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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> * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../../../utils/Class'); var ColorMatrix = require('../../../display/ColorMatrix'); var GetFastValue = require('../../../utils/object/GetFastValue'); var ShaderSourceFS = require('../shaders/PostFX-frag.js'); var ShaderSourceVS = require('../shaders/Quad-vert.js'); var WebGLPipeline = require('../WebGLPipeline'); /** * @classdesc * The Post FX Pipeline is a special kind of pipeline specifically for handling post * processing effects. Where-as a standard Pipeline allows you to control the process * of rendering Game Objects by configuring the shaders and attributes used to draw them, * a Post FX Pipeline is designed to allow you to apply processing _after_ the Game Object/s * have been rendered. Typical examples of post processing effects are bloom filters, * blurs, light effects and color manipulation. * * The pipeline works by creating a tiny vertex buffer with just one single hard-coded quad * in it. Game Objects can have a Post Pipeline set on them. Those objects are then rendered * using their standard pipeline, but are redirected to the Render Targets owned by the * post pipeline, which can then apply their own shaders and effects, before passing them * back to the main renderer. * * Please see the Phaser 3 examples for further details on this extensive subject. * * The default fragment shader it uses can be found in `shaders/src/PostFX.frag`. * The default vertex shader it uses can be found in `shaders/src/Quad.vert`. * * The default shader attributes for this pipeline are: * * `inPosition` (vec2, offset 0) * `inTexCoord` (vec2, offset 8) * * The vertices array layout is: * * -1, 1 B----C 1, 1 * 0, 1 | /| 1, 1 * | / | * | / | * |/ | * -1, -1 A----D 1, -1 * 0, 0 1, 0 * * A = -1, -1 (pos) and 0, 0 (uv) * B = -1, 1 (pos) and 0, 1 (uv) * C = 1, 1 (pos) and 1, 1 (uv) * D = 1, -1 (pos) and 1, 0 (uv) * * First tri: A, B, C * Second tri: A, C, D * * Array index: * * 0 = Tri 1 - Vert A - x pos * 1 = Tri 1 - Vert A - y pos * 2 = Tri 1 - Vert A - uv u * 3 = Tri 1 - Vert A - uv v * * 4 = Tri 1 - Vert B - x pos * 5 = Tri 1 - Vert B - y pos * 6 = Tri 1 - Vert B - uv u * 7 = Tri 1 - Vert B - uv v * * 8 = Tri 1 - Vert C - x pos * 9 = Tri 1 - Vert C - y pos * 10 = Tri 1 - Vert C - uv u * 11 = Tri 1 - Vert C - uv v * * 12 = Tri 2 - Vert A - x pos * 13 = Tri 2 - Vert A - y pos * 14 = Tri 2 - Vert A - uv u * 15 = Tri 2 - Vert A - uv v * * 16 = Tri 2 - Vert C - x pos * 17 = Tri 2 - Vert C - y pos * 18 = Tri 2 - Vert C - uv u * 19 = Tri 2 - Vert C - uv v * * 20 = Tri 2 - Vert D - x pos * 21 = Tri 2 - Vert D - y pos * 22 = Tri 2 - Vert D - uv u * 23 = Tri 2 - Vert D - uv v * * @class PostFXPipeline * @extends Phaser.Renderer.WebGL.WebGLPipeline * @memberof Phaser.Renderer.WebGL.Pipelines * @constructor * @since 3.50.0 * * @param {Phaser.Types.Renderer.WebGL.WebGLPipelineConfig} config - The configuration options for this pipeline. */ var PostFXPipeline = new Class({ Extends: WebGLPipeline, initialize: function PostFXPipeline (config) { config.renderTarget = GetFastValue(config, 'renderTarget', 1); config.fragShader = GetFastValue(config, 'fragShader', ShaderSourceFS); config.vertShader = GetFastValue(config, 'vertShader', ShaderSourceVS); config.attributes = GetFastValue(config, 'attributes', [ { name: 'inPosition', size: 2 }, { name: 'inTexCoord', size: 2 } ]); config.batchSize = 1; config.vertices = [ -1, -1, 0, 0, -1, 1, 0, 1, 1, 1, 1, 1, -1, -1, 0, 0, 1, 1, 1, 1, 1, -1, 1, 0 ]; WebGLPipeline.call(this, config); this.isPostFX = true; /** * If this post-pipeline belongs to a Game Object or Camera, this contains a reference to it. * * @name Phaser.Renderer.WebGL.Pipelines.PostFXPipeline#gameObject * @type {Phaser.GameObjects.GameObject} * @since 3.50.0 */ this.gameObject; /** * A Color Matrix instance belonging to this