phaser/docs/WebGLFilterManager.js.html
2015-01-06 06:57:25 +00:00

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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 &lt; 0)filterArea.x = 0;
if(filterArea.width > this.width)filterArea.width = this.width;
if(filterArea.y &lt; 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 &lt; 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 &lt; 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>
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