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| 1 | +/** |
| 2 | + * @author Richard Davey <rich@photonstorm.com> |
| 3 | + * @copyright 2019 Photon Storm Ltd. |
| 4 | + * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} |
| 5 | + */ |
| 6 | + |
| 7 | +var Class = require('../../../utils/Class'); |
| 8 | +var ModelViewProjection = require('./components/ModelViewProjection'); |
| 9 | +var ShaderSourceFS = require('../shaders/QuadShader-frag.js'); |
| 10 | +var ShaderSourceVS = require('../shaders/QuadShader-vert.js'); |
| 11 | +var TransformMatrix = require('../../../gameobjects/components/TransformMatrix'); |
| 12 | +var WebGLPipeline = require('../WebGLPipeline'); |
| 13 | + |
| 14 | +/** |
| 15 | + * @classdesc |
| 16 | + * |
| 17 | + * A single quad with its own custom shader applied to it. |
| 18 | + * The quad can have a size, position, rotation and scale. |
| 19 | + * |
| 20 | + * Once the quad is drawn the batch is flushed. There is no batching of these objects. |
| 21 | + * |
| 22 | + * @class QuadShaderPipeline |
| 23 | + * @extends Phaser.Renderer.WebGL.WebGLPipeline |
| 24 | + * @memberof Phaser.Renderer.WebGL.Pipelines |
| 25 | + * @constructor |
| 26 | + * @since 3.17.0 |
| 27 | + * |
| 28 | + * @param {object} config - The configuration options for this Pipeline, as described above. |
| 29 | + */ |
| 30 | +var QuadShaderPipeline = new Class({ |
| 31 | + |
| 32 | + Extends: WebGLPipeline, |
| 33 | + |
| 34 | + Mixins: [ |
| 35 | + ModelViewProjection |
| 36 | + ], |
| 37 | + |
| 38 | + initialize: |
| 39 | + |
| 40 | + function QuadShaderPipeline (config) |
| 41 | + { |
| 42 | + WebGLPipeline.call(this, { |
| 43 | + game: config.game, |
| 44 | + renderer: config.renderer, |
| 45 | + gl: config.renderer.gl, |
| 46 | + topology: config.renderer.gl.TRIANGLES, |
| 47 | + vertShader: ShaderSourceVS, |
| 48 | + fragShader: ShaderSourceFS, |
| 49 | + vertexCapacity: 6, |
| 50 | + vertexSize: Float32Array.BYTES_PER_ELEMENT * 2, |
| 51 | + attributes: [ |
| 52 | + { |
| 53 | + name: 'inPosition', |
| 54 | + size: 2, |
| 55 | + type: config.renderer.gl.FLOAT, |
| 56 | + normalized: false, |
| 57 | + offset: 0 |
| 58 | + } |
| 59 | + ] |
| 60 | + }); |
| 61 | + |
| 62 | + /** |
| 63 | + * Float32 view of the array buffer containing the pipeline's vertices. |
| 64 | + * |
| 65 | + * @name Phaser.Renderer.WebGL.Pipelines.QuadShaderPipeline#vertexViewF32 |
| 66 | + * @type {Float32Array} |
| 67 | + * @since 3.17.0 |
| 68 | + */ |
| 69 | + this.vertexViewF32 = new Float32Array(this.vertexData); |
| 70 | + |
| 71 | + /** |
| 72 | + * A temporary Transform Matrix, re-used internally during batching. |
| 73 | + * |
| 74 | + * @name Phaser.Renderer.WebGL.Pipelines.QuadShaderPipeline#_tempMatrix1 |
| 75 | + * @private |
| 76 | + * @type {Phaser.GameObjects.Components.TransformMatrix} |
| 77 | + * @since 3.17.0 |
| 78 | + */ |
| 79 | + this._tempMatrix1 = new TransformMatrix(); |
| 80 | + |
| 81 | + /** |
| 82 | + * A temporary Transform Matrix, re-used internally during batching. |
| 83 | + * |
| 84 | + * @name Phaser.Renderer.WebGL.Pipelines.QuadShaderPipeline#_tempMatrix2 |
| 85 | + * @private |
| 86 | + * @type {Phaser.GameObjects.Components.TransformMatrix} |
| 87 | + * @since 3.17.0 |
| 88 | + */ |
| 89 | + this._tempMatrix2 = new TransformMatrix(); |
| 90 | + |
| 91 | + /** |
| 92 | + * A temporary Transform Matrix, re-used internally during batching. |
| 93 | + * |
| 94 | + * @name Phaser.Renderer.WebGL.Pipelines.QuadShaderPipeline#_tempMatrix3 |
| 95 | + * @private |
| 96 | + * @type {Phaser.GameObjects.Components.TransformMatrix} |
| 97 | + * @since 3.17.0 |
| 98 | + */ |
| 99 | + this._tempMatrix3 = new TransformMatrix(); |
| 100 | + |
| 101 | + /** |
| 102 | + * A temporary Transform Matrix, re-used internally during batching. |
| 103 | + * |
| 104 | + * @name Phaser.Renderer.WebGL.Pipelines.QuadShaderPipeline#_tempMatrix4 |
| 105 | + * @private |
| 106 | + * @type {Phaser.GameObjects.Components.TransformMatrix} |
| 107 | + * @since 3.17.0 |
| 108 | + */ |
| 109 | + this._tempMatrix4 = new TransformMatrix(); |
| 110 | + |
| 111 | + this.defaultProgram = this.program; |
| 112 | + |
| 113 | + this.mvpInit(); |
| 114 | + }, |
| 115 | + |
| 116 | + /** |
| 117 | + * Called every time the pipeline needs to be used. |
| 118 | + * It binds all necessary resources. |
| 119 | + * |
