UNPKG

phaser

Version:

A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

1,462 lines (1,263 loc) 116 kB
/** * @author Richard Davey <rich@phaser.io> * @author Felipe Alfonso <@bitnenfer> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var ArrayEach = require('../../utils/array/Each'); var ArrayRemove = require('../../utils/array/Remove'); var CameraEvents = require('../../cameras/2d/events'); var Class = require('../../utils/Class'); var CONST = require('../../const'); var EventEmitter = require('eventemitter3'); var Events = require('../events'); var IsSizePowerOfTwo = require('../../math/pow2/IsSizePowerOfTwo'); var Matrix4 = require('../../math/Matrix4'); var NOOP = require('../../utils/NOOP'); var PipelineManager = require('./PipelineManager'); var RenderTarget = require('./RenderTarget'); var ScaleEvents = require('../../scale/events'); var TextureEvents = require('../../textures/events'); var Utils = require('./Utils'); var WebGLSnapshot = require('../snapshot/WebGLSnapshot'); var WebGLBufferWrapper = require('./wrappers/WebGLBufferWrapper'); var WebGLProgramWrapper = require('./wrappers/WebGLProgramWrapper'); var WebGLTextureWrapper = require('./wrappers/WebGLTextureWrapper'); var WebGLFramebufferWrapper = require('./wrappers/WebGLFramebufferWrapper'); var WebGLAttribLocationWrapper = require('./wrappers/WebGLAttribLocationWrapper'); var WebGLUniformLocationWrapper = require('./wrappers/WebGLUniformLocationWrapper'); var DEBUG = false; if (typeof WEBGL_DEBUG) { var SPECTOR = require('phaser3spectorjs'); DEBUG = true; } /** * @callback WebGLContextCallback * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - The WebGL Renderer which owns the context. */ /** * @classdesc * WebGLRenderer is a class that contains the needed functionality to keep the * WebGLRenderingContext state clean. The main idea of the WebGLRenderer is to keep track of * any context change that happens for WebGL rendering inside of Phaser. This means * if raw webgl functions are called outside the WebGLRenderer of the Phaser WebGL * rendering ecosystem they might pollute the current WebGLRenderingContext state producing * unexpected behavior. It's recommended that WebGL interaction is done through * WebGLRenderer and/or WebGLPipeline. * * @class WebGLRenderer * @extends Phaser.Events.EventEmitter * @memberof Phaser.Renderer.WebGL * @constructor * @since 3.0.0 * * @param {Phaser.Game} game - The Game instance which owns this WebGL Renderer. */ var WebGLRenderer = new Class({ Extends: EventEmitter, initialize: function WebGLRenderer (game) { EventEmitter.call(this); var gameConfig = game.config; var contextCreationConfig = { alpha: gameConfig.transparent, desynchronized: gameConfig.desynchronized, depth: true, antialias: gameConfig.antialiasGL, premultipliedAlpha: gameConfig.premultipliedAlpha, stencil: true, failIfMajorPerformanceCaveat: gameConfig.failIfMajorPerformanceCaveat, powerPreference: gameConfig.powerPreference, preserveDrawingBuffer: gameConfig.preserveDrawingBuffer, willReadFrequently: false }; /** * The local configuration settings of this WebGL Renderer. * * @name Phaser.Renderer.WebGL.WebGLRenderer#config * @type {object} * @since 3.0.0 */ this.config = { clearBeforeRender: gameConfig.clearBeforeRender, antialias: gameConfig.antialias, backgroundColor: gameConfig.backgroundColor, contextCreation: contextCreationConfig, roundPixels: gameConfig.roundPixels, maxTextures: gameConfig.maxTextures, maxTextureSize: gameConfig.maxTextureSize, batchSize: gameConfig.batchSize, maxLights: gameConfig.maxLights, mipmapFilter: gameConfig.mipmapFilter }; /** * The Game instance which owns this WebGL Renderer. * * @name Phaser.Renderer.WebGL.WebGLRenderer#game * @type {Phaser.Game} * @since 3.0.0 */ this.game = game; /** * A constant which allows the renderer to be easily identified as a WebGL Renderer. * * @name Phaser.Renderer.WebGL.WebGLRenderer#type * @type {number} * @since 3.0.0 */ this.type = CONST.WEBGL; /** * An instance of the Pipeline Manager class, that handles all WebGL Pipelines. * * Use this to manage all of your interactions with pipelines, such as adding, getting, * setting and rendering them. * * The Pipeline Manager class is created in the `init` method and then populated * with pipelines during the `boot` method. * * Prior to Phaser v3.50.0 this was just a plain JavaScript object, not a class. * * @name Phaser.Renderer.WebGL.WebGLRenderer#pipelines * @type {Phaser.Renderer.WebGL.PipelineManager} * @since 3.50.0 */ this.pipelines = null; /** * The width of the canvas being rendered to. * This is populated in the onResize event handler. * * @name Phaser.Renderer.WebGL.WebGLRenderer#width * @type {number} * @since 3.0.0 */ this.width = 0; /** * The height of the canvas being rendered to. * This is populated in the onResize event handler. * * @name Phaser.Renderer.WebGL.WebGLRenderer#height * @type {number} * @since 3.0.0 */ this.height = 0; /** * The canvas which this WebGL Renderer draws to. * * @name