phaser/v3/src/gameobjects/graphics/GraphicsWebGLRenderer.js

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var Commands = require('./Commands');
var TransformMatrix = require('../../components/TransformMatrix');
var pathArray = [];
var cos = Math.cos;
var sin = Math.sin;
var sqrt = Math.sqrt;
var tempMatrix = new TransformMatrix();
var Point = function (x, y)
{
this.x = x;
this.y = y;
};
var Path = function (x, y)
{
this.points = [];
this.pointsLength = 1;
this.points[0] = new Point(x, y);
};
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var GraphicsWebGLRenderer = function (renderer, src, interpolationPercentage, camera)
{
if (this.renderMask !== this.renderFlags)
{
return;
}
var shapeBatch = renderer.shapeBatch;
var vertexDataBuffer = shapeBatch.vertexDataBuffer;
var vertexBufferF32 = vertexDataBuffer.floatView;
var vertexBufferU32 = vertexDataBuffer.uintView;
var vertexOffset = 0;
var cameraScrollX = camera.scrollX;
var cameraScrollY = camera.scrollY;
const srcX = src.x - cameraScrollX;
const srcY = src.y - cameraScrollY;
const srcScaleX = src.scaleX;
const srcScaleY = src.scaleY;
const srcRotation = -src.rotation;
var commandBuffer = src.commandBuffer;
var value;
var lineAlpha = 1.0;
var fillAlpha = 1.0;
var lineColor = 0;
var fillColor = 0;
var lineWidth = 1.0;
var cameraMatrix = camera.matrix.matrix;
var lastPath = null;
var iteration = 0;
var iterStep = 0.01;
var tx = 0;
var ty = 0;
var ta = 0;
var x, y, radius, startAngle, endAngle, anticlockwise;
var width, height, txw, tyh;
var vertexCount = shapeBatch.vertexCount;
var polygon = [];
var x0, y0, x1, y1, x2, y2;
var tx0, ty0, tx1, ty1, tx2, ty2;
var v0, v1, v2;
var polygonIndex;
var path;
var pathLength;
var point;
var maxVertices = shapeBatch.maxVertices;
var translateX, translateY;
var tempMatrixMatrix = tempMatrix.matrix;
var sra, srb, src, srd, sre, srf, cma, cmb, cmc, cmd, cme, cmf;
var mva, mvb, mvc, mvd, mve, mvf;
tempMatrix.applyITRS(srcX, srcY, srcRotation, srcScaleX, srcScaleY);
sra = tempMatrixMatrix[0];
srb = tempMatrixMatrix[1];
src = tempMatrixMatrix[2];
srd = tempMatrixMatrix[3];
sre = tempMatrixMatrix[4];
srf = tempMatrixMatrix[5];
cma = cameraMatrix[0];
cmb = cameraMatrix[1];
cmc = cameraMatrix[2];
cmd = cameraMatrix[3];
cme = cameraMatrix[4];
cmf = cameraMatrix[5];
mva = sra * cma + srb * cmc;
mvb = sra * cmb + srb * cmd;
mvc = src * cma + srd * cmc;
mvd = src * cmb + srd * cmd;
mve = sre * cma + srf * cmc + cme;
mvf = sre * cmb + srf * cmd + cmf;
renderer.setBatch(shapeBatch, null);
for (var cmdIndex = 0, cmdLength = commandBuffer.length; cmdIndex < cmdLength; ++cmdIndex)
{
var cmd = commandBuffer[cmdIndex];
switch(cmd)
{
case Commands.ARC:
x = commandBuffer[cmdIndex + 1];
y = commandBuffer[cmdIndex + 2];
radius = commandBuffer[cmdIndex + 3];
startAngle = commandBuffer[cmdIndex + 4];
endAngle = commandBuffer[cmdIndex + 5];
anticlockwise = commandBuffer[cmdIndex + 6];
while (iteration < 1)
{
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ta = (endAngle - startAngle) * iteration + startAngle;
tx = x + cos(ta) * radius;
ty = y + sin(ta) * radius;
if (iteration === 0)
{
lastPath = new Path(tx, ty);
pathArray.push(lastPath);
}
else
{
lastPath.points.push(new Point(tx, ty));
}
iteration += iterStep;
}
cmdIndex += 6;
break;
case Commands.LINE_STYLE:
lineWidth = commandBuffer[cmdIndex + 1];
lineColor = commandBuffer[cmdIndex + 2];
lineAlpha = commandBuffer[cmdIndex + 3];
