mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 19:43:28 +00:00
878 lines
24 KiB
JavaScript
878 lines
24 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @author Mat Groves (@Doormat23)
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* @copyright 2016 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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/**
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* A Canvas based renderer.
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*
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* @class Phaser.Renderer.Canvas
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* @constructor
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* @param {Phaser.Game} game - Game reference to the currently running game.
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*/
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Phaser.Renderer.WebGL = function (game)
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{
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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this.type = Phaser.WEBGL;
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/**
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* This sets if the CanvasRenderer will clear the canvas or not before the new render pass.
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* If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.
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* If the Stage is transparent Pixi will use clearRect to clear the canvas every frame.
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* Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set.
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*
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* @property clearBeforeRender
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* @type Boolean
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* @default
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*/
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this.clearBeforeRender = game.clearBeforeRender;
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/**
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* Whether the render view is transparent
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*
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* @property transparent
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* @type Boolean
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*/
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this.transparent = game.transparent;
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/**
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* Whether the render view should be resized automatically
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*
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* @property autoResize
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* @type Boolean
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*/
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this.autoResize = false;
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/**
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* The width of the canvas view
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*
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* @property width
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* @type Number
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* @default 800
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*/
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this.width = game.width * game.resolution;
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/**
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* The height of the canvas view
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*
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* @property height
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* @type Number
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* @default 600
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*/
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this.height = game.height * game.resolution;
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this.resolution = game.resolution;
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this.clipUnitX = 2 / this.width;
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this.clipUnitY = 2 / this.height;
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/**
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* The canvas element that everything is drawn to.
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*
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* @property view
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* @type HTMLCanvasElement
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*/
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this.view = game.canvas;
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/**
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* The number of points beyond which the renderer swaps to using the Stencil Buffer to render the Graphics.
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*
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* @type {number}
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*/
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this.stencilBufferLimit = 6;
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this.multiTexture = false;
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this.extensions = {};
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/**
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* The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
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*
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* @property preserveDrawingBuffer
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* @type Boolean
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*/
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this.preserveDrawingBuffer = game.preserveDrawingBuffer;
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/**
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* @property _contextOptions
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* @type Object
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* @private
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this.contextOptions = {
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alpha: this.transparent,
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antialias: game.antialias,
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premultipliedAlpha: this.transparent && this.transparent !== 'notMultiplied',
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stencil: true,
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preserveDrawingBuffer: this.preserveDrawingBuffer
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};
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*/
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this.contextOptions = {
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alpha: true,
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antialias: true,
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premultipliedAlpha: true,
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stencil: true,
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preserveDrawingBuffer: false
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};
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/**
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* @property projection
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* @type Point
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*/
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this.projection = new Phaser.Point();
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/**
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* @property offset
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* @type Point
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*/
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this.offset = new Phaser.Point();
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/**
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* Deals with managing the shader programs and their attribs
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* @property shaderManager
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* @type WebGLShaderManager
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*/
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this.shaderManager = new Phaser.Renderer.WebGL.ShaderManager(this);
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/**
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* Manages the rendering of sprites
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* @property batch
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* @type WebGLSpriteBatch
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*/
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this.batch = new Phaser.Renderer.WebGL.BatchManager(this, 4000);
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/**
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* Manages the filters
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* @property filterManager
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* @type WebGLFilterManager
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*/
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this.filterManager = new Phaser.Renderer.WebGL.FilterManager(this);
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/**
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* Manages the stencil buffer
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* @property stencilManager
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* @type WebGLStencilManager
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*/
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this.stencilManager = new Phaser.Renderer.WebGL.StencilManager(this);
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this.gl = null;
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this.emptyTexture = null;
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this.textureArray = [];
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this.currentBlendMode = -1;
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this.currentTextureSource = null;
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this.currentShader = null;
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this.blendModes = [];
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this.flipY = 1;
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this.startTime = 0;
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this.endTime = 0;
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this.drawCount = 0;
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this.contextLost = false;
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this._fbErrors = {
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36054: 'Incomplete attachment',
