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

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/**
* @author Richard Davey <rich@photonstorm.com>
* @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');
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var ShaderSourceFS = require('../shaders/TextureTint.frag');
var ShaderSourceVS = require('../shaders/TextureTint.vert');
var Utils = require('../Utils');
var WebGLPipeline = require('../WebGLPipeline');
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/**
* @classdesc
* [description]
*
* @class TextureTintPipeline
* @extends Phaser.Renderer.WebGL.WebGLPipeline
* @memberOf Phaser.Renderer.WebGL
* @constructor
* @since 3.0.0
*
* @param {Phaser.Game} game - [description]
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* @param {WebGLRenderingContext} gl - [description]
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* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - [description]
* @param {boolean} overrideFragmentShader - [description]
*/
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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:
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function TextureTintPipeline (game, gl, renderer, overrideFragmentShader)
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{
WebGLPipeline.call(this, {
game: game,
gl: gl,
renderer: renderer,
topology: gl.TRIANGLES,
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vertShader: ShaderSourceVS,
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fragShader: (overrideFragmentShader ? overrideFragmentShader : ShaderSourceFS),
vertexCapacity: 6 * 2000,
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vertexSize:
Float32Array.BYTES_PER_ELEMENT * 2 +
Float32Array.BYTES_PER_ELEMENT * 2 +
Uint8Array.BYTES_PER_ELEMENT * 4,
attributes: [
{
name: 'inPosition',
size: 2,
type: gl.FLOAT,
normalized: false,
offset: 0
},
{
name: 'inTexCoord',
size: 2,
type: gl.FLOAT,
normalized: false,
offset: Float32Array.BYTES_PER_ELEMENT * 2
},
{
name: 'inTint',
size: 4,
type: gl.UNSIGNED_BYTE,
normalized: true,
offset: Float32Array.BYTES_PER_ELEMENT * 4
}
]
});
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.TextureTintPipeline#vertexViewF32
* @type {Float32Array}
* @since 3.0.0
*/
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this.vertexViewF32 = new Float32Array(this.vertexData);
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.TextureTintPipeline#vertexViewU32
* @type {Uint32Array}
* @since 3.0.0
*/
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this.vertexViewU32 = new Uint32Array(this.vertexData);
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.TextureTintPipeline#maxQuads
* @type {integer}
* @default 2000
* @since 3.0.0
*/
this.maxQuads = 2000;
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/**
* [description]
*
* @name Phaser.Renderer.WebGL.TextureTintPipeline#batches
* @type {array}
* @since 3.0.1
*/
this.batches = [];
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this.mvpInit();
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.TextureTintPipeline#setTexture2D
* @since 3.0.1
*
* @param {WebGLTexture} texture - [description]
* @param {int} textureUnit - [description]
*
* @return {Phaser.Renderer.WebGL.TextureTintPipeline} [description]
*/
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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/**
* [description]
*
* @method Phaser.Renderer.WebGL.TextureTintPipeline#pushBatch
* @since 3.0.1
*/
pushBatch: function ()
{
var batch = {
first: this.vertexCount,
texture: null,
textures: []
};
this.batches.push(batch);
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.TextureTintPipeline#flush
* @since 3.0.1
*/
flush: function ()
{
if (this.flushLocked) return this;
this.flushLocked = true;
var gl = this.gl;
var renderer = this.renderer;
