phaser/src/renderer/webgl/pipelines/TextureTintPipeline.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @author Felipe Alfonso <@bitnenfer>
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* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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var Class = require('../../../utils/Class');
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var ModelViewProjection = require('./components/ModelViewProjection');
var TransformMatrix = require('../../../gameobjects/components/TransformMatrix');
var ShaderSourceFS = require('../shaders/TextureTint-frag.js');
var ShaderSourceVS = require('../shaders/TextureTint-vert.js');
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var Utils = require('../Utils');
var WebGLPipeline = require('../WebGLPipeline');
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/**
* @classdesc
* TextureTintPipeline implements the rendering infrastructure
* for displaying textured objects
* The config properties are:
* - game: Current game instance.
* - renderer: Current WebGL renderer.
* - topology: This indicates how the primitives are rendered. The default value is GL_TRIANGLES.
* Here is the full list of rendering primitives (https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants).
* - vertShader: Source for vertex shader as a string.
* - fragShader: Source for fragment shader as a string.
* - vertexCapacity: The amount of vertices that shall be allocated
* - vertexSize: The size of a single vertex in bytes.
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*
* @class TextureTintPipeline
* @extends Phaser.Renderer.WebGL.WebGLPipeline
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* @memberOf Phaser.Renderer.WebGL.Pipelines
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* @constructor
* @since 3.0.0
*
* @param {object} config - [description]
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*/
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var TextureTintPipeline = new Class({
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Extends: WebGLPipeline,
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Mixins: [
ModelViewProjection
],
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initialize:
function TextureTintPipeline (config)
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{
var rendererConfig = config.renderer.config;
// Vertex Size = attribute size added together (2 + 2 + 1 + 4)
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WebGLPipeline.call(this, {
game: config.game,
renderer: config.renderer,
gl: config.renderer.gl,
topology: config.renderer.gl.TRIANGLES,
vertShader: ShaderSourceVS,
fragShader: ShaderSourceFS,
vertexCapacity: 6 * rendererConfig.batchSize,
vertexSize: Float32Array.BYTES_PER_ELEMENT * 5 + Uint8Array.BYTES_PER_ELEMENT * 4,
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attributes: [
{
name: 'inPosition',
size: 2,
type: config.renderer.gl.FLOAT,
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normalized: false,
offset: 0
},
{
name: 'inTexCoord',
size: 2,
type: config.renderer.gl.FLOAT,
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normalized: false,
offset: Float32Array.BYTES_PER_ELEMENT * 2
},
{
name: 'inTintEffect',
size: 1,
type: config.renderer.gl.FLOAT,
normalized: false,
offset: Float32Array.BYTES_PER_ELEMENT * 4
},
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{
name: 'inTint',
size: 4,
type: config.renderer.gl.UNSIGNED_BYTE,
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normalized: true,
offset: Float32Array.BYTES_PER_ELEMENT * 5
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}
]
});
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/**
* Float32 view of the array buffer containing the pipeline's vertices.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#vertexViewF32
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* @type {Float32Array}
* @since 3.0.0
*/
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this.vertexViewF32 = new Float32Array(this.vertexData);
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/**
* Uint32 view of the array buffer containing the pipeline's vertices.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#vertexViewU32
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* @type {Uint32Array}
* @since 3.0.0
*/
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this.vertexViewU32 = new Uint32Array(this.vertexData);
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/**
* Size of the batch.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#maxQuads
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* @type {integer}
* @since 3.0.0
*/
this.maxQuads = rendererConfig.batchSize;
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/**
* Collection of batch information
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*
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* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batches
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* @type {array}
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* @since 3.1.0
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*/
this.batches = [];
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/**
* A temporary Transform Matrix, re-used internally during batching.
*
* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#_tempMatrix1
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* @private
* @type {Phaser.GameObjects.Components.TransformMatrix}
* @since 3.11.0
*/
this._tempMatrix1 = new TransformMatrix();
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/**
* A temporary Transform Matrix, re-used internally during batching.
*
* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#_tempMatrix2
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* @private
* @type {Phaser.GameObjects.Components.TransformMatrix}
* @since 3.11.0
*/
this._tempMatrix2 = new TransformMatrix();
/**
* A temporary Transform Matrix, re-used internally during batching.