Phaser.Renderer.WebGL.WebGLRenderer#canvas * @type {HTMLCanvasElement} * @since 3.0.0 */ this.canvas = game.canvas; /** * An array of blend modes supported by the WebGL Renderer. * * This array includes the default blend modes as well as any custom blend modes added through {@link #addBlendMode}. * * @name Phaser.Renderer.WebGL.WebGLRenderer#blendModes * @type {array} * @default [] * @since 3.0.0 */ this.blendModes = []; /** * This property is set to `true` if the WebGL context of the renderer is lost. * * @name Phaser.Renderer.WebGL.WebGLRenderer#contextLost * @type {boolean} * @default false * @since 3.0.0 */ this.contextLost = false; /** * Details about the currently scheduled snapshot. * * If a non-null `callback` is set in this object, a snapshot of the canvas will be taken after the current frame is fully rendered. * * @name Phaser.Renderer.WebGL.WebGLRenderer#snapshotState * @type {Phaser.Types.Renderer.Snapshot.SnapshotState} * @since 3.0.0 */ this.snapshotState = { x: 0, y: 0, width: 1, height: 1, getPixel: false, callback: null, type: 'image/png', encoder: 0.92, isFramebuffer: false, bufferWidth: 0, bufferHeight: 0 }; /** * The maximum number of textures the GPU can handle. The minimum under the WebGL1 spec is 8. * This is set via the Game Config `maxTextures` property and should never be changed after boot. * * @name Phaser.Renderer.WebGL.WebGLRenderer#maxTextures * @type {number} * @since 3.50.0 */ this.maxTextures = 0; /** * An array of the available WebGL texture units, used to populate the uSampler uniforms. * * This array is populated during the init phase and should never be changed after boot. * * @name Phaser.Renderer.WebGL.WebGLRenderer#textureIndexes * @type {array} * @since 3.50.0 */ this.textureIndexes; /** * A list of all WebGLBufferWrappers that have been created by this renderer. * * @name Phaser.Renderer.WebGL.WebGLRenderer#glBufferWrappers * @type {Phaser.Renderer.WebGL.Wrappers.WebGLBufferWrapper[]} * @since 3.80.0 */ this.glBufferWrappers = []; /** * A list of all WebGLProgramWrappers that have been created by this renderer. * * @name Phaser.Renderer.WebGL.WebGLRenderer#glProgramWrappers * @type {Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper[]} * @since 3.80.0 */ this.glProgramWrappers = []; /** * A list of all WebGLTextureWrappers that have been created by this renderer. * * @name Phaser.Renderer.WebGL.WebGLRenderer#glTextureWrappers * @type {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper[]} * @since 3.80.0 */ this.glTextureWrappers = []; /** * A list of all WebGLFramebufferWrappers that have been created by this renderer. * * @name Phaser.Renderer.WebGL.WebGLRenderer#glFramebufferWrappers * @type {Phaser.Renderer.WebGL.Wrappers.WebGLFramebufferWrapper[]} * @since 3.80.0 */ this.glFramebufferWrappers = []; /** * A list of all WebGLAttribLocationWrappers that have been created by this renderer. * * @name Phaser.Renderer.WebGL.WebGLRenderer#glAttribLocationWrappers * @type {Phaser.Renderer.WebGL.Wrappers.WebGLAttribLocationWrapper[]} * @since 3.80.0 */ this.glAttribLocationWrappers = []; /** * A list of all WebGLUniformLocationWrappers that have been created by this renderer. * * @name Phaser.Renderer.WebGL.WebGLRenderer#glUniformLocationWrappers * @type {Phaser.Renderer.WebGL.Wrappers.WebGLUniformLocationWrapper[]} * @since 3.80.0 */ this.glUniformLocationWrappers = []; /** * The currently bound framebuffer in use. * * @name Phaser.Renderer.WebGL.WebGLRenderer#currentFramebuffer * @type {Phaser.Renderer.WebGL.Wrappers.WebGLFramebufferWrapper} * @default null * @since 3.0.0 */ this.currentFramebuffer = null; /** * A stack into which the frame buffer objects are pushed and popped. * * @name Phaser.Renderer.WebGL.WebGLRenderer#fboStack * @type {Phaser.Renderer.WebGL.Wrappers.WebGLFramebufferWrapper[]} * @since 3.50.0 */ this.fboStack = []; /** * Current WebGLProgram in use. * * @name Phaser.Renderer.WebGL.WebGLRenderer#currentProgram * @type {Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper} * @default null * @since 3.0.0 */ this.currentProgram = null; /** * Current blend mode in use * * @name Phaser.Renderer.WebGL.WebGLRenderer#currentBlendMode * @type {number} * @since 3.0.0 */ this.currentBlendMode = Infinity; /** * Indicates if the the scissor state is enabled in WebGLRenderingContext * * @name Phaser.Renderer.WebGL.WebGLRenderer#currentScissorEnabled * @type {boolean} * @default false * @since 3.0.0 */ this.currentScissorEnabled = false; /** * Stores the current scissor data * * @name Phaser.Renderer.WebGL.WebGLRenderer#currentScissor * @type {Uint32Array} * @since 3.0.0 */ this.currentScissor = null; /** * Stack of scissor data * * @name Phaser.Renderer.WebGL.WebGLRenderer#scissorStack * @type {Uint32Array} * @since 3.0.0 */ this.scissorStack = []; /** * The handler to invoke when the context is lost. * This should not be changed and is set in the init method. * * @name Phaser.Renderer.WebGL.WebGLRenderer#contextLostHandler * @type {function} * @since 