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1458 lines
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1458 lines
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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<a href="PIXI.BitmapText.html">BitmapText</a>
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<a href="PIXI.BlurFilter.html">BlurFilter</a>
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<li class="class-depth-1">
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<a href="PIXI.BlurXFilter.html">BlurXFilter</a>
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|
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<a href="PIXI.BlurYFilter.html">BlurYFilter</a>
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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<a href="PIXI.DisplacementFilter.html">DisplacementFilter</a>
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
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<a href="PIXI.FilterBlock.html">FilterBlock</a>
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</li>
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<li class="class-depth-1">
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|
<a href="PIXI.FilterTexture.html">FilterTexture</a>
|
|
</li>
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|
<li class="class-depth-1">
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<a href="PIXI.Graphics.html">Graphics</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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<a href="PIXI.GrayFilter.html">GrayFilter</a>
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<a href="PIXI.PixiShader.html">PixiShader</a>
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<a href="PIXI.Point.html">Point</a>
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<a href="PIXI.Polygon.html">Polygon</a>
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<a href="PIXI.PolyK.html">PolyK</a>
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</li>
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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</li>
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<a href="PIXI.Rectangle.html">Rectangle</a>
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<a href="PIXI.RGBSplitFilter.html">RGBSplitFilter</a>
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</li>
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|
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<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Spine.html">Spine</a>
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</li>
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<a href="PIXI.SpineLoader.html">SpineLoader</a>
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<a href="PIXI.SpineTextureLoader.html">SpineTextureLoader</a>
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</li>
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<a href="PIXI.Sprite.html">Sprite</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.SpriteSheetLoader.html">SpriteSheetLoader</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Stage.html">Stage</a>
|
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</li>
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<li class="class-depth-1">
|
|
<a href="PIXI.Strip.html">Strip</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.StripShader.html">StripShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Text.html">Text</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Texture.html">Texture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TwistFilter.html">TwistFilter</a>
|
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</li>
|
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<li class="class-depth-1">
|
|
<a href="PIXI.VideoTexture.html">VideoTexture</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
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<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
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</ul>
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</li>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
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<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
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<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
|
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</ul>
|
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</li>
|
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|
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
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<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
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<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
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<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
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<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
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<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
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<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
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<li class="dropdown">
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
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<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
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|
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<li class="class-depth-1"><a href="http://examples.phaser.io">Phaser Examples</a></li>
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<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
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<li class="class-depth-1"><a href="http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/">IRC</a></li>
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<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">GitTip</a></li>
|
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</ul>
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</ul>
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</div>
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</div>
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<div class="row-fluid">
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<div class="span12">
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<div id="main">
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|
|
|
|
|
|
<h1 class="page-title">Source: d:/wamp/www/phaser/src/pixi/renderers/webgl/utils/WebGLFilterManager.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* @class WebGLFilterManager
|
|
* @constructor
|
|
*/
|
|
PIXI.WebGLFilterManager = function()
|
|
{
|
|
/**
|
|
* @property filterStack
|
|
* @type Array
|
|
*/
|
|
this.filterStack = [];
|
|
|
|
/**
|
|
* @property offsetX
|
|
* @type Number
|
|
*/
|
|
this.offsetX = 0;
|
|
|
|
/**
|
|
* @property offsetY
|
|
* @type Number
|
|
*/
|
|
this.offsetY = 0;
|
|
};
|
|
|
|
PIXI.WebGLFilterManager.prototype.constructor = PIXI.WebGLFilterManager;
|
|
|
|
/**
|
|
* Initialises the context and the properties.
|
|
*
|
|
* @method setContext
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
*/
|
|
PIXI.WebGLFilterManager.prototype.setContext = function(gl)
|
|
{
|
|
this.gl = gl;
|
|
this.texturePool = [];
|
|
|
|
this.initShaderBuffers();
|
|
};
|
|
|
|
/**
|
|
* @method begin
|
|
* @param renderSession {RenderSession}
|
|
* @param buffer {ArrayBuffer}
|
|
*/
|
|
PIXI.WebGLFilterManager.prototype.begin = function(renderSession, buffer)
|
|
{
|
|
this.renderSession = renderSession;
|
|
this.defaultShader = renderSession.shaderManager.defaultShader;
|
|
|
|
var projection = this.renderSession.projection;
|
|
this.width = projection.x * 2;
|
|
this.height = -projection.y * 2;
|
|
this.buffer = buffer;
|
|
};
|
|
|
|
/**
|
|
* Applies the filter and adds it to the current filter stack.