cmdIndex += 3;
break;
case Commands.FILL_STYLE:
fillColor = commandBuffer[cmdIndex + 1];
fillAlpha = commandBuffer[cmdIndex + 2];
cmdIndex += 2;
break;
case Commands.BEGIN_PATH:
pathArray.length = 0;
break;
case Commands.CLOSE_PATH:
if (lastPath !== null && lastPath.points.length > 0)
{
var firstPoint = lastPath.points[0];
lastPath.points.push(firstPoint);
lastPath = new Path(x, y);
pathArray.push(lastPath);
}
break;
case Commands.FILL_PATH:
for (var pathArrayIndex = 0, pathArrayLength = pathArray.length;
pathArrayIndex < pathArrayLength;
++pathArrayIndex)
{
shapeBatch.addFillPath(
/* Graphics Game Object Properties */
srcX, srcY, srcScaleX, srcScaleY, srcRotation,
/* Rectangle properties */
pathArray[pathArrayIndex].points,
fillColor,
fillAlpha,
/* Transform */
mva, mvb, mvc, mvd, mve, mvf
);
}
break;
case Commands.STROKE_PATH:
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for (var pathArrayIndex = 0, pathArrayLength = pathArray.length;
pathArrayIndex < pathArrayLength;
++pathArrayIndex)
{
var path = pathArray[pathArrayIndex];
shapeBatch.addStrokePath(
/* Graphics Game Object Properties */
srcX, srcY, srcScaleX, srcScaleY, srcRotation,
/* Rectangle properties */
path.points,
lineWidth,
lineColor,
lineAlpha,
/* Transform */
mva, mvb, mvc, mvd, mve, mvf,
path === this._lastPath
);
}
break;
case Commands.FILL_RECT:
shapeBatch.addFillRect(
/* Graphics Game Object Properties */
srcX, srcY, srcScaleX, srcScaleY, srcRotation,
/* Rectangle properties */
commandBuffer[cmdIndex + 1] - cameraScrollX,
commandBuffer[cmdIndex + 2] - cameraScrollY,
commandBuffer[cmdIndex + 3],
commandBuffer[cmdIndex + 4],
fillColor,
fillAlpha,
/* Transform */
mva, mvb, mvc, mvd, mve, mvf
);
cmdIndex += 4;
break;
case Commands.FILL_TRIANGLE:
shapeBatch.addFillTriangle(
/* Graphics Game Object Properties */
srcX, srcY, srcScaleX, srcScaleY, srcRotation,
/* Triangle properties */
commandBuffer[cmdIndex + 1] - cameraScrollX,
commandBuffer[cmdIndex + 2] - cameraScrollY,
commandBuffer[cmdIndex + 3] - cameraScrollX,
commandBuffer[cmdIndex + 4] - cameraScrollY,
commandBuffer[cmdIndex + 5] - cameraScrollX,
commandBuffer[cmdIndex + 6] - cameraScrollY,
fillColor,
fillAlpha,
/* Transform */
mva, mvb, mvc, mvd, mve, mvf
);
cmdIndex += 6;
break;
case Commands.STROKE_TRIANGLE:
shapeBatch.addStrokeTriangle(
/* Graphics Game Object Properties */
srcX, srcY, srcScaleX, srcScaleY, srcRotation,
/* Triangle properties */
commandBuffer[cmdIndex + 1] - cameraScrollX,
commandBuffer[cmdIndex + 2] - cameraScrollY,
commandBuffer[cmdIndex + 3] - cameraScrollX,
commandBuffer[cmdIndex + 4] - cameraScrollY,
commandBuffer[cmdIndex + 5] - cameraScrollX,
commandBuffer[cmdIndex + 6] - cameraScrollY,
lineWidth,
lineColor,
lineAlpha,
/* Transform */
mva, mvb, mvc, mvd, mve, mvf
);
cmdIndex += 6;
break
case Commands.LINE_TO:
if (lastPath !== null)
{
lastPath.points.push(new Point(commandBuffer[cmdIndex + 1], commandBuffer[cmdIndex + 2]));
}
else
{
lastPath = new Path(commandBuffer[cmdIndex + 1], commandBuffer[cmdIndex + 2]);
pathArray.push(lastPath);
}
cmdIndex += 2;
break;
case Commands.MOVE_TO:
lastPath = new Path(commandBuffer[cmdIndex + 1], commandBuffer[cmdIndex + 2]);
pathArray.push(lastPath);
cmdIndex += 2;
break;
default:
console.error('Phaser: Invalid Graphics Command ID ' + cmd);
break;
}
}
pathArray.length = 0;
};
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module.exports = GraphicsWebGLRenderer;