var vertexCount = this.vertexCount;
var vertexBuffer = this.vertexBuffer;
var vertexData = this.vertexData;
var topology = this.topology;
var vertexSize = this.vertexSize;
var batches = this.batches;
var batchCount = batches.length;
var batchVertexCount = 0;
var batch = null;
var nextBatch = null;
if (batchCount === 0 || vertexCount === 0)
{
this.flushLocked = false;
return this;
}
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)
{
for (var textureIndex = 0; textureIndex < batch.textures.length; ++textureIndex)
{
var nTexture = batch.textures[textureIndex];
if (nTexture)
{
renderer.setTexture2D(nTexture, 1 + textureIndex);
}
}
gl.activeTexture(gl.TEXTURE0);
}
batchVertexCount = batchNext.first - batch.first;
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)
{
for (var textureIndex = 0; textureIndex < batch.textures.length; ++textureIndex)
{
var nTexture = batch.textures[textureIndex];
if (nTexture)
{
renderer.setTexture2D(nTexture, 1 + textureIndex);
}
}
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.flushLocked = false;
return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.TextureTintPipeline#onBind
* @since 3.0.0
*
* @return {Phaser.Renderer.WebGL.TextureTintPipeline} [description]
*/
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onBind: function ()
{
WebGLPipeline.prototype.onBind.call(this);
this.mvpUpdate();
if (this.batches.length === 0)
{
this.pushBatch();
}
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return this;
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.TextureTintPipeline#resize
* @since 3.0.0
*
* @param {number} width - [description]
* @param {number} height - [description]
* @param {number} resolution - [description]
*
* @return {Phaser.Renderer.WebGL.TextureTintPipeline} [description]
*/
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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);
return this;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.TextureTintPipeline#drawStaticTilemapLayer
* @since 3.0.0
*
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* @param {Phaser.Tilemaps.StaticTilemapLayer} tilemap - [description]
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* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*/
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drawStaticTilemapLayer: function (tilemap, camera)
{
if (tilemap.vertexCount > 0)
{
var pipelineVertexBuffer = this.vertexBuffer;
var gl = this.gl;
var renderer = this.renderer;
var frame = tilemap.tileset.image.get();
if (renderer.currentPipeline &&
renderer.currentPipeline.vertexCount > 0)
{
renderer.flush();
}
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this.vertexBuffer = tilemap.vertexBuffer;
renderer.setTexture2D(frame.source.glTexture, 0);
renderer.setPipeline(this);
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gl.drawArrays(this.topology, 0, tilemap.vertexCount);
this.vertexBuffer = pipelineVertexBuffer;
}
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this.viewIdentity();
this.modelIdentity();
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.TextureTintPipeline#drawEmitterManager
* @since 3.0.0
*
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* @param {Phaser.GameObjects.Particles.ParticleEmitterManager} emitterManager - [description]
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* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*/
drawEmitterManager: function (emitterManager, camera)
{
this.renderer.setPipeline(this);
var emitters = emitterManager.emitters.list;
var emitterCount = emitters.length;
var getTint = Utils.getTintAppendFloatAlpha;
var vertexViewF32 = this.vertexViewF32;
var vertexViewU32 = this.vertexViewU32;
var renderer = this.renderer;
var roundPixels = camera.roundPixels;
var resolution = renderer.config.resolution;
var maxQuads = this.maxQuads;
var cameraScrollX = camera.scrollX;
var cameraScrollY = camera.scrollY;