*
* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#_tempMatrix3
* @private
* @type {Phaser.GameObjects.Components.TransformMatrix}
* @since 3.11.0
*/
this._tempMatrix3 = new TransformMatrix();
/**
* A temporary Transform Matrix, re-used internally during batching.
*
* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#_tempMatrix4
* @private
* @type {Phaser.GameObjects.Components.TransformMatrix}
* @since 3.11.0
*/
this._tempMatrix4 = new TransformMatrix();
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this.mvpInit();
},
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/**
* Assigns a texture to the current batch. If a texture is already set it creates
* a new batch object.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#setTexture2D
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* @since 3.1.0
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*
* @param {WebGLTexture} texture - WebGLTexture that will be assigned to the current batch.
* @param {integer} textureUnit - Texture unit to which the texture needs to be bound.
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*
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* @return {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline} [description]
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*/
setTexture2D: function (texture, unit)
{
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if (!texture)
{
return this;
}
var batches = this.batches;
if (batches.length === 0)
{
this.pushBatch();
}
var batch = batches[batches.length - 1];
if (unit > 0)
{
if (batch.textures[unit - 1] &&
batch.textures[unit - 1] !== texture)
{
this.pushBatch();
}
batches[batches.length - 1].textures[unit - 1] = texture;
}
else
{
if (batch.texture !== null &&
batch.texture !== texture)
{
this.pushBatch();
}
batches[batches.length - 1].texture = texture;
}
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return this;
},
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/**
* Creates a new batch object and pushes it to a batch array.
* The batch object contains information relevant to the current
* vertex batch like the offset in the vertex buffer, vertex count and
* the textures used by that batch.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#pushBatch
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* @since 3.1.0
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*/
pushBatch: function ()
{
var batch = {
first: this.vertexCount,
texture: null,
textures: []
};
this.batches.push(batch);
},
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/**
* Binds, uploads resources and processes all batches generating draw calls.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#flush
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* @since 3.1.0
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*
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* @return {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline} This Pipeline.
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*/
flush: function ()
{
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if (this.flushLocked)
{
return this;
}
this.flushLocked = true;
var gl = this.gl;
var renderer = this.renderer;
var vertexCount = this.vertexCount;
var topology = this.topology;
var vertexSize = this.vertexSize;
var batches = this.batches;
var batchCount = batches.length;
var batchVertexCount = 0;
var batch = null;
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var batchNext;
var textureIndex;
var nTexture;
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if (batchCount === 0 || vertexCount === 0)
{
this.flushLocked = false;
return this;
}
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.bytes.subarray(0, vertexCount * vertexSize));
for (var index = 0; index < batches.length - 1; ++index)
{
batch = batches[index];
batchNext = batches[index + 1];
if (batch.textures.length > 0)
{
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for (textureIndex = 0; textureIndex < batch.textures.length; ++textureIndex)
{
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nTexture = batch.textures[textureIndex];
if (nTexture)
{
renderer.setTexture2D(nTexture, 1 + textureIndex);
}
}
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gl.activeTexture(gl.TEXTURE0);
}
batchVertexCount = batchNext.first - batch.first;
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if (batch.texture === null || batchVertexCount <= 0) { continue; }
renderer.setTexture2D(batch.texture, 0);
gl.drawArrays(topology, batch.first, batchVertexCount);
}
// Left over data
batch = batches[batches.length - 1];
if (batch.textures.length > 0)
{
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for (textureIndex = 0; textureIndex < batch.textures.length; ++textureIndex)
{
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nTexture = batch.textures[textureIndex];
if (nTexture)
{
renderer.setTexture2D(nTexture, 1 + textureIndex);
}
}
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gl.activeTexture(gl.TEXTURE0);
}
batchVertexCount = vertexCount - batch.first;
if (batch.texture && batchVertexCount > 0)
{
renderer.setTexture2D(batch.texture, 0);
gl.drawArrays(topology, batch.first, batchVertexCount);
}
this.vertexCount = 0;
batches.length = 0;
this.pushBatch();
this.flushLocked = false;
return this;
},
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/**
* Called every time the pipeline needs to be used.