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36055: 'Missing attachment',
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36057: 'Incomplete dimensions',
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36061: 'Framebuffer unsupported'
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};
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this.init();
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};
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Phaser.Renderer.WebGL.GameObjects = {};
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Phaser.Renderer.WebGL.Shaders = {};
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Phaser.Renderer.WebGL.prototype.constructor = Phaser.Renderer.WebGL;
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Phaser.Renderer.WebGL.prototype = {
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init: function ()
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{
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this.gl = this.view.getContext('webgl', this.contextOptions) || this.view.getContext('experimental-webgl', this.contextOptions);
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if (!this.gl)
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{
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this.contextLost = true;
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throw new Error('This browser does not support WebGL. Try using the Canvas renderer.');
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}
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// Mixin the renderer functions
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for (var renderer in Phaser.Renderer.WebGL.GameObjects)
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{
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var types = Phaser.Renderer.WebGL.GameObjects[renderer].TYPES;
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if (!types)
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{
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continue;
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}
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for (var i = 0; i < types.length; i++)
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{
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types[i].render = Phaser.Renderer.WebGL.GameObjects[renderer].render;
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}
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}
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var gl = this.gl;
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this.maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
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if (this.maxTextures === 1)
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{
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this.multiTexture = false;
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}
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else
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{
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this.createMultiEmptyTextures();
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}
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this.emptyTexture = this.createEmptyTexture(1, 1, 0, 0);
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gl.disable(gl.DEPTH_TEST);
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gl.disable(gl.CULL_FACE);
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gl.enable(gl.BLEND);
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// Transparent
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gl.clearColor(0, 0, 0, 0);
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// Black
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// gl.clearColor(0, 0, 0, 1);
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this.shaderManager.init();
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this.batch.init();
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// this.filterManager.init();
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// this.stencilManager.init();
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this.resize(this.width, this.height);
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// Load WebGL extension
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this.extensions.compression = {};
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var etc1 = gl.getExtension('WEBGL_compressed_texture_etc1') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
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var pvrtc = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
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var s3tc = gl.getExtension('WEBGL_compressed_texture_s3tc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
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if (etc1)
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{
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this.extensions.compression.ETC1 = etc1;
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}
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if (pvrtc)
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{
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this.extensions.compression.PVRTC = pvrtc;
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}
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if (s3tc)
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{
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this.extensions.compression.S3TC = s3tc;
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}
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// Map Blend Modes
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var add = [ gl.SRC_ALPHA, gl.DST_ALPHA ];
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var normal = [ gl.ONE, gl.ONE_MINUS_SRC_ALPHA ];
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var multiply = [ gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA ];
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var screen = [ gl.SRC_ALPHA, gl.ONE ];
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this.blendModes = [
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normal, add, multiply, screen, normal,
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normal, normal, normal, normal,
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normal, normal, normal, normal,
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normal, normal, normal, normal
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];
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},
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// Bind empty multi-textures to avoid WebGL spam
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createMultiEmptyTextures: function ()
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{
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if (this.maxTextures === 1)
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{
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return;
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}
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for (var i = 0; i < this.maxTextures; i++)
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{
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this.textureArray[i] = this.createEmptyTexture(1, 1, 0, i);
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}
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},
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enableMultiTextureSupport: function (textureArray)
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{
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if (this.maxTextures === 1)
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{
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return;
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}
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this.multiTexture = true;
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this.batch.spriteBatch = this.batch.multiTextureBatch;
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if (Array.isArray(textureArray))
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{
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// index 0 is reserved?
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var index = 0;
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for (var i = 0; i < textureArray.length; i++)
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{
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var texture = this.game.textures.get(textureArray[i]);
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index = texture.setTextureIndex(index);
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}
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}
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},
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disableMultiTextureSupport: function ()
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{
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this.multiTexture = false;
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this.batch.spriteBatch = this.batch.singleTextureBatch;
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},
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resize: function (width, height)
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{
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this.width = width * this.game.resolution;
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this.height = height * this.game.resolution;
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this.view.width = this.width;
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this.view.height = this.height;
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if (this.autoResize)
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{
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this.view.style.width = (this.width / this.game.resolution) + 'px';
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this.view.style.height = (this.height / this.game.resolution) + 'px';
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}
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this.gl.viewport(0, 0, this.width, this.height);
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this.clipUnitX = 2 / this.width;
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this.clipUnitY = 2 / this.height;
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this.projection.x = (this.width / 2) / this.game.resolution;
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this.projection.y = -(this.height / 2) / this.game.resolution;
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},
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/**
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* If Multi Texture support has been enabled, then calling this method will enable batching on the given
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* textures. The texture collection is an array of keys, that map to Phaser.Cache image entries.
