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Copy pathBitmapMask.js
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143 lines (118 loc) · 3.79 KB
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var Class = require('../../utils/Class');
var BitmapMask = new Class({
initialize:
function BitmapMask(scene, renderable)
{
var renderer = scene.sys.game.renderer;
var resourceManager = renderer.resourceManager;
this.bitmapMask = renderable;
this.maskRenderTarget = null;
this.mainRenderTarget = null;
this.maskTexture = null;
this.mainTexture = null;
this.dirty = true;
if (resourceManager !== undefined)
{
var width = renderer.width;
var height = renderer.height;
var pot = ((width & (width - 1)) == 0 && (height & (height - 1)) == 0);
var gl = renderer.gl;
var wrap = pot ? gl.REPEAT : gl.CLAMP_TO_EDGE;
this.maskTexture = resourceManager.createTexture(
0,
gl.LINEAR, gl.LINEAR,
wrap, wrap,
gl.RGBA,
null, width, height
);
this.mainTexture = resourceManager.createTexture(
0,
gl.LINEAR, gl.LINEAR,
wrap, wrap,
gl.RGBA,
null, width, height
);
this.maskRenderTarget = resourceManager.createRenderTarget(
width, height,
this.maskTexture,
null
);
this.mainRenderTarget = resourceManager.createRenderTarget(
width, height,
this.mainTexture,
null
);
scene.sys.game.renderer.currentTexture[0] = null;
}
var _this = this;
renderer.addContextRestoredCallback(function (renderer) {
var resourceManager = renderer.resourceManager;
var gl = renderer.gl;
var wrap = pot ? gl.REPEAT : gl.CLAMP_TO_EDGE;
_this.maskTexture = resourceManager.createTexture(
0,
gl.LINEAR, gl.LINEAR,
wrap, wrap,
gl.RGBA,
null, width, height
);
_this.mainTexture = resourceManager.createTexture(
0,
gl.LINEAR, gl.LINEAR,
wrap, wrap,
gl.RGBA,
null, width, height
);
_this.maskRenderTarget = resourceManager.createRenderTarget(
width, height,
_this.maskTexture,
null
);
_this.mainRenderTarget = resourceManager.createRenderTarget(
width, height,
_this.mainTexture,
null
);
// force rebinding of prev texture
scene.sys.game.renderer.currentTexture[0] = null;
});
},
setBitmap: function (renderable)
{
this.bitmapMask = renderable;
},
preRenderWebGL: function (renderer, gameObject, camera)
{
var bitmapMask = this.bitmapMask;
var maskRenderTarget = this.maskRenderTarget;
var mainRenderTarget = this.mainRenderTarget;
if (bitmapMask)
{
/* Clear render targets first */
var gl = renderer.gl;
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.bindFramebuffer(gl.FRAMEBUFFER, maskRenderTarget.framebufferObject);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.bindFramebuffer(gl.FRAMEBUFFER, mainRenderTarget.framebufferObject);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
// Inject mask render target & reset it after rendering.
bitmapMask.renderTarget = maskRenderTarget;
bitmapMask.renderWebGL(renderer, bitmapMask, 0.0, camera);
renderer.currentRenderer.flush(null, maskRenderTarget);
bitmapMask.renderTarget = null;
// Inject main render target & reset it at post rendering.
gameObject.renderTarget = this.mainRenderTarget;
}
},
postRenderWebGL: function (renderer, gameObject)
{
var maskRenderer = renderer.maskRenderer;
// flush and reset
renderer.currentRenderer.flush(null, this.mainRenderTarget);
gameObject.renderTarget = null;
// Apply alpha masking using mask renderer
maskRenderer.draw(null, null, this.mainTexture, this.maskTexture);
}
});
module.exports = BitmapMask;