* It binds all necessary resources.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#onBind
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* @since 3.0.0
*
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* @return {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline} [description]
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*/
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onBind: function ()
{
WebGLPipeline.prototype.onBind.call(this);
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this.mvpUpdate();
if (this.batches.length === 0)
{
this.pushBatch();
}
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return this;
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},
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/**
* [description]
*
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* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#resize
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* @since 3.0.0
*
* @param {number} width - [description]
* @param {number} height - [description]
* @param {number} resolution - [description]
*
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* @return {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline} [description]
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*/
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resize: function (width, height, resolution)
{
WebGLPipeline.prototype.resize.call(this, width, height, resolution);
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this.projOrtho(0, this.width, this.height, 0, -1000.0, 1000.0);
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return this;
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},
/**
* Batches Sprite game object
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchSprite
* @since 3.0.0
*
* @param {Phaser.GameObjects.Sprite} sprite - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
* @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - [description]
*/
batchSprite: function (sprite, camera, parentTransformMatrix)
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{
this.renderer.setPipeline(this);
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var camMatrix = this._tempMatrix1;
var spriteMatrix = this._tempMatrix2;
var calcMatrix = this._tempMatrix3;
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var frame = sprite.frame;
var texture = frame.glTexture;
var u0 = frame.u0;
var v0 = frame.v0;
var u1 = frame.u1;
var v1 = frame.v1;
var frameX = frame.x;
var frameY = frame.y;
var frameWidth = frame.width;
var frameHeight = frame.height;
var x = -sprite.displayOriginX + frameX;
var y = -sprite.displayOriginY + frameY;
if (sprite.isCropped)
{
var crop = sprite._crop;
if (crop.flipX !== sprite.flipX || crop.flipY !== sprite.flipY)
{
frame.updateCropUVs(crop, sprite.flipX, sprite.flipY);
}
u0 = crop.u0;
v0 = crop.v0;
u1 = crop.u1;
v1 = crop.v1;
frameWidth = crop.width;
frameHeight = crop.height;
frameX = crop.x;
frameY = crop.y;
x = -sprite.displayOriginX + frameX;
y = -sprite.displayOriginY + frameY;
}
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if (sprite.flipX)
{
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x += frameWidth;
frameWidth *= -1;
}
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if (sprite.flipY)
{
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y += frameHeight;
frameHeight *= -1;
}
var xw = x + frameWidth;
var yh = y + frameHeight;
spriteMatrix.applyITRS(sprite.x, sprite.y, sprite.rotation, sprite.scaleX, sprite.scaleY);
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camMatrix.copyFrom(camera.matrix);
if (parentTransformMatrix)
{
// Multiply the camera by the parent matrix
camMatrix.multiplyWithOffset(parentTransformMatrix, -camera.scrollX * sprite.scrollFactorX, -camera.scrollY * sprite.scrollFactorY);
// Undo the camera scroll
spriteMatrix.e = sprite.x;
spriteMatrix.f = sprite.y;
// Multiply by the Sprite matrix, store result in calcMatrix
camMatrix.multiply(spriteMatrix, calcMatrix);
}
else
{
spriteMatrix.e -= camera.scrollX * sprite.scrollFactorX;
spriteMatrix.f -= camera.scrollY * sprite.scrollFactorY;
// Multiply by the Sprite matrix, store result in calcMatrix
camMatrix.multiply(spriteMatrix, calcMatrix);
}
var tx0 = x * calcMatrix.a + y * calcMatrix.c + calcMatrix.e;
var ty0 = x * calcMatrix.b + y * calcMatrix.d + calcMatrix.f;
var tx1 = x * calcMatrix.a + yh * calcMatrix.c + calcMatrix.e;
var ty1 = x * calcMatrix.b + yh * calcMatrix.d + calcMatrix.f;
var tx2 = xw * calcMatrix.a + yh * calcMatrix.c + calcMatrix.e;
var ty2 = xw * calcMatrix.b + yh * calcMatrix.d + calcMatrix.f;
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var tx3 = xw * calcMatrix.a + y * calcMatrix.c + calcMatrix.e;
var ty3 = xw * calcMatrix.b + y * calcMatrix.d + calcMatrix.f;
var tintTL = Utils.getTintAppendFloatAlpha(sprite._tintTL, camera.alpha * sprite._alphaTL);
var tintTR = Utils.getTintAppendFloatAlpha(sprite._tintTR, camera.alpha * sprite._alphaTR);
var tintBL = Utils.getTintAppendFloatAlpha(sprite._tintBL, camera.alpha * sprite._alphaBL);
var tintBR = Utils.getTintAppendFloatAlpha(sprite._tintBR, camera.alpha * sprite._alphaBR);
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if (camera.roundPixels)
{
tx0 |= 0;
ty0 |= 0;
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tx1 |= 0;
ty1 |= 0;
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tx2 |= 0;
ty2 |= 0;
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tx3 |= 0;
ty3 |= 0;
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}
this.setTexture2D(texture, 0);
var tintEffect = (sprite._isTinted && sprite.tintFill);
this.batchVertices(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect);
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},
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/**
* Adds the vertices data into the batch and flushes if full.
