mirror of
https://github.com/photonstorm/phaser
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141 lines
4.4 KiB
JavaScript
141 lines
4.4 KiB
JavaScript
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var Utils = require('../../../renderer/webgl/Utils');
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/**
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* Renders this Game Object with the WebGL Renderer to the given Camera.
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* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
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* This method should not be called directly. It is a utility function of the Render module.
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*
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* @method Phaser.GameObjects.Polygon#renderWebGL
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* @since 3.13.0
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* @private
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*
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* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
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* @param {Phaser.GameObjects.Polygon} src - The Game Object being rendered in this call.
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* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
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* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
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*/
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var PolygonWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
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{
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var pipeline = this.pipeline;
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var camMatrix = pipeline._tempMatrix1;
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var shapeMatrix = pipeline._tempMatrix2;
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var calcMatrix = pipeline._tempMatrix3;
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renderer.setPipeline(pipeline);
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shapeMatrix.applyITRS(src.x, src.y, src.rotation, src.scaleX, src.scaleY);
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camMatrix.copyFrom(camera.matrix);
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if (parentMatrix)
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{
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// Multiply the camera by the parent matrix
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camMatrix.multiplyWithOffset(parentMatrix, -camera.scrollX * src.scrollFactorX, -camera.scrollY * src.scrollFactorY);
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// Undo the camera scroll
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shapeMatrix.e = src.x;
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shapeMatrix.f = src.y;
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}
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else
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{
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shapeMatrix.e -= camera.scrollX * src.scrollFactorX;
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shapeMatrix.f -= camera.scrollY * src.scrollFactorY;
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}
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camMatrix.multiply(shapeMatrix, calcMatrix);
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var i;
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var dx = src._displayOriginX + src._curveBounds.x;
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var dy = src._displayOriginY + src._curveBounds.y;
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var alpha = camera.alpha * src.alpha;
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var path = src.pathData;
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if (src.isFilled)
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{
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var fillTintColor = Utils.getTintAppendFloatAlphaAndSwap(src.fillColor, src.fillAlpha * alpha);
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var pathIndexes = src.pathIndexes;
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for (i = 0; i < pathIndexes.length; i += 3)
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{
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var p0 = pathIndexes[i] * 2;
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var p1 = pathIndexes[i + 1] * 2;
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var p2 = pathIndexes[i + 2] * 2;
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var x0 = path[p0 + 0] - dx;
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var y0 = path[p0 + 1] - dy;
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var x1 = path[p1 + 0] - dx;
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var y1 = path[p1 + 1] - dy;
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var x2 = path[p2 + 0] - dx;
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var y2 = path[p2 + 1] - dy;
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var tx0 = calcMatrix.getX(x0, y0);
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var ty0 = calcMatrix.getY(x0, y0);
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var tx1 = calcMatrix.getX(x1, y1);
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var ty1 = calcMatrix.getY(x1, y1);
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var tx2 = calcMatrix.getX(x2, y2);
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var ty2 = calcMatrix.getY(x2, y2);
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pipeline.batchTri(tx0, ty0, tx1, ty1, tx2, ty2, 0, 0, 1, 1, fillTintColor, fillTintColor, fillTintColor, pipeline.tintEffect);
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}
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}
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if (src.isStroked)
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{
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var strokeTint = pipeline.strokeTint;
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var strokeTintColor = Utils.getTintAppendFloatAlphaAndSwap(src.strokeColor, src.strokeAlpha * alpha);
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strokeTint.TL = strokeTintColor;
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strokeTint.TR = strokeTintColor;
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strokeTint.BL = strokeTintColor;
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strokeTint.BR = strokeTintColor;
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var pathLength = path.length - 1;
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var lineWidth = src.lineWidth;
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var halfLineWidth = lineWidth / 2;
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var px1 = path[0] - dx;
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var py1 = path[1] - dy;
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if (!src.closePath)
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{
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pathLength -= 2;
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}
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for (i = 2; i < pathLength; i += 2)
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{
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var px2 = path[i] - dx;
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var py2 = path[i + 1] - dy;
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pipeline.batchLine(
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px1,
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py1,
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px2,
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py2,
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halfLineWidth,
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halfLineWidth,
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lineWidth,
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i - 2,
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(src.closePath) ? (i === pathLength - 1) : false
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);
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px1 = px2;
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py1 = py2;
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}
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}
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};
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module.exports = PolygonWebGLRenderer;
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