phaser-ce
Version:
Phaser CE (Community Edition) is a fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
294 lines (240 loc) • 8.05 kB
JavaScript
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @class PIXI.WebGLStencilManager
* @constructor
* @private
*/
PIXI.WebGLStencilManager = function ()
{
this.stencilStack = [];
this.reverse = true;
this.count = 0;
};
/**
* Sets the drawing context to the one given in parameter.
*
* @method PIXI.WebGLStencilManager#setContext
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.WebGLStencilManager.prototype.setContext = function (gl)
{
this.gl = gl;
};
/**
* Applies the Mask and adds it to the current filter stack.
*
* @method PIXI.WebGLStencilManager#pushMask
* @param graphics {Graphics}
* @param webGLData {Array}
* @param renderSession {Object}
*/
PIXI.WebGLStencilManager.prototype.pushStencil = function (graphics, webGLData, renderSession)
{
var gl = this.gl;
this.bindGraphics(graphics, webGLData, renderSession);
if(this.stencilStack.length === 0)
{
gl.enable(gl.STENCIL_TEST);
gl.clear(gl.STENCIL_BUFFER_BIT);
this.reverse = true;
this.count = 0;
}
this.stencilStack.push(webGLData);
var level = this.count;
gl.colorMask(false, false, false, false);
gl.stencilFunc(gl.ALWAYS,0,0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INVERT);
// draw the triangle strip!
if(webGLData.mode === 1)
{
gl.drawElements(gl.TRIANGLE_FAN, webGLData.indices.length - 4, gl.UNSIGNED_SHORT, 0);
if(this.reverse)
{
gl.stencilFunc(gl.EQUAL, 0xFF - level, 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);
}
else
{
gl.stencilFunc(gl.EQUAL,level, 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
}
// draw a quad to increment..
gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, (webGLData.indices.length - 4) * 2);
if(this.reverse)
{
gl.stencilFunc(gl.EQUAL,0xFF - (level + 1), 0xFF);
}
else
{
gl.stencilFunc(gl.EQUAL,level + 1, 0xFF);
}
this.reverse = !this.reverse;
}
else
{
if(!this.reverse)
{
gl.stencilFunc(gl.EQUAL, 0xFF - level, 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);
}
else
{
gl.stencilFunc(gl.EQUAL,level, 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
}
gl.drawElements(gl.TRIANGLE_STRIP, webGLData.indices.length, gl.UNSIGNED_SHORT, 0);
if(!this.reverse)
{
gl.stencilFunc(gl.EQUAL,0xFF - (level + 1), 0xFF);
}
else
{
gl.stencilFunc(gl.EQUAL,level + 1, 0xFF);
}
}
gl.colorMask(true, true, true, true);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
this.count++;
};
/**
* TODO this does not belong here!
*
* @method PIXI.WebGLStencilManager#bindGraphics
* @param graphics {Graphics}
* @param webGLData {Array}
* @param renderSession {Object}
*/
PIXI.WebGLStencilManager.prototype.bindGraphics = function (graphics, webGLData, renderSession)
{
// if(this._currentGraphics === graphics)return;
this._currentGraphics = graphics;
var gl = this.gl;
// bind the graphics object..
var projection = renderSession.projection,
offset = renderSession.offset,
shader;// = renderSession.shaderManager.primitiveShader;
if(webGLData.mode === 1)
{
shader = renderSession.shaderManager.complexPrimitiveShader;
renderSession.shaderManager.setShader(shader);
gl.uniform1f(shader.flipY, renderSession.flipY);
gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
gl.uniform3fv(shader.tintColor, Phaser.Color.hexToRGBArray(graphics.tint));
gl.uniform3fv(shader.color, webGLData.color);
gl.uniform1f(shader.alpha, graphics.worldAlpha * webGLData.alpha);
gl.bindBuffer(gl.ARRAY_BUFFER, webGLData.buffer);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 2, 0);
/*
* now do the rest..
* set the index buffer!
*/
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGLData.indexBuffer);
}
else
{
// renderSession.shaderManager.activatePrimitiveShader();
shader = renderSession.shaderManager.primitiveShader;
renderSession.shaderManager.setShader(shader);
gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));
gl.uniform1f(shader.flipY, renderSession.flipY);
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
gl.uniform3fv(shader.tintColor, Phaser.Color.hexToRGBArray(graphics.tint));
gl.uniform1f(shader.alpha, graphics.worldAlpha);
gl.bindBuffer(gl.ARRAY_BUFFER, webGLData.buffer);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 6, 0);
gl.vertexAttribPointer(shader.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4);
// set the index buffer!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGLData.indexBuffer);
}
};
/**
* @method PIXI.WebGLStencilManager#popStencil
* @param graphics {Graphics}
* @param webGLData {Array}
* @param renderSession {Object}
*/
PIXI.WebGLStencilManager.prototype.popStencil = function (graphics, webGLData, renderSession)
{
var gl = this.gl;
this.stencilStack.pop();
this.count--;
if(this.stencilStack.length === 0)
{
// the stack is empty!
gl.disable(gl.STENCIL_TEST);
}
else
{
var level = this.count;
this.bindGraphics(graphics, webGLData, renderSession);
gl.colorMask(false, false, false, false);
if(webGLData.mode === 1)
{
this.reverse = !this.reverse;
if(this.reverse)
{
gl.stencilFunc(gl.EQUAL, 0xFF - (level + 1), 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
}
else
{
gl.stencilFunc(gl.EQUAL,level + 1, 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);
}
// draw a quad to increment..
gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, (webGLData.indices.length - 4) * 2);
gl.stencilFunc(gl.ALWAYS,0,0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INVERT);
// draw the triangle strip!
gl.drawElements(gl.TRIANGLE_FAN, webGLData.indices.length - 4, gl.UNSIGNED_SHORT, 0);
if(!this.reverse)
{
gl.stencilFunc(gl.EQUAL,0xFF - (level), 0xFF);
}
else
{
gl.stencilFunc(gl.EQUAL,level, 0xFF);
}
}
else
{
// console.log("<<>>")
if(!this.reverse)
{
gl.stencilFunc(gl.EQUAL, 0xFF - (level + 1), 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
}
else
{
gl.stencilFunc(gl.EQUAL,level + 1, 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);
}
gl.drawElements(gl.TRIANGLE_STRIP, webGLData.indices.length, gl.UNSIGNED_SHORT, 0);
if(!this.reverse)
{
gl.stencilFunc(gl.EQUAL,0xFF - (level), 0xFF);
}
else
{
gl.stencilFunc(gl.EQUAL,level, 0xFF);
}
}
gl.colorMask(true, true, true, true);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
}
};
/**
* Destroys the mask stack.
*
* @method PIXI.WebGLStencilManager#destroy
*/
PIXI.WebGLStencilManager.prototype.destroy = function ()
{
this.stencilStack = null;
this.gl = null;
};