var cameraMatrix = camera.matrix.matrix;
var cma = cameraMatrix[0];
var cmb = cameraMatrix[1];
var cmc = cameraMatrix[2];
var cmd = cameraMatrix[3];
var cme = cameraMatrix[4];
var cmf = cameraMatrix[5];
var sin = Math.sin;
var cos = Math.cos;
var vertexComponentCount = this.vertexComponentCount;
var vertexCapacity = this.vertexCapacity;
var texture = emitterManager.defaultFrame.source.glTexture;
this.setTexture2D(texture, 0);
for (var emitterIndex = 0; emitterIndex < emitterCount; ++emitterIndex)
{
var emitter = emitters[emitterIndex];
var particles = emitter.alive;
var aliveLength = particles.length;
var batchCount = Math.ceil(aliveLength / maxQuads);
var particleOffset = 0;
var scrollX = cameraScrollX * emitter.scrollFactorX;
var scrollY = cameraScrollY * emitter.scrollFactorY;
if (!emitter.visible || aliveLength === 0)
{
continue;
}
renderer.setBlendMode(emitter.blendMode);
if (this.vertexCount >= vertexCapacity)
{
this.flush();
this.setTexture2D(texture, 0);
}
for (var batchIndex = 0; batchIndex < batchCount; ++batchIndex)
{
var batchSize = Math.min(aliveLength, maxQuads);
for (var index = 0; index < batchSize; ++index)
{
var particle = particles[particleOffset + index];
if (particle.alpha <= 0)
{
continue;
}
var frame = particle.frame;
var uvs = frame.uvs;
var x = -(frame.halfWidth);
var y = -(frame.halfHeight);
var color = particle.color;
var xw = x + frame.width;
var yh = y + frame.height;
var sr = sin(particle.rotation);
var cr = cos(particle.rotation);
var sra = cr * particle.scaleX;
var srb = -sr * particle.scaleX;
var src = sr * particle.scaleY;
var srd = cr * particle.scaleY;
var sre = particle.x - scrollX * particle.scrollFactorX;
var srf = particle.y - scrollY * particle.scrollFactorY;
var mva = sra * cma + srb * cmc;
var mvb = sra * cmb + srb * cmd;
var mvc = src * cma + srd * cmc;
var mvd = src * cmb + srd * cmd;
var mve = sre * cma + srf * cmc + cme;
var mvf = sre * cmb + srf * cmd + cmf;
var tx0 = x * mva + y * mvc + mve;
var ty0 = x * mvb + y * mvd + mvf;
var tx1 = x * mva + yh * mvc + mve;
var ty1 = x * mvb + yh * mvd + mvf;
var tx2 = xw * mva + yh * mvc + mve;
var ty2 = xw * mvb + yh * mvd + mvf;
var tx3 = xw * mva + y * mvc + mve;
var ty3 = xw * mvb + y * mvd + mvf;
var vertexOffset = this.vertexCount * vertexComponentCount;
if (roundPixels)
{
tx0 = ((tx0 * resolution)|0) / resolution;
ty0 = ((ty0 * resolution)|0) / resolution;
tx1 = ((tx1 * resolution)|0) / resolution;
ty1 = ((ty1 * resolution)|0) / resolution;
tx2 = ((tx2 * resolution)|0) / resolution;
ty2 = ((ty2 * resolution)|0) / resolution;
tx3 = ((tx3 * resolution)|0) / resolution;
ty3 = ((ty3 * resolution)|0) / resolution;
}
vertexViewF32[vertexOffset + 0] = tx0;
vertexViewF32[vertexOffset + 1] = ty0;
vertexViewF32[vertexOffset + 2] = uvs.x0;
vertexViewF32[vertexOffset + 3] = uvs.y0;
vertexViewU32[vertexOffset + 4] = color;
vertexViewF32[vertexOffset + 5] = tx1;
vertexViewF32[vertexOffset + 6] = ty1;
vertexViewF32[vertexOffset + 7] = uvs.x1;
vertexViewF32[vertexOffset + 8] = uvs.y1;
vertexViewU32[vertexOffset + 9] = color;
vertexViewF32[vertexOffset + 10] = tx2;
vertexViewF32[vertexOffset + 11] = ty2;
vertexViewF32[vertexOffset + 12] = uvs.x2;
vertexViewF32[vertexOffset + 13] = uvs.y2;
vertexViewU32[vertexOffset + 14] = color;
vertexViewF32[vertexOffset + 15] = tx0;
vertexViewF32[vertexOffset + 16] = ty0;
vertexViewF32[vertexOffset + 17] = uvs.x0;
vertexViewF32[vertexOffset + 18] = uvs.y0;
vertexViewU32[vertexOffset + 19] = color;
vertexViewF32[vertexOffset + 20] = tx2;
vertexViewF32[vertexOffset + 21] = ty2;
vertexViewF32[vertexOffset + 22] = uvs.x2;
vertexViewF32[vertexOffset + 23] = uvs.y2;
vertexViewU32[vertexOffset + 24] = color;
vertexViewF32[vertexOffset + 25] = tx3;
vertexViewF32[vertexOffset + 26] = ty3;
vertexViewF32[vertexOffset + 27] = uvs.x3;
vertexViewF32[vertexOffset + 28] = uvs.y3;
vertexViewU32[vertexOffset + 29] = color;