3.19.0 */ this.contextLostHandler = NOOP; /** * The handler to invoke when the context is restored. * This should not be changed and is set in the init method. * * @name Phaser.Renderer.WebGL.WebGLRenderer#contextRestoredHandler * @type {function} * @since 3.19.0 */ this.contextRestoredHandler = NOOP; /** * The previous contextLostHandler that was in use. * This is set when `setContextHandlers` is called. * * @name Phaser.Renderer.WebGL.WebGLRenderer#previousContextLostHandler * @type {function} * @since 3.19.0 */ this.previousContextLostHandler = NOOP; /** * The previous contextRestoredHandler that was in use. * This is set when `setContextHandlers` is called. * * @name Phaser.Renderer.WebGL.WebGLRenderer#previousContextRestoredHandler * @type {function} * @since 3.19.0 */ this.previousContextRestoredHandler = NOOP; /** * The underlying WebGL context of the renderer. * * @name Phaser.Renderer.WebGL.WebGLRenderer#gl * @type {WebGLRenderingContext} * @default null * @since 3.0.0 */ this.gl = null; /** * Array of strings that indicate which WebGL extensions are supported by the browser. * This is populated in the `setExtensions` method. * * @name Phaser.Renderer.WebGL.WebGLRenderer#supportedExtensions * @type {string[]} * @default null * @since 3.0.0 */ this.supportedExtensions = null; /** * If the browser supports the `ANGLE_instanced_arrays` extension, this property will hold * a reference to the glExtension for it. * * This is populated in the `setExtensions` method. * * @name Phaser.Renderer.WebGL.WebGLRenderer#instancedArraysExtension * @type {ANGLE_instanced_arrays} * @default null * @since 3.50.0 */ this.instancedArraysExtension = null; /** * If the browser supports the `OES_vertex_array_object` extension, this property will hold * a reference to the glExtension for it. * * This is populated in the `setExtensions` method. * * @name Phaser.Renderer.WebGL.WebGLRenderer#vaoExtension * @type {OES_vertex_array_object} * @default null * @since 3.50.0 */ this.vaoExtension = null; /** * The WebGL Extensions loaded into the current context. * * @name Phaser.Renderer.WebGL.WebGLRenderer#extensions * @type {object} * @default {} * @since 3.0.0 */ this.extensions = {}; /** * Stores the current WebGL component formats for further use. * * This array is populated in the `init` method. * * @name Phaser.Renderer.WebGL.WebGLRenderer#glFormats * @type {array} * @since 3.2.0 */ this.glFormats; /** * Stores the WebGL texture compression formats that this device and browser supports. * * Support for using compressed texture formats was added in Phaser version 3.60. * * @name Phaser.Renderer.WebGL.WebGLRenderer#compression * @type {Phaser.Types.Renderer.WebGL.WebGLTextureCompression} * @since 3.8.0 */ this.compression; /** * Cached drawing buffer height to reduce gl calls. * * @name Phaser.Renderer.WebGL.WebGLRenderer#drawingBufferHeight * @type {number} * @readonly * @since 3.11.0 */ this.drawingBufferHeight = 0; /** * A blank 32x32 transparent texture, as used by the Graphics system where needed. * This is set in the `boot` method. * * @name Phaser.Renderer.WebGL.WebGLRenderer#blankTexture * @type {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} * @readonly * @since 3.12.0 */ this.blankTexture = null; /** * A blank 1x1 #7f7fff texture, a flat normal map, * as used by the Graphics system where needed. * This is set in the `boot` method. * * @name Phaser.Renderer.WebGL.WebGLRenderer#normalTexture * @type {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} * @readonly * @since 3.80.0 */ this.normalTexture = null; /** * A pure white 4x4 texture, as used by the Graphics system where needed. * This is set in the `boot` method. * * @name Phaser.Renderer.WebGL.WebGLRenderer#whiteTexture * @type {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} * @readonly * @since 3.50.0 */ this.whiteTexture = null; /** * The total number of masks currently stacked. * * @name Phaser.Renderer.WebGL.WebGLRenderer#maskCount * @type {number} * @since 3.17.0 */ this.maskCount = 0; /** * The mask stack. * * @name Phaser.Renderer.WebGL.WebGLRenderer#maskStack * @type {Phaser.Display.Masks.GeometryMask[]} * @since 3.17.0 */ this.maskStack = []; /** * Internal property that tracks the currently set mask. * * @name Phaser.Renderer.WebGL.WebGLRenderer#currentMask * @type {any} * @since 3.17.0 */ this.currentMask = { mask: null, camera: null }; /** * Internal property that tracks the currently set camera mask. * * @name Phaser.Renderer.WebGL.WebGLRenderer#currentCameraMask * @type {any} * @since 3.17.0 */ this.currentCameraMask = { mask: null, camera: null }; /** * Internal gl function mapping for uniform look-up. * https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniform * * @name Phaser.Renderer.WebGL.WebGLRenderer#glFuncMap * @type {any} * @since 3.17.0 */ this.glFuncMap = null; /** * The `type` of the Game Object being currently rendered. * This can be used by advanced render functions for batching look-ahead. * * @name