|
|
*
|
|
* @method pushFilter
|
|
* @param filterBlock {Object} the filter that will be pushed to the current filter stack
|
|
*/
|
|
PIXI.WebGLFilterManager.prototype.pushFilter = function(filterBlock)
|
|
{
|
|
var gl = this.gl;
|
|
|
|
var projection = this.renderSession.projection;
|
|
var offset = this.renderSession.offset;
|
|
|
|
filterBlock._filterArea = filterBlock.target.filterArea || filterBlock.target.getBounds();
|
|
|
|
// filter program
|
|
// OPTIMISATION - the first filter is free if its a simple color change?
|
|
this.filterStack.push(filterBlock);
|
|
|
|
var filter = filterBlock.filterPasses[0];
|
|
|
|
this.offsetX += filterBlock._filterArea.x;
|
|
this.offsetY += filterBlock._filterArea.y;
|
|
|
|
var texture = this.texturePool.pop();
|
|
if(!texture)
|
|
{
|
|
texture = new PIXI.FilterTexture(this.gl, this.width, this.height);
|
|
}
|
|
else
|
|
{
|
|
texture.resize(this.width, this.height);
|
|
}
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, texture.texture);
|
|
|
|
var filterArea = filterBlock._filterArea;// filterBlock.target.getBounds();///filterBlock.target.filterArea;
|
|
|
|
var padding = filter.padding;
|
|
filterArea.x -= padding;
|
|
filterArea.y -= padding;
|
|
filterArea.width += padding * 2;
|
|
filterArea.height += padding * 2;
|
|
|
|
// cap filter to screen size..
|
|
if(filterArea.x < 0)filterArea.x = 0;
|
|
if(filterArea.width > this.width)filterArea.width = this.width;
|
|
if(filterArea.y < 0)filterArea.y = 0;
|
|
if(filterArea.height > this.height)filterArea.height = this.height;
|
|
|
|
//gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, filterArea.width, filterArea.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, texture.frameBuffer);
|
|
|
|
// set view port
|
|
gl.viewport(0, 0, filterArea.width, filterArea.height);
|
|
|
|
projection.x = filterArea.width/2;
|
|
projection.y = -filterArea.height/2;
|
|
|
|
offset.x = -filterArea.x;
|
|
offset.y = -filterArea.y;
|
|
|
|
// update projection
|
|
// now restore the regular shader..
|
|
// this.renderSession.shaderManager.setShader(this.defaultShader);
|
|
//gl.uniform2f(this.defaultShader.projectionVector, filterArea.width/2, -filterArea.height/2);
|
|
//gl.uniform2f(this.defaultShader.offsetVector, -filterArea.x, -filterArea.y);
|
|
|
|
gl.colorMask(true, true, true, true);
|
|
gl.clearColor(0,0,0, 0);
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
|
|
filterBlock._glFilterTexture = texture;
|
|
|
|
};
|
|
|
|
/**
|
|
* Removes the last filter from the filter stack and doesn't return it.
|
|
*
|
|
* @method popFilter
|
|
*/
|
|
PIXI.WebGLFilterManager.prototype.popFilter = function()
|
|
{
|
|
var gl = this.gl;
|
|
var filterBlock = this.filterStack.pop();
|
|
var filterArea = filterBlock._filterArea;
|
|
var texture = filterBlock._glFilterTexture;
|
|
var projection = this.renderSession.projection;
|
|
var offset = this.renderSession.offset;
|
|
|
|
if(filterBlock.filterPasses.length > 1)
|
|
{
|
|
gl.viewport(0, 0, filterArea.width, filterArea.height);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
|
|
this.vertexArray[0] = 0;
|
|
this.vertexArray[1] = filterArea.height;
|
|
|
|
this.vertexArray[2] = filterArea.width;
|
|
this.vertexArray[3] = filterArea.height;
|
|
|
|
this.vertexArray[4] = 0;
|
|
this.vertexArray[5] = 0;
|
|
|
|
this.vertexArray[6] = filterArea.width;
|
|
this.vertexArray[7] = 0;
|
|
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertexArray);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
|
|
// now set the uvs..
|
|
this.uvArray[2] = filterArea.width/this.width;
|
|
this.uvArray[5] = filterArea.height/this.height;
|
|
this.uvArray[6] = filterArea.width/this.width;
|
|
this.uvArray[7] = filterArea.height/this.height;
|
|
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvArray);
|
|
|
|
var inputTexture = texture;
|
|
var outputTexture = this.texturePool.pop();
|
|
if(!outputTexture)outputTexture = new PIXI.FilterTexture(this.gl, this.width, this.height);
|
|
outputTexture.resize(this.width, this.height);
|
|
|
|
// need to clear this FBO as it may have some left over elements from a previous filter.