this.vertexCount += 6;
}
particleOffset += batchSize;
aliveLength -= batchSize;
if (this.vertexCount >= vertexCapacity)
{
this.flush();
this.setTexture2D(texture, 0);
}
}
}
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.TextureTintPipeline#drawBlitter
* @since 3.0.0
*
* @param {Phaser.GameObjects.Blitter} blitter - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*/
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drawBlitter: function (blitter, camera)
{
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this.renderer.setPipeline(this);
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var getTint = Utils.getTintAppendFloatAlpha;
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var vertexViewF32 = this.vertexViewF32;
var vertexViewU32 = this.vertexViewU32;
var renderer = this.renderer;
var roundPixels = camera.roundPixels;
var resolution = renderer.config.resolution;
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var list = blitter.getRenderList();
var length = list.length;
var cameraMatrix = camera.matrix.matrix;
var a = cameraMatrix[0];
var b = cameraMatrix[1];
var c = cameraMatrix[2];
var d = cameraMatrix[3];
var e = cameraMatrix[4];
var f = cameraMatrix[5];
var cameraScrollX = camera.scrollX * blitter.scrollFactorX;
var cameraScrollY = camera.scrollY * blitter.scrollFactorY;
var batchCount = Math.ceil(length / this.maxQuads);
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var batchOffset = 0;
var blitterX = blitter.x - cameraScrollX;
var blitterY = blitter.y - cameraScrollY;
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for (var batchIndex = 0; batchIndex < batchCount; ++batchIndex)
{
var batchSize = Math.min(length, this.maxQuads);
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for (var index = 0; index < batchSize; ++index)
{
var bob = list[batchOffset + index];
var frame = bob.frame;
var alpha = bob.alpha;
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var tint = getTint(0xffffff, bob.alpha);
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var uvs = frame.uvs;
var flipX = bob.flipX;
var flipY = bob.flipY;
var width = frame.width * (flipX ? -1.0 : 1.0);
var height = frame.height * (flipY ? -1.0 : 1.0);
var x = blitterX + bob.x + frame.x + (frame.width * ((flipX) ? 1.0 : 0.0));
var y = blitterY + bob.y + frame.y + (frame.height * ((flipY) ? 1.0 : 0.0));
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var xw = x + width;
var yh = y + height;
var tx0 = x * a + y * c + e;
var ty0 = x * b + y * d + f;
var tx1 = xw * a + yh * c + e;
var ty1 = xw * b + yh * d + f;
if (roundPixels)
{
tx0 = ((tx0 * resolution)|0) / resolution;
ty0 = ((ty0 * resolution)|0) / resolution;
tx1 = ((tx1 * resolution)|0) / resolution;
ty1 = ((ty1 * resolution)|0) / resolution;
tx2 = ((tx2 * resolution)|0) / resolution;
ty2 = ((ty2 * resolution)|0) / resolution;
tx3 = ((tx3 * resolution)|0) / resolution;
ty3 = ((ty3 * resolution)|0) / resolution;
}
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// Bind Texture if texture wasn't bound.
// This needs to be here because of multiple
// texture atlas.
this.setTexture2D(frame.texture.source[frame.sourceIndex].glTexture, 0);
var vertexOffset = this.vertexCount * this.vertexComponentCount;
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vertexViewF32[vertexOffset + 0] = tx0;
vertexViewF32[vertexOffset + 1] = ty0;
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vertexViewF32[vertexOffset + 2] = uvs.x0;
vertexViewF32[vertexOffset + 3] = uvs.y0;
vertexViewU32[vertexOffset + 4] = tint;
vertexViewF32[vertexOffset + 5] = tx0;
vertexViewF32[vertexOffset + 6] = ty1;
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vertexViewF32[vertexOffset + 7] = uvs.x1;
vertexViewF32[vertexOffset + 8] = uvs.y1;
vertexViewU32[vertexOffset + 9] = tint;
vertexViewF32[vertexOffset + 10] = tx1;
vertexViewF32[vertexOffset + 11] = ty1;
