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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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/** * @author Richard Davey <rich@photonstorm.com> * @author Felipe Alfonso <@bitnenfer> * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../../../utils/Class'); var GetFastValue = require('../../../utils/object/GetFastValue'); var ShaderSourceFS = require('../shaders/BitmapMask-frag.js'); var ShaderSourceVS = require('../shaders/BitmapMask-vert.js'); var WEBGL_CONST = require('../const'); var WebGLPipeline = require('../WebGLPipeline'); /** * @classdesc * The Bitmap Mask Pipeline handles all of the bitmap mask rendering in WebGL for applying * alpha masks to Game Objects. It works by sampling two texture on the fragment shader and * using the fragments alpha to clip the region. * * The fragment shader it uses can be found in `shaders/src/BitmapMask.frag`. * The vertex shader it uses can be found in `shaders/src/BitmapMask.vert`. * * The default shader attributes for this pipeline are: * * `inPosition` (vec2, offset 0) * * The default shader uniforms for this pipeline are: * * `uResolution` (vec2) * `uMainSampler` (sampler2D) * `uMaskSampler` (sampler2D) * `uInvertMaskAlpha` (bool) * * @class BitmapMaskPipeline * @extends Phaser.Renderer.WebGL.WebGLPipeline * @memberof Phaser.Renderer.WebGL.Pipelines * @constructor * @since 3.0.0 * * @param {Phaser.Types.Renderer.WebGL.WebGLPipelineConfig} config - The configuration options for this pipeline. */ var BitmapMaskPipeline = new Class({ Extends: WebGLPipeline, initialize: function BitmapMaskPipeline (config) { config.fragShader = GetFastValue(config, 'fragShader', ShaderSourceFS), config.vertShader = GetFastValue(config, 'vertShader', ShaderSourceVS), config.batchSize = GetFastValue(config, 'batchSize', 1), config.vertices = GetFastValue(config, 'vertices', [ -1, 1, -1, -7, 7, 1 ]), config.attributes = GetFastValue(config, 'attributes', [ { name: 'inPosition', size: 2, type: WEBGL_CONST.FLOAT } ]); WebGLPipeline.call(this, config); }, boot: function () { WebGLPipeline.prototype.boot.call(this); this.set1i('uMainSampler', 0); this.set1i('uMaskSampler', 1); }, resize: function (width, height) { WebGLPipeline.prototype.resize.call(this, width, height); this.set2f('uResolution', width, height); }, /** * Binds necessary resources and renders the mask to a separated framebuffer. * The framebuffer for the masked object is also bound for further use. * * @method Phaser.Renderer.WebGL.Pipelines.BitmapMaskPipeline#beginMask * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} mask - GameObject used as mask. * @param {Phaser.GameObjects.GameObject} maskedObject - GameObject masked by the mask GameObject. * @param {Phaser.Cameras.Scene2D.Camera} camera - The camera rendering the current mask. */ beginMask: function (mask, maskedObject, camera) { var gl = this.gl; // The renderable Game Object that is being used for the bitmap mask if (mask.bitmapMask && gl) { var renderer = this.renderer; renderer.flush(); renderer.pushFramebuffer(mask.mainFramebuffer); gl.disable(gl.STENCIL_TEST); gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT); if (renderer.currentCameraMask.mask !== mask) { renderer.currentMask.mask = mask; renderer.currentMask.camera = camera; } } }, /** * The masked game objects framebuffer is unbound and its texture * is bound together with the mask texture and the mask shader and * a draw call with a single quad is processed. Here is where the * masking effect is applied. * * @method Phaser.Renderer.WebGL.Pipelines.BitmapMaskPipeline#endMask * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} mask - GameObject used as a mask. */ endMask: function (mask, camera) { var gl = this.gl; var renderer = this.renderer; // The renderable Game Object that is being used for the bitmap mask var bitmapMask = mask.bitmapMask; if (bitmapMask && gl) { // mask.mainFramebuffer should now contain all the Game Objects we want masked renderer.flush(); // Swap to the mask framebuffer (push, in case the bitmapMask GO has a post-pipeline) renderer.pushFramebuffer(mask.maskFramebuffer); // Clear it and draw the Game Object that is acting as a mask to it gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT); renderer.setBlendMode(0, true); bitmapMask.renderWebGL(renderer, bitmapMask, camera); renderer.flush(); // Clear the mask framebuffer + main framebuffer renderer.popFramebuffer(); renderer.popFramebuffer(); // Is there a stencil further up the stack? var prev = renderer.getCurrentStencilMask(); if (prev) { gl.enable(gl.STENCIL_TEST); prev.mask.applyStencil(renderer, prev.camera, true); } else { renderer.currentMask.mask = null; } // Bind this pipeline and draw renderer.pipelines.set(this); gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, mask.maskTexture); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, mask.mainTexture); this.set1i('uInvertMaskAlpha', mask.invertAlpha); // Finally, draw a triangle filling the whole screen gl.drawArrays(this.topology, 0, 3); renderer.resetTextures(); } } }); module.exports = BitmapMaskPipeline;