*
* Assumes 6 vertices in the following arrangement:
*
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* ```
* 0----3
* |\ B|
* | \ |
* | \ |
* | A \|
* | \
* 1----2
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* ```
*
* Where tx0/ty0 = 0, tx1/ty1 = 1, tx2/ty2 = 2 and tx3/ty3 = 3
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchVertices
* @since 3.11.0
*
* @param {number} tx0 - The top-left x position.
* @param {number} ty0 - The top-left y position.
* @param {number} tx1 - The bottom-left x position.
* @param {number} ty1 - The bottom-left y position.
* @param {number} tx2 - The bottom-right x position.
* @param {number} ty2 - The bottom-right y position.
* @param {number} tx3 - The top-right x position.
* @param {number} ty3 - The top-right y position.
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* @param {number} u0 - UV u0 value.
* @param {number} v0 - UV v0 value.
* @param {number} u1 - UV u1 value.
* @param {number} v1 - UV v1 value.
* @param {number} tintTL - The top-left tint color value.
* @param {number} tintTR - The top-right tint color value.
* @param {number} tintBL - The bottom-left tint color value.
* @param {number} tintBR - The bottom-right tint color value.
* @param {(number|boolean)} tintEffect - The tint effect for the shader to use.
*
* @return {boolean} `true` if this method caused the batch to flush, otherwise `false`.
*/
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batchVertices: function (tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect)
{
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var hasFlushed = false;
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if (this.vertexCount + 6 > this.vertexCapacity)
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{
this.flush();
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hasFlushed = true;
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}
var vertexViewF32 = this.vertexViewF32;
var vertexViewU32 = this.vertexViewU32;
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var vertexOffset = (this.vertexCount * this.vertexComponentCount) - 1;
vertexViewF32[++vertexOffset] = tx0;
vertexViewF32[++vertexOffset] = ty0;
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vertexViewF32[++vertexOffset] = u0;
vertexViewF32[++vertexOffset] = v0;
vertexViewF32[++vertexOffset] = tintEffect;
vertexViewU32[++vertexOffset] = tintTL;
vertexViewF32[++vertexOffset] = tx1;
vertexViewF32[++vertexOffset] = ty1;
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vertexViewF32[++vertexOffset] = u0;
vertexViewF32[++vertexOffset] = v1;
vertexViewF32[++vertexOffset] = tintEffect;
vertexViewU32[++vertexOffset] = tintBL;
vertexViewF32[++vertexOffset] = tx2;
vertexViewF32[++vertexOffset] = ty2;
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vertexViewF32[++vertexOffset] = u1;
vertexViewF32[++vertexOffset] = v1;
vertexViewF32[++vertexOffset] = tintEffect;
vertexViewU32[++vertexOffset] = tintBR;
vertexViewF32[++vertexOffset] = tx0;
vertexViewF32[++vertexOffset] = ty0;
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vertexViewF32[++vertexOffset] = u0;
vertexViewF32[++vertexOffset] = v0;
vertexViewF32[++vertexOffset] = tintEffect;
vertexViewU32[++vertexOffset] = tintTL;
vertexViewF32[++vertexOffset] = tx2;
vertexViewF32[++vertexOffset] = ty2;
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vertexViewF32[++vertexOffset] = u1;
vertexViewF32[++vertexOffset] = v1;
vertexViewF32[++vertexOffset] = tintEffect;
vertexViewU32[++vertexOffset] = tintBR;
vertexViewF32[++vertexOffset] = tx3;
vertexViewF32[++vertexOffset] = ty3;
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vertexViewF32[++vertexOffset] = u1;
vertexViewF32[++vertexOffset] = v0;
vertexViewF32[++vertexOffset] = tintEffect;
vertexViewU32[++vertexOffset] = tintTR;
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this.vertexCount += 6;
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if (this.vertexCapacity - this.vertexCount < 6)
{
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// No more room at the inn
this.flush();
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hasFlushed = true;
}