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vertexViewF32[vertexOffset + 12] = uvs.x2;
vertexViewF32[vertexOffset + 13] = uvs.y2;
vertexViewU32[vertexOffset + 14] = tint;
vertexViewF32[vertexOffset + 15] = tx0;
vertexViewF32[vertexOffset + 16] = ty0;
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vertexViewF32[vertexOffset + 17] = uvs.x0;
vertexViewF32[vertexOffset + 18] = uvs.y0;
vertexViewU32[vertexOffset + 19] = tint;
vertexViewF32[vertexOffset + 20] = tx1;
vertexViewF32[vertexOffset + 21] = ty1;
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vertexViewF32[vertexOffset + 22] = uvs.x2;
vertexViewF32[vertexOffset + 23] = uvs.y2;
vertexViewU32[vertexOffset + 24] = tint;
vertexViewF32[vertexOffset + 25] = tx1;
vertexViewF32[vertexOffset + 26] = ty0;
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vertexViewF32[vertexOffset + 27] = uvs.x3;
vertexViewF32[vertexOffset + 28] = uvs.y3;
vertexViewU32[vertexOffset + 29] = tint;
this.vertexCount += 6;
if (this.vertexCount >= this.vertexCapacity)
{
this.flush();
}
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}
batchOffset += batchSize;
length -= batchSize;
if (this.vertexCount >= this.vertexCapacity)
{
this.flush();
}
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}
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.TextureTintPipeline#batchSprite
* @since 3.0.0
*
* @param {Phaser.GameObjects.Sprite} sprite - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*/
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batchSprite: function (sprite, camera)
{
this.renderer.setPipeline(this);
if (this.vertexCount + 6 > this.vertexCapacity)
{
this.flush();
}
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var getTint = Utils.getTintAppendFloatAlpha;
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var vertexViewF32 = this.vertexViewF32;
var vertexViewU32 = this.vertexViewU32;
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var renderer = this.renderer;
var roundPixels = camera.roundPixels;
var resolution = renderer.config.resolution;
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var cameraMatrix = camera.matrix.matrix;
var frame = sprite.frame;
var texture = frame.texture.source[frame.sourceIndex].glTexture;
var forceFlipY = (texture.isRenderTexture ? true : false);
var flipX = sprite.flipX;
var flipY = sprite.flipY ^ forceFlipY;
var uvs = frame.uvs;
var width = frame.width * (flipX ? -1.0 : 1.0);
var height = frame.height * (flipY ? -1.0 : 1.0);
var x = -sprite.displayOriginX + frame.x + ((frame.width) * (flipX ? 1.0 : 0.0));
var y = -sprite.displayOriginY + frame.y + ((frame.height) * (flipY ? 1.0 : 0.0));
var xw = x + width;
var yh = y + height;
var translateX = sprite.x - camera.scrollX * sprite.scrollFactorX;
var translateY = sprite.y - camera.scrollY * sprite.scrollFactorY;
var scaleX = sprite.scaleX;
var scaleY = sprite.scaleY;
var rotation = -sprite.rotation;
var alphaTL = sprite._alphaTL;
var alphaTR = sprite._alphaTR;
var alphaBL = sprite._alphaBL;
var alphaBR = sprite._alphaBR;
var tintTL = sprite._tintTL;
var tintTR = sprite._tintTR;
var tintBL = sprite._tintBL;
var tintBR = sprite._tintBR;
var sr = Math.sin(rotation);
var cr = Math.cos(rotation);
var sra = cr * scaleX;
var srb = -sr * scaleX;
var src = sr * scaleY;
var srd = cr * scaleY;
var sre = translateX;
var srf = translateY;
var cma = cameraMatrix[0];
var cmb = cameraMatrix[1];
var cmc = cameraMatrix[2];
var cmd = cameraMatrix[3];
var cme = cameraMatrix[4];
var cmf = cameraMatrix[5];
var mva = sra * cma + srb * cmc;
var mvb = sra * cmb + srb * cmd;
var mvc = src * cma + srd * cmc;
var mvd = src * cmb + srd * cmd;
var mve = sre * cma + srf * cmc + cme;
var mvf = sre * cmb + srf * cmd + cmf;
var tx0 = x * mva + y * mvc + mve;
var ty0 = x * mvb + y * mvd + mvf;
var tx1 = x * mva + yh * mvc + mve;
var ty1 = x * mvb + yh * mvd + mvf;