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*
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* The number of textures that can be batched is dependent on hardware. If you provide more textures
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* than can be batched by the GPU, then only those at the start of the array will be used. Generally
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* you shouldn't provide more than 16 textures to this method. You can check the hardware limit via the
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* `maxTextures` property.
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*
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* You can also check the property `currentBatchedTextures` at any time, to see which textures are currently
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* being batched.
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*
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* To stop all textures from being batched, call this method again with an empty array.
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*
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* To change the textures being batched, call this method with a new array of image keys. The old ones
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* will all be purged out and no-longer batched, and the new ones enabled.
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*
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* Note: Throws a warning if you haven't enabled Multiple Texture batching support in the Phaser Game config.
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*
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* @method setTexturePriority
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* @param textureNameCollection {Array} An Array of Texture Cache keys to use for multi-texture batching.
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* @return {Array} An array containing the texture keys that were enabled for batching.
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*/
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setTexturePriority: function (textureNameCollection)
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{
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var maxTextures = this.maxTextures;
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var imageCache = this.game.cache._cache.image;
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var imageName = null;
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// Clear out all previously batched textures and reset their flags.
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// If the array has been modified, then the developer will have to
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// deal with that in their own way.
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for (var i = 0; i < this.currentBatchedTextures.length; i++)
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{
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imageName = textureNameCollection[index];
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if (!(imageName in imageCache))
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{
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continue;
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}
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imageCache[imageName].base.textureIndex = 0;
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}
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this.currentBatchedTextures.length = 0;
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// We start from 1 because framebuffer texture uses unit 0.
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for (var index = 0; index < textureNameCollection.length; ++index)
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{
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imageName = textureNameCollection[index];
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if (!(imageName in imageCache))
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{
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continue;
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}
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if (index + 1 < maxTextures)
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{
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imageCache[imageName].base.textureIndex = index + 1;
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}
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else
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{
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imageCache[imageName].base.textureIndex = maxTextures - 1;
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}
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this.currentBatchedTextures.push(imageName);
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}
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return this.currentBatchedTextures;
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},
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/**
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* Renders the State.
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*
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* @method render
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* @param {Phaser.State} state - The State to be rendered.
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* @param {number} interpolationPercentage - The cumulative amount of time that hasn't been simulated yet, divided
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* by the amount of time that will be simulated the next time update()
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* runs. Useful for interpolating frames.
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*/
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render: function (state, interpolationPercentage)
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{
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// No point rendering if our context has been blown up!
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if (this.contextLost)
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{
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return;
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}
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// console.log('%c render start ', 'color: #ffffff; background: #00ff00;');
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// Add Pre-render hook
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this.startTime = Date.now();
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var gl = this.gl;
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var fbo = state.sys.fbo;
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fbo.activate();
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// clear is needed for the FBO, otherwise corruption ...
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gl.clear(gl.COLOR_BUFFER_BIT);
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this.setBlendMode(Phaser.blendModes.NORMAL);
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this.drawCount = 0;
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this.batch.start();
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// Could move to the State Systems or MainLoop
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this.game.state.renderChildren(this, state, interpolationPercentage);
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this.batch.stop();
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// Call state.render here, so we can do some extra shizzle on the top
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// Maybe pass in the FBO texture too?
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fbo.render(null);
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// Unbind the fbo texture and replace it with an empty texture.
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// If we forget this we corrupt the main context texture!
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// or get `RENDER WARNING: there is no texture bound to the unit 0` spam in the console
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gl.bindTexture(gl.TEXTURE_2D, this.emptyTexture);
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this.endTime = Date.now();
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// console.log('%c render end ', 'color: #ffffff; background: #ff0000;');
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// Reset back to defaults
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// gl.bindRenderbuffer(gl.RENDERBUFFER, null);
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// gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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// Add Post-render hook
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},
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/**
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* With the current set-up, a multi-texture batch can render the entire scene in 1 draw and just 4 calls
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* (once the shader is loaded and bound)
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*
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* @method render
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* @param stage {Stage} the Stage element to be rendered
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*/
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Tinyrender: function (stage)
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{
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// No point rendering if our context has been blown up!
