2018-01-22 21:21:47 +00:00
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var Class = require('../../../utils/Class');
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var ShaderSource = require('../shaders/TextureTintShader');
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var WebGLPipeline = require('../WebGLPipeline');
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var Utils = require('../Utils');
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2018-01-22 22:51:15 +00:00
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var TextureTintPipeline = new Class({
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2018-01-22 21:21:47 +00:00
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Extends: WebGLPipeline,
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initialize:
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2018-01-22 22:51:15 +00:00
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function TextureTintPipeline(game, gl, renderer)
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2018-01-22 21:21:47 +00:00
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{
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WebGLPipeline.call(this, {
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2018-01-22 22:51:15 +00:00
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name: 'TextureTintPipeline',
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2018-01-22 21:21:47 +00:00
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game: game,
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gl: gl,
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renderer: renderer,
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topology: gl.TRIANGLES,
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2018-01-22 22:51:15 +00:00
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vertShader: ShaderSource.vert,
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fragShader: ShaderSource.frag,
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2018-01-22 21:21:47 +00:00
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vertexCapacity: 12000,
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vertexSize:
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Float32Array.BYTES_PER_ELEMENT * 2 +
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Float32Array.BYTES_PER_ELEMENT * 2 +
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Uint8Array.BYTES_PER_ELEMENT * 4,
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attributes: [
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{
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name: 'inPosition',
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size: 2,
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type: gl.FLOAT,
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normalized: false,
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offset: 0
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},
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{
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name: 'inTexCoord',
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size: 2,
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type: gl.FLOAT,
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normalized: false,
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offset: Float32Array.BYTES_PER_ELEMENT * 2
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},
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{
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name: 'inTint',
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size: 4,
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type: gl.UNSIGNED_BYTE,
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normalized: true,
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offset: Float32Array.BYTES_PER_ELEMENT * 4
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}
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]
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});
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this.orthoViewMatrix = new Float32Array([
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+2.0 / this.width,
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+0.0,
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+0.0,
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+0.0,
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+0.0,
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-2.0 / this.height,
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+0.0,
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+0.0,
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+0.0,
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+0.0,
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+1.0,
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+1.0,
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-1.0,
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+1.0,
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+0.0,
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+0.0
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]);
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this.vertexViewF32 = new Float32Array(this.vertexData);
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this.vertexViewU32 = new Uint32Array(this.vertexData);
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},
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resize: function (width, height, resolution)
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{
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WebGLPipeline.prototype.resize.call(this, width, height, resolution);
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var orthoViewMatrix = this.orthoViewMatrix;
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orthoViewMatrix[0] = +2.0 / this.width;
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orthoViewMatrix[5] = -2.0 / this.height;
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this.renderer.setMatrix4(this.currentProgram, 'uOrthoMatrix', false, orthoViewMatrix);
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return this;
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},
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drawBlitter: function (blitter, camera)
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{
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this.renderer.setPipeline('TextureTintPipeline', blitter.shader);
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2018-01-22 21:21:47 +00:00
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var vertexViewF32 = this.vertexViewF32;
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var vertexViewU32 = this.vertexViewU32;
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var renderer = this.renderer;
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var gl = this.gl;
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var shader = this.currentProgram;
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var list = blitter.getRenderList();
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var length = list.length;
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var cameraMatrix = camera.matrix.matrix;
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var a = cameraMatrix[0];
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var b = cameraMatrix[1];
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var c = cameraMatrix[2];
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var d = cameraMatrix[3];
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var e = cameraMatrix[4];
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var f = cameraMatrix[5];
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var cameraScrollX = camera.scrollX * blitter.scrollFactorX;
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var cameraScrollY = camera.scrollY * blitter.scrollFactorY;
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var batchCount = Math.ceil(length / 2000);
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var batchOffset = 0;
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var blitterX = blitter.x;
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var blitterY = blitter.y;
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for (var batchIndex = 0; batchIndex < batchCount; ++batchIndex)
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{
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var batchSize = Math.min(length, 2000);
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var vertexOffset = 0;
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for (var index = 0; index < batchSize; ++index)
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{
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var bob = list[batchOffset + index];
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var frame = bob.frame;
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var alpha = bob.alpha;
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var tint = Utils.getTintAppendFloatAlpha(0xffffff, bob.alpha);
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var uvs = frame.uvs;
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var flipX = bob.flipX;
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var flipY = bob.flipY;
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var width = frame.width * (flipX ? -1.0 : 1.0);
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var height = frame.height * (flipY ? -1.0 : 1.0);
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var x = blitterX + bob.x + frame.x - cameraScrollX + (width * ((flipX) ? 1.0 : 0.0));
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var y = blitterY + bob.y + frame.y - cameraScrollY + (height * ((flipY) ? 1.0 : 0.0));
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var xw = x + width;
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var yh = y + height;
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var tx = x * a + y * c + e;
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var ty = x * b + y * d + f;
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var txw = xw * a + yh * c + e;
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var tyh = xw * b + yh * d + f;
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// Bind Texture if texture wasn't bound.
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// This needs to be here because of multiple
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// texture atlas.
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renderer.setTexture2D(frame.texture.source[frame.sourceIndex].glTexture, 0);
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vertexViewF32[vertexOffset + 0] = tx;
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vertexViewF32[vertexOffset + 1] = ty;
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vertexViewF32[vertexOffset + 2] = uvs.x0;
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vertexViewF32[vertexOffset + 3] = uvs.y0;
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vertexViewU32[vertexOffset + 4] = tint;
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vertexViewF32[vertexOffset + 5] = tx;
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vertexViewF32[vertexOffset + 6] = tyh;
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vertexViewF32[vertexOffset + 7] = uvs.x1;
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vertexViewF32[vertexOffset + 8] = uvs.y1;
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vertexViewU32[vertexOffset + 9] = tint;
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vertexViewF32[vertexOffset + 10] = txw;
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vertexViewF32[vertexOffset + 11] = tyh;
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vertexViewF32[vertexOffset + 12] = uvs.x2;
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vertexViewF32[vertexOffset + 13] = uvs.y2;
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vertexViewU32[vertexOffset + 14] = tint;
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vertexViewF32[vertexOffset + 15] = tx;
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vertexViewF32[vertexOffset + 16] = ty;
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vertexViewF32[vertexOffset + 17] = uvs.x0;
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vertexViewF32[vertexOffset + 18] = uvs.y0;
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vertexViewU32[vertexOffset + 19] = tint;
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vertexViewF32[vertexOffset + 20] = txw;
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vertexViewF32[vertexOffset + 21] = tyh;
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vertexViewF32[vertexOffset + 22] = uvs.x2;
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vertexViewF32[vertexOffset + 23] = uvs.y2;
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vertexViewU32[vertexOffset + 24] = tint;
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vertexViewF32[vertexOffset + 25] = txw;
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vertexViewF32[vertexOffset + 26] = ty;
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vertexViewF32[vertexOffset + 27] = uvs.x3;
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vertexViewF32[vertexOffset + 28] = uvs.y3;
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vertexViewU32[vertexOffset + 29] = tint;
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vertexOffset += 30;
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}
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batchOffset += batchSize;
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length -= batchSize;
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this.vertexCount = (batchSize * 6);
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this.flush();
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}
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}
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});
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2018-01-22 22:51:15 +00:00
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module.exports = TextureTintPipeline;
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