pipeline. * * Used during calls to the `drawFrame` method. * * @name Phaser.Renderer.WebGL.Pipelines.PostFXPipeline#colorMatrix * @type {Phaser.Display.ColorMatrix} * @since 3.50.0 */ this.colorMatrix = new ColorMatrix(); /** * A reference to the Full Frame 1 Render Target that belongs to the * Utility Pipeline. This property is set during the `boot` method. * * This Render Target is the full size of the renderer. * * You can use this directly in Post FX Pipelines for multi-target effects. * However, be aware that these targets are shared between all post fx pipelines. * * @name Phaser.Renderer.WebGL.Pipelines.PostFXPipeline#fullFrame1 * @type {Phaser.Renderer.WebGL.RenderTarget} * @default null * @since 3.50.0 */ this.fullFrame1; /** * A reference to the Full Frame 2 Render Target that belongs to the * Utility Pipeline. This property is set during the `boot` method. * * This Render Target is the full size of the renderer. * * You can use this directly in Post FX Pipelines for multi-target effects. * However, be aware that these targets are shared between all post fx pipelines. * * @name Phaser.Renderer.WebGL.Pipelines.PostFXPipeline#fullFrame2 * @type {Phaser.Renderer.WebGL.RenderTarget} * @default null * @since 3.50.0 */ this.fullFrame2; /** * A reference to the Half Frame 1 Render Target that belongs to the * Utility Pipeline. This property is set during the `boot` method. * * This Render Target is half the size of the renderer. * * You can use this directly in Post FX Pipelines for multi-target effects. * However, be aware that these targets are shared between all post fx pipelines. * * @name Phaser.Renderer.WebGL.Pipelines.PostFXPipeline#halfFrame1 * @type {Phaser.Renderer.WebGL.RenderTarget} * @default null * @since 3.50.0 */ this.halfFrame1; /** * A reference to the Half Frame 2 Render Target that belongs to the * Utility Pipeline. This property is set during the `boot` method. * * This Render Target is half the size of the renderer. * * You can use this directly in Post FX Pipelines for multi-target effects. * However, be aware that these targets are shared between all post fx pipelines. * * @name Phaser.Renderer.WebGL.Pipelines.PostFXPipeline#halfFrame2 * @type {Phaser.Renderer.WebGL.RenderTarget} * @default null * @since 3.50.0 */ this.halfFrame2; if (this.renderer.isBooted) { this.manager = this.renderer.pipelines; this.boot(); } }, boot: function () { WebGLPipeline.prototype.boot.call(this); var utility = this.manager.UTILITY_PIPELINE; this.fullFrame1 = utility.fullFrame1; this.fullFrame2 = utility.fullFrame2; this.halfFrame1 = utility.halfFrame1; this.halfFrame2 = utility.halfFrame2; this.set1i('uMainSampler', 0); }, onDraw: function (renderTarget) { this.bindAndDraw(renderTarget); }, /** * Copy the `source` Render Target to the `target` Render Target. * * You can optionally set the brightness factor of the copy. * * The difference between this method and `drawFrame` is that this method * uses a faster copy shader, where only the brightness can be modified. * If you need color level manipulation, see `drawFrame` instead. * * @method Phaser.Renderer.WebGL.Pipelines.PostFXPipeline#copyFrame * @since 3.50.0 * * @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target. * @param {Phaser.Renderer.WebGL.RenderTarget} [target] - The target Render Target. * @param {number} [brightness=1] - The brightness value applied to the frame copy. * @param {boolean} [clear=true] - Clear the target before copying? * @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target? */ copyFrame: function (source, target, brightness, clear, clearAlpha) { this.manager.copyFrame(source, target, brightness, clear, clearAlpha); }, /** * Pops the framebuffer from the renderers FBO stack and sets that as the active target, * then draws the `source` Render Target to it. It then resets the renderer textures. * * This should be done when you need to draw the _final_ results of a pipeline to the