mirror of
https://github.com/photonstorm/phaser
synced 2024-12-25 04:23:30 +00:00
284 lines
7.1 KiB
JavaScript
284 lines
7.1 KiB
JavaScript
var Class = require('../../utils/Class');
|
|
var GameObject = require('../GameObject');
|
|
var Components = require('../components');
|
|
var Render = require('./EffectLayerRender');
|
|
var TexturedAndNormalizedTintedShader = require('../../renderer/webgl/shaders/TexturedAndNormalizedTintedShader');
|
|
|
|
// EffectLayer renders all elements on the layer to an offscreen render target
|
|
// and then when rendering the color buffer of that render target to the main screen
|
|
// it applies the effect layer shader.
|
|
|
|
var EffectLayer = new Class({
|
|
|
|
Extends: GameObject,
|
|
|
|
Mixins: [
|
|
Components.Alpha,
|
|
Components.BlendMode,
|
|
Components.Flip,
|
|
Components.GetBounds,
|
|
Components.Origin,
|
|
Components.RenderTarget,
|
|
Components.ScaleMode,
|
|
Components.Size,
|
|
Components.Transform,
|
|
Components.Visible,
|
|
Components.ScrollFactor,
|
|
Render
|
|
],
|
|
|
|
initialize:
|
|
|
|
function EffectLayer (scene, x, y, width, height, effectName, fragmentShader)
|
|
{
|
|
GameObject.call(this, scene, 'EffectLayer');
|
|
|
|
var pot = ((width & (width - 1)) == 0 && (height & (height - 1)) == 0);
|
|
var resourceManager = scene.sys.game.renderer.resourceManager;
|
|
var wrap;
|
|
var gl;
|
|
|
|
this.dstRenderTarget = null;
|
|
this.renderTexture = null;
|
|
this.dstShader = null;
|
|
this.uniforms = {};
|
|
|
|
if (resourceManager !== undefined)
|
|
{
|
|
gl = scene.sys.game.renderer.gl;
|
|
wrap = pot ? gl.REPEAT : gl.CLAMP_TO_EDGE;
|
|
this.dstShader = resourceManager.createShader(effectName, {
|
|
vert: TexturedAndNormalizedTintedShader.vert,
|
|
frag: fragmentShader
|
|
});
|
|
|
|
this.renderTexture = resourceManager.createTexture(
|
|
0,
|
|
gl.LINEAR, gl.LINEAR,
|
|
wrap, wrap,
|
|
gl.RGBA,
|
|
null, width, height
|
|
);
|
|
|
|
this.dstRenderTarget = resourceManager.createRenderTarget(width, height, this.renderTexture, null);
|
|
scene.sys.game.renderer.currentTexture[0] = null; // force rebinding of prev texture
|
|
}
|
|
|
|
this.flipY = true;
|
|
this.setPosition(x, y);
|
|
this.setSize(width, height);
|
|
this.setOrigin(0, 0);
|
|
|
|
var _this = this;
|
|
scene.sys.game.renderer.addContextRestoredCallback(function (renderer) {
|
|
var resourceManager = renderer.resourceManager;
|
|
var gl = renderer.gl;
|
|
var wrap = pot ? gl.REPEAT : gl.CLAMP_TO_EDGE;
|
|
_this.dstShader = resourceManager.createShader(effectName, {
|
|
vert: TexturedAndNormalizedTintedShader.vert,
|
|
frag: fragmentShader
|
|
});
|
|
|
|
_this.renderTexture = resourceManager.createTexture(
|
|
0,
|
|
gl.LINEAR, gl.LINEAR,
|
|
wrap, wrap,
|
|
gl.RGBA,
|
|
null, _this.width, _this.height
|
|
);
|
|
|
|
_this.dstRenderTarget = resourceManager.createRenderTarget(_this.width, _this.height, _this.renderTexture, null);
|
|
_this.uniforms = {};
|
|
scene.sys.game.renderer.currentTexture[0] = null; // force rebinding of prev texture
|
|
|
|
});
|
|
},
|
|
|
|
setClearAlpha: function (alpha)
|
|
{
|
|
if (this.dstRenderTarget)
|
|
{
|
|
this.dstRenderTarget.clearAlpha = alpha;
|
|
}
|
|
},
|
|
|
|
renderOffScreen: function ()
|
|
{
|
|
this.renderTarget = this.dstRenderTarget;
|
|
},
|
|
|
|
renderOnScreen: function ()
|
|
{
|
|
this.renderTarget = null;
|
|
},
|
|
|
|
add: function (gameObject)
|
|
{
|
|
if (gameObject.renderTarget !== undefined)
|
|
{
|
|
