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Copy pathEffectLayer.js
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75 lines (64 loc) · 2.12 KB
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var Class = require('../../utils/Class');
var GameObject = require('../GameObject');
var Components = require('../../components');
var Render = require('./EffectLayerRender');
var TexturedAndNormalizedTintedShader = require('../../renderer/webgl/shaders/TexturedAndNormalizedTintedShader');
var EffectLayer = new Class({
Extends: GameObject,
Mixins: [
Components.Flip,
Components.Alpha,
Components.Transform,
Components.Visible,
Components.Size,
Components.Origin,
Components.RenderTarget,
Components.BlendMode,
Render
],
initialize:
function EffectLayer(state, x, y, width, height, effectName, fragmentShader)
{
var resourceManager = state.game.renderer.resourceManager;
var gl;
this.dstRenderTarget = null
this.dstRenderTexture = null;
this.dstShader = null;
if (resourceManager !== undefined)
{
gl = state.game.renderer.gl;
this.dstShader = resourceManager.createShader(effectName, {
vert: TexturedAndNormalizedTintedShader.vert,
frag: fragmentShader
});
this.dstRenderTexture = resourceManager.createTexture(
0,
gl.LINEAR, gl.LINEAR,
gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE,
gl.RGBA,
null, width, height
);
this.dstRenderTarget = resourceManager.createRenderTarget(width, height, this.dstRenderTexture, null);
//state.game.renderer.currentTexture = null; // force rebinding of prev texture
}
this.flipY = true;
this.setPosition(x, y);
this.setSize(width, height);
this.setOrigin(0, 0);
},
add: function (gameObject)
{
if (gameObject.renderTarget !== undefined)
{
gameObject.renderTarget = this.dstRenderTarget;
}
},
remove: function (gameObject)
{
if (gameObject.renderTarget !== undefined)
{
gameObject.renderTarget = null;
}
}
});
module.exports = EffectLayer;