Custom WebGL Blend Mode
Learn how to create, apply, and dynamically update a custom WebGL blend mode using specific source factors, destination factors, and blend equations.
800 × 600
class Example extends Phaser.Scene
{
constructor ()
{
super();
}
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.image('turkey', 'assets/pics/turkey-1985086.jpg');
this.load.image('face', 'assets/pics/bw-face.png');
this.load.image('src', 'assets/tests/blendmode/src.png');
this.load.image('dst', 'assets/tests/blendmode/dst.png');
}
create ()
{
// WebGL only:
var gl = this.sys.game.renderer.gl;
var consts = [
gl.ZERO,
gl.ONE,
gl.SRC_COLOR,
gl.ONE_MINUS_SRC_COLOR,
gl.DST_COLOR,
gl.ONE_MINUS_DST_COLOR,
gl.SRC_ALPHA,
gl.ONE_MINUS_SRC_ALPHA,
gl.DST_ALPHA,
gl.ONE_MINUS_DST_ALPHA,
gl.CONSTANT_COLOR,
gl.ONE_MINUS_CONSTANT_COLOR,
gl.CONSTANT_ALPHA,
gl.ONE_MINUS_CONSTANT_ALPHA,
gl.SRC_ALPHA_SATURATE
];
var equations = [
gl.FUNC_ADD,
gl.FUNC_SUBTRACT,
gl.FUNC_REVERSE_SUBTRACT
];
var list = [
{ val: 0, text: 'gl.ZERO' },
{ val: 1, text: 'gl.ONE' },
{ val: 2, text: 'gl.SRC_COLOR' },
{ val: 3, text: 'gl.ONE_MINUS_SRC_COLOR' },
{ val: 4, text: 'gl.DST_COLOR' },
{ val: 5, text: 'gl.ONE_MINUS_DST_COLOR' },
{ val: 6, text: 'gl.SRC_ALPHA' },
{ val: 7, text: 'gl.ONE_MINUS_SRC_ALPHA' },
{ val: 8, text: 'gl.DST_ALPHA' },
{ val: 9, text: 'gl.ONE_MINUS_DST_ALPHA' },
{ val: 10, text: 'gl.CONSTANT_COLOR' },
{ val: 11, text: 'gl.ONE_MINUS_CONSTANT_COLOR' },
{ val: 12, text: 'gl.CONSTANT_ALPHA' },
{ val: 13, text: 'gl.ONE_MINUS_CONSTANT_ALPHA' },
{ val: 14, text: 'gl.SRC_ALPHA_SATURATE' }
];
var list2 = [
{ val: 0, text: 'gl.FUNC_ADD' },
{ val: 1, text: 'gl.FUNC_SUBTRACT' },
{ val: 2, text: 'gl.FUNC_REVERSE_SUBTRACT' }
];
var sfactor = gl.ONE;
var dfactor = gl.ZERO;
var equation = gl.FUNC_ADD;
var newMode = [ sfactor, dfactor ];
var renderer = this.sys.game.renderer;
var modeIndex = renderer.addBlendMode(newMode, equation);
this.add.image(400, 300, 'face');
this.add.image(400, 300, 'dst');
this.add.image(400, 300, 'src').setBlendMode(modeIndex);
// Create some select lists
var source = $('<select>').attr('id', 'source').appendTo('body');
$(list).each(function() {
source.append($("<option>").attr('value', this.val).text(this.text));
});
$(source).on('change', function () {
sfactor = consts[this.value];
newMode[0] = sfactor;
renderer.updateBlendMode(modeIndex, newMode, equation);
});
var dest = $('<select>').attr('id', 'dest').appendTo('body');
$(list).each(function() {
dest.append($("<option>").attr('value', this.val).text(this.text));
});
$(dest).on('change', function () {
dfactor = consts[this.value];
newMode[1] = dfactor;
renderer.updateBlendMode(modeIndex, newMode, equation);
});
var equ = $('<select>').attr('id', 'equ').appendTo('body');
$(list2).each(function() {
equ.append($("<option>").attr('value', this.val).text(this.text));
});
$(equ).on('change', function () {
equation = equations[this.value];
renderer.updateBlendMode(modeIndex, newMode, equation);
});
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.WEBGL,
width: 800,
height: 600,
parent: 'game-container',
scene: Example
};
const game = new Phaser.Game(config);