gameObject.renderTarget = this.dstRenderTarget;
|
|
}
|
|
},
|
|
|
|
remove: function (gameObject)
|
|
{
|
|
if (gameObject.renderTarget !== undefined)
|
|
{
|
|
gameObject.renderTarget = null;
|
|
}
|
|
},
|
|
|
|
getUniformLocation: function (uniformName)
|
|
{
|
|
var dstShader = this.dstShader;
|
|
var uniforms = this.uniforms;
|
|
var location;
|
|
|
|
if (uniformName in uniforms)
|
|
{
|
|
location = uniforms[uniformName];
|
|
}
|
|
else
|
|
{
|
|
location = dstShader.getUniformLocation(uniformName);
|
|
uniforms[uniformName] = location;
|
|
}
|
|
|
|
return location;
|
|
},
|
|
|
|
setFloat: function (uniformName, x)
|
|
{
|
|
var dstShader = this.dstShader;
|
|
|
|
if (dstShader === null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
dstShader.setConstantFloat1(this.getUniformLocation(uniformName), x);
|
|
},
|
|
|
|
setFloat2: function (uniformName, x, y)
|
|
{
|
|
var dstShader = this.dstShader;
|
|
|
|
if (dstShader === null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
dstShader.setConstantFloat2(this.getUniformLocation(uniformName), x, y);
|
|
},
|
|
|
|
setFloat3: function (uniformName, x, y, z)
|
|
{
|
|
var dstShader = this.dstShader;
|
|
|
|
if (dstShader === null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
dstShader.setConstantFloat3(this.getUniformLocation(uniformName), x, y, z);
|
|
},
|
|
|
|
setFloat4: function (uniformName, x, y, z, w)
|
|
{
|
|
var dstShader = this.dstShader;
|
|
|
|
if (dstShader === null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
dstShader.setConstantFloat4(this.getUniformLocation(uniformName), x, y, z, w);
|
|
},
|
|
|
|
setInt: function (uniformName, x)
|
|
{
|
|
var dstShader = this.dstShader;
|
|
|
|
if (dstShader === null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
dstShader.setConstantInt1(this.getUniformLocation(uniformName), x);
|
|
},
|
|
|
|
setInt2: function (uniformName, x, y)
|
|
{
|
|
var dstShader = this.dstShader;
|
|
|
|
if (dstShader === null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
dstShader.setConstantInt2(this.getUniformLocation(uniformName), x, y);
|
|
},
|
|
|
|
setInt3: function (uniformName, x, y, z)
|
|
{
|
|
var dstShader = this.dstShader;
|
|
|
|
if (dstShader === null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
dstShader.setConstantInt3(this.getUniformLocation(uniformName), x, y, z);
|
|
},
|
|
|
|
setInt4: function (uniformName, x, y, z, w)
|
|
{
|
|
var dstShader = this.dstShader;
|
|
|
|
if (dstShader === null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
dstShader.setConstantInt4(this.getUniformLocation(uniformName), x, y, z, w);
|
|
},
|
|
|
|
setMatrix2x2: function (uniformName, matrix)
|
|
{
|
|
var dstShader = this.dstShader;
|
|
|
|
if (dstShader === null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
dstShader.setConstantMatrix2x2(this.getUniformLocation(uniformName), matrix);
|
|
},
|
|
|
|
setMatrix3x3: function (uniformName, matrix)
|
|
{
|
|
var dstShader = this.dstShader;
|
|
|
|
if (dstShader === null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
dstShader.setConstantMatrix3x3(this.getUniformLocation(uniformName), matrix);
|
|
},
|
|
|
|
setMatrix4x4: function (uniformName, matrix)
|
|
{
|
|
var dstShader = this.dstShader;
|
|
|
|
if (dstShader === null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
dstShader.setConstantMatrix4x4(this.getUniformLocation(uniformName), matrix);
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = EffectLayer;
|