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, outputTexture.frameBuffer );
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
|
|
gl.disable(gl.BLEND);
|
|
|
|
for (var i = 0; i < filterBlock.filterPasses.length-1; i++)
|
|
{
|
|
var filterPass = filterBlock.filterPasses[i];
|
|
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, outputTexture.frameBuffer );
|
|
|
|
// set texture
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
gl.bindTexture(gl.TEXTURE_2D, inputTexture.texture);
|
|
|
|
// draw texture..
|
|
//filterPass.applyFilterPass(filterArea.width, filterArea.height);
|
|
this.applyFilterPass(filterPass, filterArea, filterArea.width, filterArea.height);
|
|
|
|
// swap the textures..
|
|
var temp = inputTexture;
|
|
inputTexture = outputTexture;
|
|
outputTexture = temp;
|
|
}
|
|
|
|
gl.enable(gl.BLEND);
|
|
|
|
texture = inputTexture;
|
|
this.texturePool.push(outputTexture);
|
|
}
|
|
|
|
var filter = filterBlock.filterPasses[filterBlock.filterPasses.length-1];
|
|
|
|
this.offsetX -= filterArea.x;
|
|
this.offsetY -= filterArea.y;
|
|
|
|
var sizeX = this.width;
|
|
var sizeY = this.height;
|
|
|
|
var offsetX = 0;
|
|
var offsetY = 0;
|
|
|
|
var buffer = this.buffer;
|
|
|
|
// time to render the filters texture to the previous scene
|
|
if(this.filterStack.length === 0)
|
|
{
|
|
gl.colorMask(true, true, true, true);//this.transparent);
|
|
}
|
|
else
|
|
{
|
|
var currentFilter = this.filterStack[this.filterStack.length-1];
|
|
filterArea = currentFilter._filterArea;
|
|
|
|
sizeX = filterArea.width;
|
|
sizeY = filterArea.height;
|
|
|
|
offsetX = filterArea.x;
|
|
offsetY = filterArea.y;
|
|
|
|
buffer = currentFilter._glFilterTexture.frameBuffer;
|
|
}
|
|
|
|
// TODO need to remove these global elements..
|
|
projection.x = sizeX/2;
|
|
projection.y = -sizeY/2;
|
|
|
|
offset.x = offsetX;
|
|
offset.y = offsetY;
|
|
|
|
filterArea = filterBlock._filterArea;
|
|
|
|
var x = filterArea.x-offsetX;
|
|
var y = filterArea.y-offsetY;
|
|
|
|
// update the buffers..
|
|
// make sure to flip the y!
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
|
|
this.vertexArray[0] = x;
|
|
this.vertexArray[1] = y + filterArea.height;
|
|
|
|
this.vertexArray[2] = x + filterArea.width;
|
|
this.vertexArray[3] = y + filterArea.height;
|
|
|
|
this.vertexArray[4] = x;
|
|
this.vertexArray[5] = y;
|
|
|
|
this.vertexArray[6] = x + filterArea.width;
|
|
this.vertexArray[7] = y;
|
|
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertexArray);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
|
|
|
|
this.uvArray[2] = filterArea.width/this.width;
|
|
this.uvArray[5] = filterArea.height/this.height;
|
|
this.uvArray[6] = filterArea.width/this.width;
|
|
this.uvArray[7] = filterArea.height/this.height;
|
|
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvArray);
|
|
|
|
gl.viewport(0, 0, sizeX, sizeY);
|
|
|
|
// bind the buffer
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, buffer );
|
|
|
|
// set the blend mode!
|
|
//gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
|
|
|
|
// set texture
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
gl.bindTexture(gl.TEXTURE_2D, texture.texture);
|
|
|
|
// apply!
|
|
this.applyFilterPass(filter, filterArea, sizeX, sizeY);
|
|
|
|
// now restore the regular shader.. should happen automatically now..
|
|
// this.renderSession.shaderManager.setShader(this.defaultShader);
|
|
// gl.uniform2f(this.defaultShader.projectionVector, sizeX/2, -sizeY/2);
|
|
// gl.uniform2f(this.defaultShader.offsetVector, -offsetX, -offsetY);
|
|
|
|
// return the texture to the pool
|
|
this.texturePool.push(texture);
|
|
filterBlock._glFilterTexture = null;
|
|
};
|
|
|
|
|
|
/**
|
|
* Applies the filter to the specified area.
