|
| 1 | +var Class = require('../../utils/Class'); |
| 2 | + |
| 3 | +var BitmapMask = new Class({ |
| 4 | + |
| 5 | + initialize: |
| 6 | + |
| 7 | + function BitmapMask(scene, renderable) |
| 8 | + { |
| 9 | + var renderer = scene.sys.game.renderer; |
| 10 | + var resourceManager = renderer.resourceManager; |
| 11 | + this.bitmapMask = renderable; |
| 12 | + this.maskRenderTarget = null; |
| 13 | + this.mainRenderTarget = null; |
| 14 | + this.maskTexture = null; |
| 15 | + this.mainTexture = null; |
| 16 | + this.dirty = true; |
| 17 | + |
| 18 | + if (resourceManager !== undefined) |
| 19 | + { |
| 20 | + var width = renderer.width; |
| 21 | + var height = renderer.height; |
| 22 | + var pot = ((width & (width - 1)) == 0 && (height & (height - 1)) == 0); |
| 23 | + var gl = renderer.gl; |
| 24 | + var wrap = pot ? gl.REPEAT : gl.CLAMP_TO_EDGE; |
| 25 | + |
| 26 | + this.maskTexture = resourceManager.createTexture( |
| 27 | + 0, |
| 28 | + gl.LINEAR, gl.LINEAR, |
| 29 | + wrap, wrap, |
| 30 | + gl.RGBA, |
| 31 | + null, width, height |
| 32 | + ); |
| 33 | + |
| 34 | + this.mainTexture = resourceManager.createTexture( |
| 35 | + 0, |
| 36 | + gl.LINEAR, gl.LINEAR, |
| 37 | + wrap, wrap, |
| 38 | + gl.RGBA, |
| 39 | + null, width, height |
| 40 | + ); |
| 41 | + |
| 42 | + this.maskRenderTarget = resourceManager.createRenderTarget( |
| 43 | + width, height, |
| 44 | + this.maskTexture, |
| 45 | + null |
| 46 | + ); |
| 47 | + this.mainRenderTarget = resourceManager.createRenderTarget( |
| 48 | + width, height, |
| 49 | + this.mainTexture, |
| 50 | + null |
| 51 | + ); |
| 52 | + |
| 53 | + scene.sys.game.renderer.currentTexture[0] = null; |
| 54 | + } |
| 55 | + |
| 56 | + var _this = this; |
| 57 | + |
| 58 | + renderer.addContextRestoredCallback(function (renderer) { |
| 59 | + var resourceManager = renderer.resourceManager; |
| 60 | + var gl = renderer.gl; |
| 61 | + var wrap = pot ? gl.REPEAT : gl.CLAMP_TO_EDGE; |
| 62 | + |
| 63 | + _this.maskTexture = resourceManager.createTexture( |
| 64 | + 0, |
| 65 | + gl.LINEAR, gl.LINEAR, |
| 66 | + wrap, wrap, |
| 67 | + gl.RGBA, |
| 68 | + null, width, height |
| 69 | + ); |
| 70 | + _this.mainTexture = resourceManager.createTexture( |
| 71 | + 0, |
| 72 | + gl.LINEAR, gl.LINEAR, |
| 73 | + wrap, wrap, |
| 74 | + gl.RGBA, |
| 75 | + null, width, height |
| 76 | + ); |
| 77 | + |
| 78 | + _this.maskRenderTarget = resourceManager.createRenderTarget( |
| 79 | + width, height, |
| 80 | + _this.maskTexture, |
| 81 | + null |
| 82 | + ); |
| 83 | + _this.mainRenderTarget = resourceManager.createRenderTarget( |
| 84 | + width, height, |
| 85 | + _this.mainTexture, |
| 86 | + null |
| 87 | + ); |
| 88 | + |
| 89 | + // force rebinding of prev texture |
| 90 | + scene.sys.game.renderer.currentTexture[0] = null; |
| 91 | + }); |
| 92 | + }, |
| 93 | + |
| 94 | + setBitmap: function (renderable) |
| 95 | + { |
| 96 | + this.bitmapMask = renderable; |
| 97 | + }, |
| 98 | + |
| 99 | + preRenderWebGL: function (renderer, gameObject, camera) |
| 100 | + { |
| 101 | + var bitmapMask = this.bitmapMask; |
| 102 | + |
| 103 | + if (bitmapMask) |
| 104 | + { |
| 105 | + /* Clear render targets first */ |
| 106 | + var gl = renderer.gl; |
| 107 | + |
| 108 | + if (gl) |
| 109 | + { |
| 110 | + gl.clearColor(0.0, 0.0, 0.0, 0.0); |
| 111 | + |
| 112 | + gl.bindFramebuffer(gl.FRAMEBUFFER, this.maskRenderTarget.framebufferObject); |
| 113 | + gl.clear(gl.COLOR_BUFFER_BIT); |
| 114 | + |
| 115 | + gl.bindFramebuffer(gl.FRAMEBUFFER, this.mainRenderTarget.framebufferObject); |
| 116 | + gl.clear(gl.COLOR_BUFFER_BIT); |
| 117 | + |
| 118 | + } |
| 119 | + |
| 120 | + // Inject mask render target & reset it after rendering. |
| 121 | + bitmapMask.renderTarget = this.maskRenderTarget; |
| 122 | + bitmapMask.renderWebGL(renderer, bitmapMask, 0.0, camera); |
| 123 | + bitmapMask.renderTarget = null; |
| 124 | + |
| 125 | + // Inject main render target & reset it at post rendering. |
| 126 | + gameObject.renderTarget = this.mainRenderTarget; |
| 127 | + |
| 128 | + // Cleanup GL state |
| 129 | + gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
| 130 | + } |
| 131 | + |
| 132 | + }, |
| 133 | + |
| 134 | + postRenderWebGL: function (renderer) |
| 135 | + { |
| 136 | + var maskRenderer = renderer.maskRenderer; |
| 137 | + // reset |
| 138 | + gameObject.renderTarget = null; |
| 139 | + |
| 140 | + // Apply alpha masking using mask renderer |
| 141 | + maskRenderer.flush(null, null, this.mainTexture, this.maskTexture); |
| 142 | + } |
| 143 | + |
| 144 | +}); |
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