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if (this.contextLost)
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{
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return;
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}
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// Add Pre-render hook
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this.startTime = Date.now();
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this.setBlendMode(Phaser.blendModes.NORMAL);
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this.drawCount = 0;
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this.batch.start(false);
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stage.render(this, stage);
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this.batch.stop();
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this.endTime = Date.now();
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// Add Post-render hook
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},
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clipX: function (x)
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{
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return (this.clipUnitX * x) - 1;
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},
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clipY: function (y)
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{
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return 1 - (this.clipUnitY * y);
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},
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getVerticesFromRect: function (x, y, width, height)
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{
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// -1.0, -1.0, // 0 = bottom-left
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// 1.0, -1.0, // 1 = bottom-right
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// -1.0, 1.0, // 2 = top-left
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// 1.0, 1.0 // 3 = top-right
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return [
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// bottom-left
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this.clipX(x), this.clipY(y + height),
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// bottom-right
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this.clipX(x + width), this.clipY(y + height),
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// top-left
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this.clipX(x), this.clipY(y),
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// top-right
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this.clipX(x + width), this.clipY(y)
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];
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},
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/**
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* Removes the base texture from the GPU, useful for managing resources on the GPU.
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* A texture is still 100% usable and will simply be re-uploaded if there is a sprite on screen that is using it.
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*
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* @method unloadTexture
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*/
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unloadTexture: function (texture)
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{
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var gl = this.gl;
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var glTexture = texture._glTexture;
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if (gl && glTexture)
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{
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gl.deleteTexture(glTexture);
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}
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texture._glTexture = null;
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texture._dirty = false;
|
|
},
|
|
|
|
// Takes a TextureSource object
|
|
updateTexture: function (source)
|
|
{
|
|
if (source.compressionAlgorithm)
|
|
{
|
|
return this.updateCompressedTexture(source);
|
|
}
|
|
|
|
var gl = this.gl;
|
|
|
|
if (!source.glTexture)
|
|
{
|
|
source.glTexture = gl.createTexture();
|
|
}
|
|
|
|
// console.log('updateTexture', source.glTextureIndex);
|
|
// console.log(source.image.currentSrc);
|
|
|
|
gl.activeTexture(gl.TEXTURE0 + source.glTextureIndex);
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, source.glTexture);
|
|
|
|
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, source.premultipliedAlpha);
|
|
|
|
// Throws a warning in Firefox: WebGL: texImage2D: Chosen format/type incured an expensive reformat: 0x1908/0x1401
|
|
// @see https://github.com/mrdoob/three.js/issues/9109
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source.image);
|
|
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, source.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
|
|
|
if (source.mipmap && source.isPowerOf2)
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, source.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);
|
|
gl.generateMipmap(gl.TEXTURE_2D);
|
|
}
|
|
else
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, source.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
|
}
|
|
|
|
if (source.isPowerOf2)