game * canvas, or the next framebuffer in line on the FBO stack. You should only call this once * in the `onDraw` handler and it should be the final thing called. Be careful not to call * this if you need to actually use the pipeline shader, instead of the copy shader. In * those cases, use the `bindAndDraw` method. * * @method Phaser.Renderer.WebGL.Pipelines.PostFXPipeline#copyToGame * @since 3.50.0 * * @param {Phaser.Renderer.WebGL.RenderTarget} source - The Render Target to draw from. */ copyToGame: function (source) { this.manager.copyToGame(source); }, /** * Copy the `source` Render Target to the `target` Render Target, using the * given Color Matrix. * * The difference between this method and `copyFrame` is that this method * uses a color matrix shader, where you have full control over the luminance * values used during the copy. If you don't need this, you can use the faster * `copyFrame` method instead. * * @method Phaser.Renderer.WebGL.Pipelines.PostFXPipeline#drawFrame * @since 3.50.0 * * @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target. * @param {Phaser.Renderer.WebGL.RenderTarget} [target] - The target Render Target. * @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target? */ drawFrame: function (source, target, clearAlpha) { this.manager.drawFrame(source, target, clearAlpha, this.colorMatrix); }, /** * Draws the `source1` and `source2` Render Targets to the `target` Render Target * using a linear blend effect, which is controlled by the `strength` parameter. * * @method Phaser.Renderer.WebGL.Pipelines.PostFXPipeline#blendFrames * @since 3.50.0 * * @param {Phaser.Renderer.WebGL.RenderTarget} source1 - The first source Render Target. * @param {Phaser.Renderer.WebGL.RenderTarget} source2 - The second source Render Target. * @param {Phaser.Renderer.WebGL.RenderTarget} [target] - The target Render Target. * @param {number} [strength=1] - The strength of the blend. * @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target? */ blendFrames: function (source1, source2, target, strength, clearAlpha) { this.manager.blendFrames(source1, source2, target, strength, clearAlpha); }, /** * Draws the `source1` and `source2` Render Targets to the `target` Render Target * using an additive blend effect, which is controlled by the `strength` parameter. * * @method Phaser.Renderer.WebGL.Pipelines.PostFXPipeline#blendFramesAdditive * @since 3.50.0 * * @param {Phaser.Renderer.WebGL.RenderTarget} source1 - The first source Render Target. * @param {Phaser.Renderer.WebGL.RenderTarget} source2 - The second source Render Target. * @param {Phaser.Renderer.WebGL.RenderTarget} [target] - The target Render Target. * @param {number} [strength=1] - The strength of the blend. * @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target? */ blendFramesAdditive: function (source1, source2, target, strength, clearAlpha) { this.manager.blendFramesAdditive(source1, source2, target, strength, clearAlpha); }, /** * Clears the given Render Target. * * @method Phaser.Renderer.WebGL.Pipelines.PostFXPipeline#clearFrame * @since 3.50.0 * * @param {Phaser.Renderer.WebGL.RenderTarget} target - The Render Target to clear. * @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target? */ clearFrame: function (target, clearAlpha) { this.manager.clearFrame(target, clearAlpha); }, /** * Copy the `source` Render Target to the `target` Render Target. * * The difference with this copy is that no resizing takes place. If the `source` * Render Target is larger than the `target` then only a portion the same size as * the `target` dimensions is copied across. * * You can optionally set the brightness factor of the copy. * * @method Phaser.Renderer.WebGL.Pipelines.PostFXPipeline#blitFrame * @since 3.50.0 * * @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target. * @param {Phaser.Renderer.WebGL.RenderTarget} target - The target Render Target. * @param {number} [brightness=1] - The