|
|
*
|
|
* @method applyFilterPass
|
|
* @param filter {AbstractFilter} the filter that needs to be applied
|
|
* @param filterArea {Texture} TODO - might need an update
|
|
* @param width {Number} the horizontal range of the filter
|
|
* @param height {Number} the vertical range of the filter
|
|
*/
|
|
PIXI.WebGLFilterManager.prototype.applyFilterPass = function(filter, filterArea, width, height)
|
|
{
|
|
// use program
|
|
var gl = this.gl;
|
|
var shader = filter.shaders[gl.id];
|
|
|
|
if(!shader)
|
|
{
|
|
shader = new PIXI.PixiShader(gl);
|
|
|
|
shader.fragmentSrc = filter.fragmentSrc;
|
|
shader.uniforms = filter.uniforms;
|
|
shader.init();
|
|
|
|
filter.shaders[gl.id] = shader;
|
|
}
|
|
|
|
// set the shader
|
|
this.renderSession.shaderManager.setShader(shader);
|
|
|
|
// gl.useProgram(shader.program);
|
|
|
|
gl.uniform2f(shader.projectionVector, width/2, -height/2);
|
|
gl.uniform2f(shader.offsetVector, 0,0);
|
|
|
|
if(filter.uniforms.dimensions)
|
|
{
|
|
filter.uniforms.dimensions.value[0] = this.width;//width;
|
|
filter.uniforms.dimensions.value[1] = this.height;//height;
|
|
filter.uniforms.dimensions.value[2] = this.vertexArray[0];
|
|
filter.uniforms.dimensions.value[3] = this.vertexArray[5];//filterArea.height;
|
|
}
|
|
|
|
shader.syncUniforms();
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
|
|
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);
|
|
gl.vertexAttribPointer(shader.colorAttribute, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
|
|
|
// draw the filter...
|
|
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
|
|
|
|
this.renderSession.drawCount++;
|
|
};
|
|
|
|
/**
|
|
* Initialises the shader buffers.
|
|
*
|
|
* @method initShaderBuffers
|
|
*/
|
|
PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
|
|
{
|
|
var gl = this.gl;
|
|
|
|
// create some buffers
|
|
this.vertexBuffer = gl.createBuffer();
|
|
this.uvBuffer = gl.createBuffer();
|
|
this.colorBuffer = gl.createBuffer();
|
|
this.indexBuffer = gl.createBuffer();
|
|
|
|
// bind and upload the vertexs..
|
|
// keep a reference to the vertexFloatData..
|
|
this.vertexArray = new PIXI.Float32Array([0.0, 0.0,
|
|
1.0, 0.0,
|
|
0.0, 1.0,
|
|
1.0, 1.0]);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.vertexArray, gl.STATIC_DRAW);
|
|
|
|
// bind and upload the uv buffer
|
|
this.uvArray = new PIXI.Float32Array([0.0, 0.0,
|
|
1.0, 0.0,
|
|
0.0, 1.0,
|
|
1.0, 1.0]);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.uvArray, gl.STATIC_DRAW);
|
|
|
|
this.colorArray = new PIXI.Float32Array([1.0, 0xFFFFFF,
|
|
1.0, 0xFFFFFF,
|
|
1.0, 0xFFFFFF,
|
|
1.0, 0xFFFFFF]);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.colorArray, gl.STATIC_DRAW);
|
|
|
|
// bind and upload the index
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 1, 3, 2]), gl.STATIC_DRAW);
|
|
|
|
};
|
|
|
|
/**
|
|
* Destroys the filter and removes it from the filter stack.
|
|
*
|
|
* @method destroy
|
|
*/
|
|
PIXI.WebGLFilterManager.prototype.destroy = function()
|
|
{
|
|
var gl = this.gl;
|
|
|
|
this.filterStack = null;
|
|
|
|
this.offsetX = 0;
|
|
this.offsetY = 0;
|
|
|
|
// destroy textures
|
|
for (var i = 0; i < this.texturePool.length; i++) {
|
|
this.texturePool[i].destroy();
|
|
}
|
|
|
|
this.texturePool = null;
|
|
|
|
//destroy buffers..
|
|
gl.deleteBuffer(this.vertexBuffer);
|
|
gl.deleteBuffer(this.uvBuffer);
|
|
gl.deleteBuffer(this.colorBuffer);
|
|
gl.deleteBuffer(this.indexBuffer);
|
|
};
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
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|
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|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Tue Jan 06 2015 06:31:48 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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