this.width = width * resolution;
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this.height = height * resolution;
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#bind
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* @since 3.0.0
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*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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bind: function ()
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{
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var gl = this.gl;
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var vertexBuffer = this.vertexBuffer;
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var attributes = this.attributes;
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var program = this.program;
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var renderer = this.renderer;
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var vertexSize = this.vertexSize;
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renderer.setProgram(program);
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renderer.setVertexBuffer(vertexBuffer);
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for (var index = 0; index < attributes.length; ++index)
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{
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var element = attributes[index];
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var location = gl.getAttribLocation(program, element.name);
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if (location >= 0)
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{
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gl.enableVertexAttribArray(location);
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gl.vertexAttribPointer(location, element.size, element.type, element.normalized, vertexSize, element.offset);
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}
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else
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{
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gl.disableVertexAttribArray(location);
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}
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}
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onBind
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* @since 3.0.0
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*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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onBind: function ()
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{
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// This is for updating uniform data it's called on each bind attempt.
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onPreRender
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* @since 3.0.0
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*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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onPreRender: function ()
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{
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// called once every frame
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onRender
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* @since 3.0.0
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*
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* @param {Phaser.Scene} scene - [description]
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* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
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*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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onRender: function ()
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{
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// called for each camera
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onPostRender
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* @since 3.0.0
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*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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onPostRender: function ()
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{
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// called once every frame
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#flush
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* @since 3.0.0
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*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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flush: function ()
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{
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if (this.flushLocked) { return this; }
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this.flushLocked = true;
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var gl = this.gl;
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var vertexCount = this.vertexCount;
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var topology = this.topology;
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var vertexSize = this.vertexSize;
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if (vertexCount === 0)
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{
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this.flushLocked = false;
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return;
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}
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.bytes.subarray(0, vertexCount * vertexSize));
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gl.drawArrays(topology, 0, vertexCount);
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this.vertexCount = 0;
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this.flushLocked = false;
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#destroy
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* @since 3.0.0
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*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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destroy: function ()
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{
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var gl = this.gl;
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gl.deleteProgram(this.program);
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gl.deleteBuffer(this.vertexBuffer);
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delete this.program;
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delete this.vertexBuffer;
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delete this.gl;
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#setFloat1
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* @since 3.2.0
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*
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* @param {string} name - [description]
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* @param {float} x - [description]
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*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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setFloat1: function (name, x)
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{
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this.renderer.setFloat1(this.program, name, x);
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#setFloat2
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* @since 3.2.0
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*
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* @param {string} name - [description]
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* @param {float} x - [description]
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* @param {float} y - [description]
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*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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setFloat2: function (name, x, y)
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{
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this.renderer.setFloat2(this.program, name, x, y);
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#setFloat3
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* @since 3.2.0
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*
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* @param {string} name - [description]
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* @param {float} x - [description]
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* @param {float} y - [description]
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* @param {float} z - [description]
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*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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setFloat3: function (name, x, y, z)
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{
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this.renderer.setFloat3(this.program, name, x, y, z);
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#setFloat4
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* @since 3.2.0
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*
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* @param {string} name - [description]
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* @param {float} x - [description]
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* @param {float} y - [description]
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* @param {float} z - [description]
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* @param {float} w - [description]
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*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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setFloat4: function (name, x, y, z, w)
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{
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this.renderer.setFloat4(this.program, name, x, y, z, w);
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#setInt1
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* @since 3.2.0
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*
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* @param {string} name - [description]
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* @param {integer} x - [description]
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*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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setInt1: function (name, x)
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{
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this.renderer.setInt1(this.program, name, x);
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#setInt2
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* @since 3.2.0
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*
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* @param {string} name - [description]
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* @param {integer} x - [description]
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* @param {integer} y - [description]
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*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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setInt2: function (name, x, y)
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{
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this.renderer.setInt2(this.program, name, x, y);
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#setInt3
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* @since 3.2.0
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*
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* @param {string} name - [description]
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* @param {integer} x - [description]
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* @param {integer} y - [description]
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* @param {integer} z - [description]
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*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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setInt3: function (name, x, y, z)
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{
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this.renderer.setInt3(this.program, name, x, y, z);
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#setInt4
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* @since 3.2.0
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*
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* @param {string} name - [description]
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* @param {integer} x - [description]
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* @param {integer} y - [description]
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* @param {integer} z - [description]
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* @param {integer} w - [description]
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*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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setInt4: function (name, x, y, z, w)
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{
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this.renderer.setInt4(this.program, name, x, y, z, w);
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#setMatrix2
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* @since 3.2.0
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*
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* @param {string} name - [description]
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* @param {boolean} transpose - [description]
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* @param {Float32Array} matrix - [description]
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*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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setMatrix2: function (name, transpose, matrix)
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{
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this.renderer.setMatrix2(this.program, name, transpose, matrix);
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#setMatrix3
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* @since 3.2.0
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*
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* @param {string} name - [description]
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* @param {boolean} transpose - [description]
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* @param {Float32Array} matrix - [description]
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*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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setMatrix3: function (name, transpose, matrix)
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{
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this.renderer.setMatrix3(this.program, name, transpose, matrix);
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#setMatrix4
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* @since 3.2.0
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*
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* @param {string} name - [description]
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* @param {boolean} transpose - [description]
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* @param {Float32Array} matrix - [description]
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|
*
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/
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setMatrix4: function (name, transpose, matrix)
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{
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this.renderer.setMatrix4(this.program, name, transpose, matrix);
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return this;
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}
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|
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});
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module.exports = WebGLPipeline;
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