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return hasFlushed;
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},
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/**
* Generic function for batching a textured quad
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*
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* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchTexture
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* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - Source GameObject
* @param {WebGLTexture} texture - Raw WebGLTexture associated with the quad
* @param {integer} textureWidth - Real texture width
* @param {integer} textureHeight - Real texture height
* @param {number} srcX - X coordinate of the quad
* @param {number} srcY - Y coordinate of the quad
* @param {number} srcWidth - Width of the quad
* @param {number} srcHeight - Height of the quad
* @param {number} scaleX - X component of scale
* @param {number} scaleY - Y component of scale
* @param {number} rotation - Rotation of the quad
* @param {boolean} flipX - Indicates if the quad is horizontally flipped
* @param {boolean} flipY - Indicates if the quad is vertically flipped
* @param {number} scrollFactorX - By which factor is the quad affected by the camera horizontal scroll
* @param {number} scrollFactorY - By which factor is the quad effected by the camera vertical scroll
* @param {number} displayOriginX - Horizontal origin in pixels
* @param {number} displayOriginY - Vertical origin in pixels
* @param {number} frameX - X coordinate of the texture frame
* @param {number} frameY - Y coordinate of the texture frame
* @param {number} frameWidth - Width of the texture frame
* @param {number} frameHeight - Height of the texture frame
* @param {integer} tintTL - Tint for top left
* @param {integer} tintTR - Tint for top right
* @param {integer} tintBL - Tint for bottom left
* @param {integer} tintBR - Tint for bottom right
* @param {number} tintEffect - The tint effect (0 for additive, 1 for replacement)
* @param {number} uOffset - Horizontal offset on texture coordinate
* @param {number} vOffset - Vertical offset on texture coordinate
* @param {Phaser.Cameras.Scene2D.Camera} camera - Current used camera
* @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - Parent container
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*/
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batchTexture: function (
gameObject,
texture,
textureWidth, textureHeight,
srcX, srcY,
srcWidth, srcHeight,
scaleX, scaleY,
rotation,
flipX, flipY,
scrollFactorX, scrollFactorY,
displayOriginX, displayOriginY,
frameX, frameY, frameWidth, frameHeight,
tintTL, tintTR, tintBL, tintBR, tintEffect,
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uOffset, vOffset,
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camera,
parentTransformMatrix)
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{
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this.renderer.setPipeline(this);
var camMatrix = this._tempMatrix1;
var spriteMatrix = this._tempMatrix2;
var calcMatrix = this._tempMatrix3;
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var width = srcWidth;
var height = srcHeight;
var x = -displayOriginX;
var y = -displayOriginY;
// Invert the flipY if this is a RenderTexture
flipY = flipY ^ (texture.isRenderTexture ? 1 : 0);
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if (flipX)
{
width *= -1;
x += srcWidth;
}
if (flipY)
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{
height *= -1;
y += srcHeight;
}
if (camera.roundPixels)
{
x |= 0;
y |= 0;
}
var xw = x + width;
var yh = y + height;
spriteMatrix.applyITRS(srcX, srcY, rotation, scaleX, scaleY);
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camMatrix.copyFrom(camera.matrix);
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if (parentTransformMatrix)
{
// Multiply the camera by the parent matrix
camMatrix.multiplyWithOffset(parentTransformMatrix, -camera.scrollX * scrollFactorX, -camera.scrollY * scrollFactorY);
// Undo the camera scroll
spriteMatrix.e = srcX;
spriteMatrix.f = srcY;
// Multiply by the Sprite matrix, store result in calcMatrix