Phaser.Renderer.WebGL.WebGLRenderer#currentType * @type {string} * @since 3.19.0 */ this.currentType = ''; /** * Is the `type` of the Game Object being currently rendered different than the * type of the object before it in the display list? I.e. it's a 'new' type. * * @name Phaser.Renderer.WebGL.WebGLRenderer#newType * @type {boolean} * @since 3.19.0 */ this.newType = false; /** * Does the `type` of the next Game Object in the display list match that * of the object being currently rendered? * * @name Phaser.Renderer.WebGL.WebGLRenderer#nextTypeMatch * @type {boolean} * @since 3.19.0 */ this.nextTypeMatch = false; /** * Is the Game Object being currently rendered the final one in the list? * * @name Phaser.Renderer.WebGL.WebGLRenderer#finalType * @type {boolean} * @since 3.50.0 */ this.finalType = false; /** * The mipmap magFilter to be used when creating textures. * * You can specify this as a string in the game config, i.e.: * * `render: { mipmapFilter: 'NEAREST_MIPMAP_LINEAR' }` * * The 6 options for WebGL1 are, in order from least to most computationally expensive: * * NEAREST (for pixel art) * LINEAR (the default) * NEAREST_MIPMAP_NEAREST * LINEAR_MIPMAP_NEAREST * NEAREST_MIPMAP_LINEAR * LINEAR_MIPMAP_LINEAR * * Mipmaps only work with textures that are fully power-of-two in size. * * For more details see https://webglfundamentals.org/webgl/lessons/webgl-3d-textures.html * * As of v3.60 no mipmaps will be generated unless a string is given in * the game config. This saves on VRAM use when it may not be required. * To obtain the previous result set the property to `LINEAR` in the config. * * @name Phaser.Renderer.WebGL.WebGLRenderer#mipmapFilter * @type {GLenum} * @since 3.21.0 */ this.mipmapFilter = null; /** * The default scissor, set during `preRender` and modified during `resize`. * * @name Phaser.Renderer.WebGL.WebGLRenderer#defaultScissor * @type {number[]} * @private * @since 3.50.0 */ this.defaultScissor = [ 0, 0, 0, 0 ]; /** * Has this renderer fully booted yet? * * @name Phaser.Renderer.WebGL.WebGLRenderer#isBooted * @type {boolean} * @since 3.50.0 */ this.isBooted = false; /** * A Render Target you can use to capture the current state of the Renderer. * * A Render Target encapsulates a framebuffer and texture for the WebGL Renderer. * * @name Phaser.Renderer.WebGL.WebGLRenderer#renderTarget * @type {Phaser.Renderer.WebGL.RenderTarget} * @since 3.50.0 */ this.renderTarget = null; /** * The global game Projection matrix, used by shaders as 'uProjectionMatrix' uniform. * * @name Phaser.Renderer.WebGL.WebGLRenderer#projectionMatrix * @type {Phaser.Math.Matrix4} * @since 3.50.0 */ this.projectionMatrix; /** * The cached width of the Projection matrix. * * @name Phaser.Renderer.WebGL.WebGLRenderer#projectionWidth * @type {number} * @since 3.50.0 */ this.projectionWidth = 0; /** * The cached height of the Projection matrix. * * @name Phaser.Renderer.WebGL.WebGLRenderer#projectionHeight * @type {number} * @since 3.50.0 */ this.projectionHeight = 0; /** * A RenderTarget used by the BitmapMask Pipeline. * * This is the source, i.e. the masked Game Object itself. * * @name Phaser.Renderer.WebGL.WebGLRenderer#maskSource * @type {Phaser.Renderer.WebGL.RenderTarget} * @since 3.60.0 */ this.maskSource = null; /** * A RenderTarget used by the BitmapMask Pipeline. * * This is the target, i.e. the framebuffer the masked objects are drawn to. * * @name Phaser.Renderer.WebGL.WebGLRenderer#maskTarget * @type {Phaser.Renderer.WebGL.RenderTarget} * @since 3.60.0 */ this.maskTarget = null; /** * An instance of SpectorJS used for WebGL Debugging. * * Only available in the Phaser Debug build. * * @name Phaser.Renderer.WebGL.WebGLRenderer#spector * @type {function} * @since 3.60.0 */ this.spector = null; /** * Is Spector currently capturing a WebGL frame? * * @name Phaser.Renderer.WebGL.WebGLRenderer#_debugCapture * @type {boolean} * @private * @since 3.60.0 */ this._debugCapture = false; this.init(this.config); }, /** * Creates a new WebGLRenderingContext and initializes all internal state. * * @method Phaser.Renderer.WebGL.WebGLRenderer#init * @since 3.0.0 * * @param {object} config - The configuration object for the renderer. * * @return {this} This WebGLRenderer instance. */ init: function (config) { var gl; var game = this.game; var canvas = this.canvas; var clearColor = config.backgroundColor; if (DEBUG) { this.spector = new SPECTOR.Spector(); this.spector.onCapture.add(this.onCapture.bind(this)); } // Did they provide their own context? if (game.config.context) { gl = game.config.context; } else { gl = canvas.getContext('webgl', config.contextCreation) || canvas.getContext('experimental-webgl', config.contextCreation); } if (!gl || gl.isContextLost()) { this.contextLost = true; throw new Error('WebGL unsupported'); } this.gl = gl; this.setExtensions(); this.setContextHandlers(); // Set it back into the Game, so developers can access it from there too game.context = gl; for (var i = 0; i <= 