mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 17:16:03 +00:00
699 lines
20 KiB
JavaScript
699 lines
20 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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/**
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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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// WebGL specific from here
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this.enableMultiTextureToggle = 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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*/
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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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* @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 spriteBatch
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* @type WebGLSpriteBatch
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*/
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this.spriteBatch = new Phaser.Renderer.WebGL.SpriteBatch(this);
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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.textureArray = [];
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this.blendModes = [];
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this.drawCount = 0;
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this.flipY = 1;
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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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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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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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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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this.shaderManager.init();
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this.spriteBatch.init();
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// this.filterManager.setContext(gl);
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// this.stencilManager.setContext(gl);
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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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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.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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if (!this.enableMultiTextureToggle)
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{
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console.warn('setTexturePriority error: Multi Texture support hasn\'t been enabled in the Phaser Game Config.');
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return;
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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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getMaxTextureUnits: function ()
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{
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return this.gl.getParameter(this.gl.MAX_TEXTURE_IMAGE_UNITS);
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},
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/**
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* Renders the stage to its webGL view
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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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render: 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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var gl = this.gl;
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gl.viewport(0, 0, this.width, this.height);
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// make sure we are bound to the main frame buffer
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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if (this.game.clearBeforeRender)
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{
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gl.clearColor(stage._bgColor.r, stage._bgColor.g, stage._bgColor.b, stage._bgColor.a);
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gl.clear(gl.COLOR_BUFFER_BIT);
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}
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this.offset.x = this.game.camera._shake.x;
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this.offset.y = this.game.camera._shake.y;
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this.setBlendMode(this.blendModes.NORMAL);
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// Reset draw count
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this.drawCount = 0;
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// RenderTextures set this to -1
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this.flipY = 1;
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this.spriteBatch.begin();
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// this.filterManager.begin();
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stage.render(this, stage);
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this.spriteBatch.end();
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// Add Post-render hook
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},
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updateTexture: function (texture)
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{
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if (!texture.hasLoaded)
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{
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return false;
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}
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if (texture.source.compressionAlgorithm)
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{
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return this.updateCompressedTexture(texture);
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}
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var gl = this.gl;
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if (!texture._glTextures)
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{
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texture._glTextures = gl.createTexture();
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}
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gl.activeTexture(gl.TEXTURE0 + texture.textureIndex);
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gl.bindTexture(gl.TEXTURE_2D, texture._glTextures);
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gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultipliedAlpha);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
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if (texture.mipmap && Phaser.Math.isPowerOfTwo(texture.width, texture.height))
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{
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);
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gl.generateMipmap(gl.TEXTURE_2D);
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}
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else
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{
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
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}
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if (!texture._powerOf2)
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{
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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}
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else
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{
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
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}
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texture._dirty = false;
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return true;
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},
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updateCompressedTexture: function (texture)
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{
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if (!texture.hasLoaded)
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{
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return false;
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}
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var gl = this.gl;
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var textureMetaData = texture.source;
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if (!texture._glTextures)
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{
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texture._glTextures = gl.createTexture();
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}
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gl.activeTexture(gl.TEXTURE0 + texture.textureIndex);
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gl.bindTexture(gl.TEXTURE_2D, texture._glTextures);
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gl.compressedTexImage2D(
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gl.TEXTURE_2D,
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0,
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textureMetaData.glExtensionFormat,
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textureMetaData.width,
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textureMetaData.height,
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0,
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textureMetaData.textureData
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);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
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if (texture.mipmap && Phaser.Math.isPowerOfTwo(texture.width, texture.height))
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{
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);
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gl.generateMipmap(gl.TEXTURE_2D);
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}
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else
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{
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === Phaser.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
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}
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if (!texture._powerOf2)
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{
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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}
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else
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{
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
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}
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texture._dirty = false;
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return true;
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},
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// Blend Mode Manager
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setBlendMode: function (blendMode)
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{
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if (this.currentBlendMode === blendMode)
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{
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return false;
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}
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this.currentBlendMode = blendMode;
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var blendModeWebGL = this.blendModes[this.currentBlendMode];
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if (blendModeWebGL)
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{
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this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
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}
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return true;
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},
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// WebGL Mask Manager
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pushMask: function (maskData)
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{
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var gl = this.gl;
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if (maskData.dirty)
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{
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// PIXI.WebGLGraphics.updateGraphics(maskData, gl);
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}
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if (maskData._webGL === undefined || maskData._webGL.data === undefined || maskData._webGL.data.length === 0)
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{
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return;
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}
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this.stencilManager.pushStencil(maskData, maskData._webGL.data[0]);
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},
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popMask: function (maskData)
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{
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if (maskData._webGL === undefined || maskData._webGL.data === undefined || maskData._webGL.data.length === 0)
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{
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return;
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}
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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');
|
|
}
|
|
|
|
return shaderProgram;
|
|
},
|
|
|
|
createEmptyTexture: function (width, height, scaleMode)
|
|
{
|
|
var gl = this.gl;
|
|
var texture = gl.createTexture();
|
|
var glScaleMode = (scaleMode === Phaser.scaleModes.LINEAR) ? gl.LINEAR : gl.NEAREST;
|
|
|
|
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);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, glScaleMode);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, glScaleMode);
|
|
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
|
|
|
return texture;
|
|
},
|
|
|
|
createFramebuffer: function (width, height, scaleMode, textureUnit)
|
|
{
|
|
var gl = this.gl;
|
|
var framebuffer = gl.createFramebuffer();
|
|
var depthStencilBuffer = gl.createRenderbuffer();
|
|
var colorBuffer = null;
|
|
var fbStatus = 0;
|
|
|
|
gl.activeTexture(gl.TEXTURE0 + textureUnit);
|
|
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
|
|
gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
|
|
|
|
// `this.renderBuffer` = undefined? FilterTexture has a renderBuffer, but `this` doesn't.
|
|
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, this.renderBuffer);
|
|
|
|
colorBuffer = this.createEmptyTexture(width, height, scaleMode);
|
|
|
|
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorBuffer, 0);
|
|
|
|
fbStatus = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
|
|
|
|
if (fbStatus !== gl.FRAMEBUFFER_COMPLETE)
|
|
{
|
|
console.error('Incomplete GL framebuffer. ', this._fbErrors[fbStatus]);
|
|
}
|
|
|
|
framebuffer.width = width;
|
|
framebuffer.height = height;
|
|
framebuffer.targetTexture = colorBuffer;
|
|
framebuffer.renderBuffer = depthStencilBuffer;
|
|
|
|
return framebuffer;
|
|
},
|
|
|
|
destroy: function ()
|
|
{
|
|
PIXI.glContexts[this.glContextId] = null;
|
|
|
|
this.projection = null;
|
|
this.offset = null;
|
|
|
|
this.shaderManager.destroy();
|
|
this.spriteBatch.destroy();
|
|
this.maskManager.destroy();
|
|
this.filterManager.destroy();
|
|
|
|
this.shaderManager = null;
|
|
this.spriteBatch = null;
|
|
this.maskManager = null;
|
|
this.filterManager = null;
|
|
|
|
this.gl = null;
|
|
this.renderSession = null;
|
|
|
|
Phaser.CanvasPool.remove(this);
|
|
|
|
PIXI.instances[this.glContextId] = null;
|
|
|
|
PIXI.WebGLRenderer.glContextId--;
|
|
}
|
|
|
|
};
|