camMatrix.multiply(spriteMatrix, calcMatrix);
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}
else
{
spriteMatrix.e -= camera.scrollX * scrollFactorX;
spriteMatrix.f -= camera.scrollY * scrollFactorY;
// Multiply by the Sprite matrix, store result in calcMatrix
camMatrix.multiply(spriteMatrix, calcMatrix);
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}
var tx0 = x * calcMatrix.a + y * calcMatrix.c + calcMatrix.e;
var ty0 = x * calcMatrix.b + y * calcMatrix.d + calcMatrix.f;
var tx1 = x * calcMatrix.a + yh * calcMatrix.c + calcMatrix.e;
var ty1 = x * calcMatrix.b + yh * calcMatrix.d + calcMatrix.f;
var tx2 = xw * calcMatrix.a + yh * calcMatrix.c + calcMatrix.e;
var ty2 = xw * calcMatrix.b + yh * calcMatrix.d + calcMatrix.f;
var tx3 = xw * calcMatrix.a + y * calcMatrix.c + calcMatrix.e;
var ty3 = xw * calcMatrix.b + y * calcMatrix.d + calcMatrix.f;
if (camera.roundPixels)
{
tx0 |= 0;
ty0 |= 0;
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tx1 |= 0;
ty1 |= 0;
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tx2 |= 0;
ty2 |= 0;
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tx3 |= 0;
ty3 |= 0;
}
var u0 = (frameX / textureWidth) + uOffset;
var v0 = (frameY / textureHeight) + vOffset;
var u1 = (frameX + frameWidth) / textureWidth + uOffset;
var v1 = (frameY + frameHeight) / textureHeight + vOffset;
this.setTexture2D(texture, 0);
this.batchVertices(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect);
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},
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/**
* Immediately draws a Texture Frame with no batching.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#drawTexture
* @since 3.11.0
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*
* @param {WebGLTexture} texture - The WebGL Texture to be rendered.
* @param {number} x - The horizontal position to render the texture at.
* @param {number} y - The vertical position to render the texture at.
* @param {number} tint - The tint color.
* @param {number} alpha - The alpha value.
* @param {array} transformMatrix - An array of matrix values.
* @param {Phaser.GameObjects.Components.TransformMatrix} [parentTransformMatrix] - A parent Transform Matrix.
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*
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* @return {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline} This Pipeline.
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*/
drawTextureFrame: function (
frame,
x, y,
tint, alpha,
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transformMatrix,
parentTransformMatrix
)
{
this.renderer.setPipeline(this);
if (this.vertexCount + 6 > this.vertexCapacity)
{
this.flush();
}
var spriteMatrix = this._tempMatrix1.copyFromArray(transformMatrix);
var calcMatrix = this._tempMatrix2;
var xw = x + frame.width;
var yh = y + frame.height;
if (parentTransformMatrix)
{
spriteMatrix.multiply(parentTransformMatrix, calcMatrix);
}
else
{
calcMatrix = spriteMatrix;
}
var tx0 = x * calcMatrix.a + y * calcMatrix.c + calcMatrix.e;
var ty0 = x * calcMatrix.b + y * calcMatrix.d + calcMatrix.f;
var tx1 = x * calcMatrix.a + yh * calcMatrix.c + calcMatrix.e;
var ty1 = x * calcMatrix.b + yh * calcMatrix.d + calcMatrix.f;
var tx2 = xw * calcMatrix.a + yh * calcMatrix.c + calcMatrix.e;
var ty2 = xw * calcMatrix.b + yh * calcMatrix.d + calcMatrix.f;
var tx3 = xw * calcMatrix.a + y * calcMatrix.c + calcMatrix.e;
var ty3 = xw * calcMatrix.b + y * calcMatrix.d + calcMatrix.f;
if (this.renderer.config.roundPixels)
{
tx0 |= 0;
ty0 |= 0;
tx1 |= 0;
ty1 |= 0;
tx2 |= 0;
ty2 |= 0;
tx3 |= 0;
ty3 |= 0;
}
this.setTexture2D(frame.glTexture, 0);
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tint = Utils.getTintAppendFloatAlpha(tint, alpha);
if (!this.batchVertices(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, frame.u0, frame.v0, frame.u1, frame.v1, tint, tint, tint, tint, 0))
{
this.flush();
}
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}
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});
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module.exports = TextureTintPipeline;