brightness value applied to the frame copy. * @param {boolean} [clear=true] - Clear the target before copying? * @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target? * @param {boolean} [eraseMode=false] - Erase source from target using ERASE Blend Mode? */ blitFrame: function (source, target, brightness, clear, clearAlpha, eraseMode) { this.manager.blitFrame(source, target, brightness, clear, clearAlpha, eraseMode); }, /** * Binds the `source` Render Target and then copies a section of it to the `target` Render Target. * * This method is extremely fast because it uses `gl.copyTexSubImage2D` and doesn't * require the use of any shaders. Remember the coordinates are given in standard WebGL format, * where x and y specify the lower-left corner of the section, not the top-left. Also, the * copy entirely replaces the contents of the target texture, no 'merging' or 'blending' takes * place. * * @method Phaser.Renderer.WebGL.Pipelines.PostFXPipeline#copyFrameRect * @since 3.50.0 * * @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target. * @param {Phaser.Renderer.WebGL.RenderTarget} target - The target Render Target. * @param {number} x - The x coordinate of the lower left corner where to start copying. * @param {number} y - The y coordinate of the lower left corner where to start copying. * @param {number} width - The width of the texture. * @param {number} height - The height of the texture. * @param {boolean} [clear=true] - Clear the target before copying? * @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target? */ copyFrameRect: function (source, target, x, y, width, height, clear, clearAlpha) { this.manager.copyFrameRect(source, target, x, y, width, height, clear, clearAlpha); }, /** * Binds this pipeline and draws the `source` Render Target to the `target` Render Target. * * If no `target` is specified, it will pop the framebuffer from the Renderers FBO stack * and use that instead, which should be done when you need to draw the final results of * this pipeline to the game canvas. * * You can optionally set the shader to be used for the draw here, if this is a multi-shader * pipeline. By default `currentShader` will be used. If you need to set a shader but not * a target, just pass `null` as the `target` parameter. * * @method Phaser.Renderer.WebGL.Pipelines.PostFXPipeline#bindAndDraw * @since 3.50.0 * * @param {Phaser.Renderer.WebGL.RenderTarget} source - The Render Target to draw from. * @param {Phaser.Renderer.WebGL.RenderTarget} [target] - The Render Target to draw to. If not set, it will pop the fbo from the stack. * @param {boolean} [clear=true] - Clear the target before copying? Only used if `target` parameter is set. * @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target? * @param {Phaser.Renderer.WebGL.WebGLShader} [currentShader] - The shader to use during the draw. */ bindAndDraw: function (source, target, clear, clearAlpha, currentShader) { if (clear === undefined) { clear = true; } if (clearAlpha === undefined) { clearAlpha = true; } var gl = this.gl; var renderer = this.renderer; this.bind(currentShader); this.set1i('uMainSampler', 0); if (target) { gl.viewport(0, 0, target.width, target.height); gl.bindFramebuffer(gl.FRAMEBUFFER, target.framebuffer); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, target.texture, 0); if (clear) { if (clearAlpha) { gl.clearColor(0, 0, 0, 0); } else { gl.clearColor(0, 0, 0, 1); } gl.clear(gl.COLOR_BUFFER_BIT); } } else { renderer.popFramebuffer(false, false, false); if (!renderer.currentFramebuffer) { gl.viewport(0, 0, renderer.width, renderer.height); } } gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, source.texture); gl.bufferData(gl.ARRAY_BUFFER, this.vertexData, gl.STATIC_DRAW); gl.drawArrays(gl.TRIANGLES, 0, 6); if (!target) { renderer.resetTextures(); } else { gl.bindTexture(gl.TEXTURE_2D, null); gl.bindFramebuffer(gl.FRAMEBUFFER, null); } } }); module.exports = PostFXPipeline;