| 120 | + * @method Phaser.Renderer.WebGL.Pipelines.QuadShaderPipeline#bind |
| 121 | + * @since 3.17.0 |
| 122 | + * |
| 123 | + * @return {this} This WebGLPipeline instance. |
| 124 | + */ |
| 125 | + // bind: function () |
| 126 | + // { |
| 127 | + // WebGLPipeline.prototype.bind.call(this); |
| 128 | + // }, |
| 129 | + |
| 130 | + /** |
| 131 | + * Resizes this pipeline and updates the projection. |
| 132 | + * |
| 133 | + * @method Phaser.Renderer.WebGL.Pipelines.QuadShaderPipeline#resize |
| 134 | + * @since 3.17.0 |
| 135 | + * |
| 136 | + * @param {number} width - The new width. |
| 137 | + * @param {number} height - The new height. |
| 138 | + * @param {number} resolution - The resolution. |
| 139 | + * |
| 140 | + * @return {this} This WebGLPipeline instance. |
| 141 | + */ |
| 142 | + resize: function (width, height, resolution) |
| 143 | + { |
| 144 | + WebGLPipeline.prototype.resize.call(this, width, height, resolution); |
| 145 | + |
| 146 | + this.projOrtho(0, this.width, this.height, 0, -1000.0, 1000.0); |
| 147 | + |
| 148 | + return this; |
| 149 | + }, |
| 150 | + |
| 151 | + /** |
| 152 | + * Uploads the vertex data and emits a draw call for the current batch of vertices. |
| 153 | + * |
| 154 | + * @method Phaser.Renderer.WebGL.Pipelines.QuadShaderPipeline#flush |
| 155 | + * @since 3.17.0 |
| 156 | + * |
| 157 | + * @return {this} This WebGLPipeline instance. |
| 158 | + */ |
| 159 | + flush: function () |
| 160 | + { |
| 161 | + if (this.flushLocked) |
| 162 | + { |
| 163 | + return this; |
| 164 | + } |
| 165 | + |
| 166 | + var gl = this.gl; |
| 167 | + var vertexCount = 6; |
| 168 | + var topology = this.topology; |
| 169 | + var vertexSize = this.vertexSize; |
| 170 | + |
| 171 | + gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.bytes.subarray(0, vertexCount * vertexSize)); |
| 172 | + |
| 173 | + // 0 = first batch index |
| 174 | + // 6 = batchVertexCount |
| 175 | + gl.drawArrays(topology, 0, vertexCount); |
| 176 | + |
| 177 | + return this; |
| 178 | + }, |
| 179 | + |
| 180 | + /** |
| 181 | + * Renders a single quad using the current shader and then flushes the batch. |
| 182 | + * |
| 183 | + * @method Phaser.Renderer.WebGL.Pipelines.QuadShaderPipeline#draw |
| 184 | + * @since 3.17.0 |
| 185 | + * |
| 186 | + * @param {number} x - Horizontal top left coordinate of the rectangle. |
| 187 | + * @param {number} y - Vertical top left coordinate of the rectangle. |
| 188 | + * @param {number} width - Width of the rectangle. |
| 189 | + * @param {number} height - Height of the rectangle. |
| 190 | + * @param {Phaser.GameObjects.Components.TransformMatrix} currentMatrix - The current transform. |
| 191 | + * @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - The parent transform. |
| 192 | + */ |
| 193 | + draw: function (x, y, width, height, currentMatrix, parentMatrix) |
| 194 | + { |
| 195 | + var calcMatrix = this._tempMatrix3; |
| 196 | + |
| 197 | + // Multiply and store result in calcMatrix, only if the parentMatrix is set, otherwise we'll use whatever values are already in the calcMatrix |
| 198 | + if (parentMatrix) |
| 199 | + { |
| 200 | + parentMatrix.multiply(currentMatrix, calcMatrix); |
| 201 | + } |
| 202 | + |
| 203 | + var xw = x + width; |
| 204 | + var yh = y + height; |
| 205 | + |
| 206 | + var x0 = calcMatrix.getX(x, y); |
| 207 | + var y0 = calcMatrix.getY(x, y); |
| 208 | + |
| 209 | + var x1 = calcMatrix.getX(x, yh); |
| 210 | + var y1 = calcMatrix.getY(x, yh); |
| 211 | + |
| 212 | + var x2 = calcMatrix.getX(xw, yh); |
| 213 | + var y2 = calcMatrix.getY(xw, yh); |
| 214 | + |
| 215 | + var x3 = calcMatrix.getX(xw, y); |
| 216 | + var y3 = calcMatrix.getY(xw, y); |
| 217 | + |
| 218 | + var vertexViewF32 = this.vertexViewF32; |
| 219 | + |
| 220 | + vertexViewF32[0] = x0; |
| 221 | + vertexViewF32[1] = y0; |
| 222 | + vertexViewF32[2] = x1; |
| 223 | + vertexViewF32[3] = y1; |
| 224 | + vertexViewF32[4] = x2; |
| 225 | + vertexViewF32[5] = y2; |
| 226 | + vertexViewF32[6] = x0; |
| 227 | + vertexViewF32[7] = y0; |
| 228 | + vertexViewF32[8] = x2; |
| 229 | + vertexViewF32[9] = y2; |
| 230 | + vertexViewF32[10] = x3; |
| 231 | + vertexViewF32[11] = y3; |
| 232 | + |
| 233 | + this.flush(); |
| 234 | + } |
| 235 | + |
| 236 | +}); |
| 237 | + |
| 238 | +module.exports = QuadShaderPipeline; |
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