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
|
|
}
|
|
else
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
}
|
|
|
|
source.glDirty = false;
|
|
|
|
return true;
|
|
},
|
|
|
|
updateCompressedTexture: function (texture)
|
|
{
|
|
if (!texture.hasLoaded)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var gl = this.gl;
|
|
var textureMetaData = texture.source;
|
|
|
|
if (!texture._glTextures)
|
|
{
|
|
texture._glTextures = gl.createTexture();
|
|
}
|
|
|
|
gl.activeTexture(gl.TEXTURE0 + texture.textureIndex);
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, texture._glTextures);
|
|
|
|
gl.compressedTexImage2D(
|
|
gl.TEXTURE_2D,
|
|
0,
|
|
textureMetaData.glExtensionFormat,
|
|
textureMetaData.width,
|
|
textureMetaData.height,
|
|
0,
|
|
textureMetaData.textureData
|
|
);
|
|
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
|
|
|
if (texture.mipmap && Phaser.Math.isPowerOfTwo(texture.width, texture.height))
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);
|
|
gl.generateMipmap(gl.TEXTURE_2D);
|
|
}
|
|
else
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
|
}
|
|
|
|
if (!texture._powerOf2)
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
}
|
|
else
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
|
|
}
|
|
|
|
texture._dirty = false;
|
|
|
|
return true;
|
|
},
|
|
|
|
// Blend Mode Manager
|
|
|
|
setBlendMode: function (newBlendMode)
|
|
{
|
|
if (this.currentBlendMode === newBlendMode)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var blendModeWebGL = this.blendModes[newBlendMode];
|
|
|
|
if (blendModeWebGL)
|
|
{
|
|
this.currentBlendMode = newBlendMode;
|
|
|
|
this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
|
|
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
},
|
|
|
|
// WebGL Mask Manager
|
|
|
|
pushMask: function (maskData)
|
|
{
|
|
var gl = this.gl;
|
|
|
|
if (maskData.dirty)
|
|
{
|
|
// PIXI.WebGLGraphics.updateGraphics(maskData, gl);
|
|
}
|
|
|
|
if (maskData._webGL === undefined || maskData._webGL.data === undefined || maskData._webGL.data.length === 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.stencilManager.pushStencil(maskData, maskData._webGL.data[0]);
|
|
},
|
|
|
|
popMask: function (maskData)
|
|
{
|
|
if (maskData._webGL === undefined || maskData._webGL.data === undefined || maskData._webGL.data.length === 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.stencilManager.popStencil(maskData, maskData._webGL.data[0]);
|
|
},
|
|
|
|
// Shader Utils
|
|
|
|
// PIXI.CompileVertexShader
|
|
compileVertexShader: function (src)
|
|
{
|
|
return this.compileShader(src, this.gl.VERTEX_SHADER);
|
|
},
|
|
|
|
// PIXI.CompileFragmentShader
|
|
compileFragmentShader: function (src)
|
|
{
|
|
return this.compileShader(src, this.gl.FRAGMENT_SHADER);
|
|
},
|
|
|
|
// PIXI._CompileShader
|
|
compileShader: function (src, type)
|
|
{
|
|
if (Array.isArray(src))
|
|
{
|
|
src = src.join('\n');
|
|
}
|
|
|
|
var shader = this.gl.createShader(type);
|
|
this.gl.shaderSource(shader, src);
|
|
this.gl.compileShader(shader);
|
|
|
|
if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS))
|
|
{
|
|
console.log(this.gl.getShaderInfoLog(shader));
|
|
return null;
|
|
}
|
|
|
|
return shader;
|
|
},
|
|
|
|
// PIXI.compileProgram
|
|
compileProgram: function (vertexSrc, fragmentSrc)
|
|
{
|
|
var gl = this.gl;
|
|
|
|
var fragmentShader = this.compileFragmentShader(fragmentSrc);
|
|
var vertexShader = this.compileVertexShader(vertexSrc);
|
|
|
|
var shaderProgram = gl.createProgram();
|
|
|
|
gl.attachShader(shaderProgram, vertexShader);
|
|
gl.attachShader(shaderProgram, fragmentShader);
|
|
gl.linkProgram(shaderProgram);
|
|
|
|
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS))
|
|
{
|
|
console.log(gl.getProgramInfoLog(shaderProgram));
|
|
console.log('Could not initialize shaders: Vertex & Fragment');
|
|
console.log(vertexSrc.join('\n'));
|
|
console.log(fragmentSrc.join('\n'));
|
|
}
|
|
|
|
return shaderProgram;
|
|
},
|
|
|
|
deleteProgram: function (program)
|
|
{
|
|
var gl = this.gl;
|
|
|
|
gl.deleteProgram(program);
|
|
|
|
return this;
|
|
},
|
|
|
|
createEmptyTexture: function (width, height, scaleMode, textureIndex)
|
|
{
|
|
var gl = this.gl;
|
|
|
|
var texture = gl.createTexture();
|
|
var glScaleMode = (scaleMode === Phaser.scaleModes.LINEAR) ? gl.LINEAR : gl.NEAREST;
|
|
|
|
gl.activeTexture(gl.TEXTURE0 + textureIndex);
|
|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
|
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
|
|
// We'll read from this texture, but it won't have mipmaps, so turn them off:
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, glScaleMode);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, glScaleMode);
|
|
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
|
|
|
return texture;
|
|
},
|
|
|
|
createFBO: function (parent, x, y, width, height)
|
|
{
|
|
// Store in a local list so we can update size if the canvas size changes?
|
|
return new Phaser.Renderer.WebGL.QuadFBO(this, parent, x, y, width, height);
|
|
},
|
|
|
|
destroy: function ()
|
|
{
|
|
this.projection = null;
|
|
this.offset = null;
|
|
|
|
this.shaderManager.destroy();
|
|
this.batch.destroy();
|
|
this.maskManager.destroy();
|
|
this.filterManager.destroy();
|
|
|
|
this.shaderManager = null;
|
|
this.batch = null;
|
|
this.maskManager = null;
|
|
this.filterManager = null;
|
|
|
|
this.gl = null;
|
|
this.renderSession = null;
|
|
|
|
Phaser.CanvasPool.remove(this);
|
|
}
|
|
|
|
};
|