27; i++) { this.blendModes.push({ func: [ gl.ONE, gl.ONE_MINUS_SRC_ALPHA ], equation: gl.FUNC_ADD }); } // ADD this.blendModes[1].func = [ gl.ONE, gl.DST_ALPHA ]; // MULTIPLY this.blendModes[2].func = [ gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA ]; // SCREEN this.blendModes[3].func = [ gl.ONE, gl.ONE_MINUS_SRC_COLOR ]; // ERASE this.blendModes[17] = { func: [ gl.ZERO, gl.ONE_MINUS_SRC_ALPHA ], equation: gl.FUNC_REVERSE_SUBTRACT }; this.glFormats = [ gl.BYTE, gl.SHORT, gl.UNSIGNED_BYTE, gl.UNSIGNED_SHORT, gl.FLOAT ]; // Set the gl function map this.glFuncMap = { mat2: { func: gl.uniformMatrix2fv, length: 1, matrix: true }, mat3: { func: gl.uniformMatrix3fv, length: 1, matrix: true }, mat4: { func: gl.uniformMatrix4fv, length: 1, matrix: true }, '1f': { func: gl.uniform1f, length: 1 }, '1fv': { func: gl.uniform1fv, length: 1 }, '1i': { func: gl.uniform1i, length: 1 }, '1iv': { func: gl.uniform1iv, length: 1 }, '2f': { func: gl.uniform2f, length: 2 }, '2fv': { func: gl.uniform2fv, length: 1 }, '2i': { func: gl.uniform2i, length: 2 }, '2iv': { func: gl.uniform2iv, length: 1 }, '3f': { func: gl.uniform3f, length: 3 }, '3fv': { func: gl.uniform3fv, length: 1 }, '3i': { func: gl.uniform3i, length: 3 }, '3iv': { func: gl.uniform3iv, length: 1 }, '4f': { func: gl.uniform4f, length: 4 }, '4fv': { func: gl.uniform4fv, length: 1 }, '4i': { func: gl.uniform4i, length: 4 }, '4iv': { func: gl.uniform4iv, length: 1 } }; if (!config.maxTextures || config.maxTextures === -1) { config.maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); } if (!config.maxTextureSize) { config.maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); } this.compression = this.getCompressedTextures(); // Setup initial WebGL state gl.disable(gl.DEPTH_TEST); gl.disable(gl.CULL_FACE); gl.enable(gl.BLEND); gl.clearColor(clearColor.redGL, clearColor.greenGL, clearColor.blueGL, clearColor.alphaGL); gl.clear(gl.COLOR_BUFFER_BIT); // Mipmaps var validMipMaps = [ 'NEAREST', 'LINEAR', 'NEAREST_MIPMAP_NEAREST', 'LINEAR_MIPMAP_NEAREST', 'NEAREST_MIPMAP_LINEAR', 'LINEAR_MIPMAP_LINEAR' ]; if (validMipMaps.indexOf(config.mipmapFilter) !== -1) { this.mipmapFilter = gl[config.mipmapFilter]; } // Check maximum supported textures this.maxTextures = Utils.checkShaderMax(gl, config.maxTextures); this.textureIndexes = []; this.createTemporaryTextures(); this.pipelines = new PipelineManager(this); this.setBlendMode(CONST.BlendModes.NORMAL); this.projectionMatrix = new Matrix4().identity(); game.textures.once(TextureEvents.READY, this.boot, this); return this; }, /** * Internal boot handler. Calls 'boot' on each pipeline. * * @method Phaser.Renderer.WebGL.WebGLRenderer#boot * @private * @since 3.11.0 */ boot: function () { var game = this.game; var pipelineManager = this.pipelines; var baseSize = game.scale.baseSize; var width = baseSize.width; var height = baseSize.height; this.width = width; this.height = height; this.isBooted = true; this.renderTarget = new RenderTarget(this, width, height, 1, 0, true, true); this.maskTarget = new RenderTarget(this, width, height, 1, 0, true, true); this.maskSource = new RenderTarget(this, width, height, 1, 0, true, true); // Set-up pipelines var config = game.config; pipelineManager.boot(config.pipeline, config.defaultPipeline, config.autoMobilePipeline); // Set-up default textures, fbo and scissor this.blankTexture = game.textures.getFrame('__DEFAULT').glTexture; this.normalTexture = game.textures.getFrame('__NORMAL').glTexture; this.whiteTexture = game.textures.getFrame('__WHITE').glTexture; var gl = this.gl; gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.enable(gl.SCISSOR_TEST); game.scale.on(ScaleEvents.RESIZE, this.onResize, this); this.resize(width, height); }, /** * Queries the GL context to get the supported extensions. * * Then sets them into the `supportedExtensions`, `instancedArraysExtension` and `vaoExtension` properties. * * Called automatically during the `init` method. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setExtensions * @since 3.85.2 */ setExtensions: function () { var gl = this.gl; var exts = gl.getSupportedExtensions(); this.supportedExtensions = exts; var angleString = 'ANGLE_instanced_arrays'; this.instancedArraysExtension = (exts.indexOf(angleString) > -1) ? gl.getExtension(angleString) : null; var vaoString = 'OES_vertex_array_object'; this.vaoExtension = (exts.indexOf(vaoString) > -1) ? gl.getExtension(vaoString) : null; }, /** * Sets the handlers that are called when WebGL context is lost or restored by the browser. * * The default handlers are referenced via the properties `WebGLRenderer.contextLostHandler` and `WebGLRenderer.contextRestoredHandler`. * By default, these map to the methods `WebGLRenderer.dispatchContextLost` and `WebGLRenderer.dispatchContextRestored`. * * You can override these handlers with your own via this method. * * If you do override them, make sure that your handlers invoke the methods `WebGLRenderer.dispatchContextLost` and `WebGLRenderer.dispatchContextRestored` in due course, otherwise the renderer will not be able to restore itself fully. * * @method Phaser.Renderer.WebGL.WebGLRenderer#setContextHandlers * @since 3.85.0 * * @param {function} [contextLost] - Custom handler for responding to the WebGL context lost event. Set as `undefined` to use the default handler. * @param {function} [contextRestored] - Custom handler for responding to the WebGL context restored event. Set as `undefined` to use the default handler. */ setContextHandlers: function (contextLost, contextRestored) { if (this.previousContextLostHandler) { this.canvas.removeEventListener('webglcontextlost', this.previousContextLostHandler, false); } if (this.previousContextRestoredHandler) { this.canvas.removeEventListener('webglcontextlost', this.previousContextRestoredHandler, false); } if (typeof contextLost === 'function') { this.contextLostHandler = contextLost.bind(this); } else { this.contextLostHandler = this.dispatchContextLost.bind(this); } if (typeof contextRestored === 'function') { this.contextRestoredHandler = contextRestored.bind(this); } else { this.contextRestoredHandler = this.dispatchContextRestored.bind(this); } this.canvas.addEventListener('webglcontextlost', this.contextLostHandler, false); this.canvas.addEventListener('webglcontextrestored', this.contextRestoredHandler, false); this.previousContextLostHandler = this.contextLostHandler; this.previousContextRestoredHandler = this.contextRestoredHandler; }, /** * This method is called when the WebGL context is lost. By default this is bound to the property `WebGLRenderer.contextLostHandler`. * If you override the context loss handler via the `setContextHandlers` method then be sure to invoke this method in due course. * * @method Phaser.Renderer.WebGL.WebGLRenderer#dispatchContextLost * @since 3.85.0 * * @param {WebGLContextEvent } event - The WebGL context lost Event. */ dispatchContextLost: function (event) { this.contextLost = true; if (console) { console.warn('WebGL Context lost. Renderer disabled'); } this.emit(Events.LOSE_WEBGL, this); event.preventDefault(); }, /** * This method is called when the WebGL context is restored. By default this is bound to the property `WebGLRenderer.contextRestoredHandler`. * If you override the context restored handler via the `setContextHandlers` method then be sure to invoke this method in due course. * * @method Phaser.Renderer.WebGL.WebGLRenderer#dispatchContextRestored * @since 3.85.0 * * @param {WebGLContextEvent } event - The WebGL context restored Event. */ dispatchContextRestored: function (event) { var gl = this.gl; if (gl.isContextLost()) { if (console) { console.log('WebGL Context restored, but context is still lost'); } return; } // Clear "current" settings so they can be set again. this.currentProgram = null; this.currentFramebuffer = null; this.setBlendMode(CONST.BlendModes.NORMAL); // Settings we DON'T need to reset: // Scissor is set during preRender. // Mask is set during preRender. // Camera mask is set during preRenderCamera. // Restore GL flags. gl.disable(gl.BLEND); gl.disable(gl.DEPTH_TEST); gl.enable(gl.CULL_FACE); // Re-enable compressed texture formats. this.compression = this.getCompressedTextures(); // Restore wrapped GL objects. // Order matters, as some wrappers depend on others. var wrapperCreateResource = function (wrapper) { wrapper.createResource(); }; ArrayEach(this.glTextureWrappers, wrapperCreateResource); ArrayEach(this.glBufferWrappers, wrapperCreateResource); ArrayEach(this.glFramebufferWrappers, wrapperCreateResource); ArrayEach(this.glProgramWrappers, wrapperCreateResource); ArrayEach(this.glAttribLocationWrappers, wrapperCreateResource); ArrayEach(this.glUniformLocationWrappers, wrapperCreateResource); // Create temporary textures. this.createTemporaryTextures(); // Restore pipelines. this.pipelines.restoreContext(); // Apply resize. this.resize(this.game.scale.baseSize.width, this.game.scale.baseSize.height); // Restore GL extensions. this.setExtensions(); // Context has been restored. this.contextLost = false; if (console) { console.warn('WebGL Context restored. Renderer running again.'); } this.emit(Events.RESTORE_WEBGL, this); event.preventDefault(); }, /** * Create temporary WebGL textures to stop WebGL errors on macOS. * * @method Phaser.Renderer.WebGL.WebGLRenderer#createTemporaryTextures * @since 3.60.0 */ createTemporaryTextures: function () { var gl = this.gl; for (var index = 0; index < this.maxTextures; index++) { var tempTexture = gl.createTexture(); gl.activeTexture(gl.TEXTURE0 + index); gl.bindTexture(gl.TEXTURE_2D, tempTexture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([ 0, 0, 255, 255 ])); this.textureIndexes.push(index); } }, /** * This method is only available in the Debug Build of Phaser, or a build with the * `WEBGL_DEBUG` flag set in the Webpack Config. * * Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector * that allows for live inspection of your WebGL calls. Although it's easy to add the Spector * extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile * browsers too, making it a powerful tool for debugging WebGL games on mobile devices where * extensions are not permitted. * * See https://github.com/BabylonJS/Spector.js for more details. * * This method will capture the current WebGL frame and send it to the Spector.js tool for inspection. * * @method Phaser.Renderer.WebGL.WebGLRenderer#captureFrame * @since 3.60.0 * * @param {boolean} [quickCapture=false] - If `true` thumbnails are not captured in order to speed up the capture. * @param {boolean} [fullCapture=false] - If `true` all details are captured. */ captureFrame: function (quickCapture, fullCapture) { if (quickCapture === undefined) { quickCapture = false; } if (fullCapture === undefined) { fullCapture = false; } if (DEBUG && this.spector && !this._debugCapture) { this.spector.captureCanvas(this.canvas, 0, quickCapture, fullCapture); this._debugCapture = true; } }, /** * This method is only available in the Debug Build of Phaser, or a build with the * `WEBGL_DEBUG` flag set in the Webpack Config. * * Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector * that allows for live inspection of your WebGL calls. Although it's easy to add the Spector * extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile * browsers too, making it a powerful tool for debugging WebGL games on mobile devices where * extensions are not permitted. * * See https://github.com/BabylonJS/Spector.js for more details. * * This method will capture the next WebGL frame and send it to the Spector.js tool for inspection. * * @method Phaser.Renderer.WebGL.WebGLRenderer#captureNextFrame * @since 3.60.0 */ captureNextFrame: function () { if (DEBUG && this.spector && !this._debugCapture) { this._debugCapture = true; this.spector.captureNextFrame(this.canvas); } }, /** * This method is only available in the Debug Build of Phaser, or a build with the * `WEBGL_DEBUG` flag set in the Webpack Config. * * Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector * that allows for live inspection of your WebGL calls. Although it's easy to add the Spector * extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile * browsers too, making it a powerful tool for debugging WebGL games on mobile devices where * extensions are not permitted. * * See https://github.com/BabylonJS/Spector.js for more details. * * This method will return the current FPS of the WebGL canvas. * * @method Phaser.Renderer.WebGL.WebGLRenderer#getFps * @since 3.60.0 * * @return {number} The current FPS of the WebGL canvas. */ getFps: function () { if (DEBUG && this.spector) { return this.spector.getFps(); } }, /** * This method is only available in the Debug Build of Phaser, or a build with the * `WEBGL_DEBUG` flag set in the Webpack Config. * * Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector * that allows for live inspection of your WebGL calls. Although it's easy to add the Spector * extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile * browsers too, making it a powerful tool for debugging WebGL games on mobile devices where * extensions are not permitted. * * See https://github.com/BabylonJS/Spector.js for more details. * * This method adds a command with the name value in the list. This can be filtered in the search. * All logs can be filtered searching for "LOG". * * @method Phaser.Renderer.WebGL.WebGLRenderer#log * @since 3.60.0 * * @param {...*} arguments - The arguments to log to Spector. * * @return {string} The current log. */ log: function () { if (DEBUG && this.spector) { var t = Array.prototype.slice.call(arguments).join(' '); return this.spector.log(t); } }, /** * This method is only available in the Debug Build of Phaser, or a build with the * `WEBGL_DEBUG` flag set in the Webpack Config. * * Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector * that allows for live inspection of your WebGL calls. Although it's easy to add the Spector * extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile * browsers too, making it a powerful tool for debugging WebGL games on mobile devices where * extensions are not permitted. * * See https://github.com/BabylonJS/Spector.js for more details. * * This method will start a capture on the Phaser canvas. The capture will stop once it reaches * the number of commands specified as a parameter, or after 10 seconds. If quick capture is true, * the thumbnails are not captured in order to speed up the capture. * * @method Phaser.Renderer.WebGL.WebGLRenderer#startCapture * @since 3.60.0 * * @param {number} [commandCount=0] - The number of commands to capture. If zero it will capture for 10 seconds. * @param {boolean} [quickCapture=false] - If `true` thumbnails are not captured in order to speed up the capture. * @param {boolean} [fullCapture=false] - If `true` all details are captured. */ startCapture: function (commandCount, quickCapture, fullCapture) { if (commandCount === undefined) { commandCount = 0; } if (quickCapture === undefined) { quickCapture = false; } if (fullCapture === undefined) { fullCapture = false; } if (DEBUG && this.spector && !this._debugCapture) { this.spector.startCapture(this.canvas, commandCount, quickCapture, fullCapture); this._debugCapture = true; } }, /** * This method is only available in the Debug Build of Phaser, or a build with the * `WEBGL_DEBUG` flag set in the Webpack Config. * * Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector * that allows for live inspection of your WebGL calls. Although it's easy to add the Spector * extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile * browsers too, making it a powerful tool for debugging WebGL games on mobile devices where * extensions are not permitted. * * See https://github.com/BabylonJS/Spector.js for more details. * * This method will stop the current capture and returns the result in JSON. It displays the * result if the UI has been displayed. This returns undefined if the capture has not been completed * or did not find any commands. * * @method Phaser.Renderer.WebGL.WebGLRenderer#stopCapture * @since 3.60.0 * * @return {object} The current capture. */ stopCapture: function () { if (DEBUG && this.spector && this._debugCapture) { return this.spector.stopCapture(); } }, /** * This method is only available in the Debug Build of Phaser, or a build with the * `WEBGL_DEBUG` flag set in the Webpack Config. * * Internal onCapture handler. * * @method Phaser.Renderer.WebGL.WebGLRenderer#onCapture * @private * @since 3.60.0 * * @param {object} capture - The capture data. */ onCapture: function (capture) { if (DEBUG) { var view = this.spector.getResultUI(); view.display(capture); this._debugCapture = false; } }, /** * The event handler that manages the `resize` event dispatched by the Scale Manager. * * @method Phaser.Renderer.WebGL.WebGLRenderer#onResize * @since 3.16.0 * * @param {Phaser.Structs.Size} gameSize - The default Game Size object. This is the un-modified game dimensions. * @param {Phaser.Structs.Size} baseSize - The base Size object. The game dimensions. The canvas width / height values match this. */ onResize: function (gameSize, baseSize) { // Has the underlying canvas size changed? if (baseSize.width !== this.width || baseSize.height !== this.height) { this.resize(baseSize.width, baseSize.height); } }, /** * Binds the WebGL Renderers Render Target, so all drawn content is now redirected to it. * * Make sure to call `endCapture` when you are finished. * * @method Phaser.Renderer.WebGL.WebGLRenderer#beginCapture * @since 3.50.0 * * @param {number} [width] - Optional new width of the Render Target. * @param {number} [height] - Optional new height of the Render Target. */ beginCapture: function (width, height) { if (width === undefined) { width = this.width; } if (height === undefined) { height = this.height; } this.renderTarget.bind(true, width, height); this.setProjectionMatrix(width, height); }, /** * Unbinds the WebGL Renderers Render Target and returns it, stopping any further content being drawn to it. * * If the viewport or scissors were modified during the capture, you should reset them by calling * `resetViewport` and `resetScissor` accordingly. * * @method Phaser.Renderer.WebGL.WebGLRenderer#endCapture * @since 3.50.0 * * @return {Phaser.Renderer.WebGL.RenderTarget} A reference to the WebGL Renderer Render Target. */ endCapture: function () { this.renderTarget.unbind(true); this.resetProjectionMatrix(); return this.renderTarget; }, /** * Resizes the drawing buffer to match that required by the Scale Manager. * * @method Phaser.Renderer.WebGL.WebGLRenderer#resize * @fires Phaser.Renderer.Events#RESIZE * @since 3.0.0 * * @param {number} [width] - The new width of the renderer. * @param {number} [height] - The new height of the renderer. * * @return {this} This WebGLRenderer instance. */ resize: function (width, height) { var gl = this.gl; this.width = width; this.height = height; this.setProjectionMatrix(width, height); gl.viewport(0, 0, width, height); this.drawingBufferHeight = gl.drawingBufferHeight; gl.scissor(0, (gl.drawingBufferHeight - height), width, height); this.defaultScissor[2] = width; this.defaultScissor[3] = height; this.emit(Events.RESIZE, width, height); return this; }, /** * Determines which compressed texture formats this browser and device supports. * * Called automatically as part of the WebGL Renderer init process. If you need to investigate * which formats it supports, see the `Phaser.Renderer.WebGL.WebGLRenderer#compression` property instead. * * @method Phaser.Renderer.WebGL.WebGLRenderer#getCompressedTextures * @since 3.60.0 * * @return {Phaser.Types.Renderer.WebGL.WebGLTextureCompression} The compression object. */ getCompressedTextures: function () { var extString = 'WEBGL_compressed_texture_'; var wkExtString = 'WEBKIT_' + extString; var extEXTString = 'EXT_texture_compression_'; var hasExt = function (gl, format) { var results = gl.getExtension(extString + format) || gl.getExtension(wkExtString + form