var tx2 = xw * mva + yh * mvc + mve;
var ty2 = xw * mvb + yh * mvd + mvf;
var tx3 = xw * mva + y * mvc + mve;
var ty3 = xw * mvb + y * mvd + mvf;
var tint0 = getTint(tintTL, alphaTL);
var tint1 = getTint(tintTR, alphaTR);
var tint2 = getTint(tintBL, alphaBL);
var tint3 = getTint(tintBR, alphaBR);
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var vertexOffset = 0;
this.setTexture2D(texture, 0);
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vertexOffset = this.vertexCount * this.vertexComponentCount;
if (roundPixels)
{
tx0 = ((tx0 * resolution)|0) / resolution;
ty0 = ((ty0 * resolution)|0) / resolution;
tx1 = ((tx1 * resolution)|0) / resolution;
ty1 = ((ty1 * resolution)|0) / resolution;
tx2 = ((tx2 * resolution)|0) / resolution;
ty2 = ((ty2 * resolution)|0) / resolution;
tx3 = ((tx3 * resolution)|0) / resolution;
ty3 = ((ty3 * resolution)|0) / resolution;
}
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vertexViewF32[vertexOffset + 0] = tx0;
vertexViewF32[vertexOffset + 1] = ty0;
vertexViewF32[vertexOffset + 2] = uvs.x0;
vertexViewF32[vertexOffset + 3] = uvs.y0;
vertexViewU32[vertexOffset + 4] = tint0;
vertexViewF32[vertexOffset + 5] = tx1;
vertexViewF32[vertexOffset + 6] = ty1;
vertexViewF32[vertexOffset + 7] = uvs.x1;
vertexViewF32[vertexOffset + 8] = uvs.y1;
vertexViewU32[vertexOffset + 9] = tint1;
vertexViewF32[vertexOffset + 10] = tx2;
vertexViewF32[vertexOffset + 11] = ty2;
vertexViewF32[vertexOffset + 12] = uvs.x2;
vertexViewF32[vertexOffset + 13] = uvs.y2;
vertexViewU32[vertexOffset + 14] = tint2;
vertexViewF32[vertexOffset + 15] = tx0;
vertexViewF32[vertexOffset + 16] = ty0;
vertexViewF32[vertexOffset + 17] = uvs.x0;
vertexViewF32[vertexOffset + 18] = uvs.y0;
vertexViewU32[vertexOffset + 19] = tint0;
vertexViewF32[vertexOffset + 20] = tx2;
vertexViewF32[vertexOffset + 21] = ty2;
vertexViewF32[vertexOffset + 22] = uvs.x2;
vertexViewF32[vertexOffset + 23] = uvs.y2;
vertexViewU32[vertexOffset + 24] = tint2;
vertexViewF32[vertexOffset + 25] = tx3;
vertexViewF32[vertexOffset + 26] = ty3;
vertexViewF32[vertexOffset + 27] = uvs.x3;
vertexViewF32[vertexOffset + 28] = uvs.y3;
vertexViewU32[vertexOffset + 29] = tint3;
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this.vertexCount += 6;
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.TextureTintPipeline#batchMesh
* @since 3.0.0
*
* @param {Phaser.GameObjects.Mesh} mesh - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*/
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batchMesh: function (mesh, camera)
{
var vertices = mesh.vertices;
var length = vertices.length;
var vertexCount = (length / 2)|0;
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this.renderer.setPipeline(this);
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if (this.vertexCount + vertexCount > this.vertexCapacity)
{
this.flush();
}
var getTint = Utils.getTintAppendFloatAlpha;
var uvs = mesh.uv;
var colors = mesh.colors;
var alphas = mesh.alphas;
var vertexViewF32 = this.vertexViewF32;
var vertexViewU32 = this.vertexViewU32;
var renderer = this.renderer;
var roundPixels = camera.roundPixels;
var resolution = renderer.config.resolution;
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var cameraMatrix = camera.matrix.matrix;
var a = cameraMatrix[0];
var b = cameraMatrix[1];
var c = cameraMatrix[2];
var d = cameraMatrix[3];
var e = cameraMatrix[4];
var f = cameraMatrix[5];
var frame = mesh.frame;
var texture = mesh.texture.source[frame.sourceIndex].glTexture;
var translateX = mesh.x - camera.scrollX * mesh.scrollFactorX;
var translateY = mesh.y - camera.scrollY * mesh.scrollFactorY;
var scaleX = mesh.scaleX;
var scaleY = mesh.scaleY;
var rotation = -mesh.rotation;
var sr = Math.sin(rotation);
var cr = Math.cos(rotation);
var sra = cr * scaleX;
var srb = -sr * scaleX;
var src = sr * scaleY;
var srd = cr * scaleY;
var sre = translateX;
var srf = translateY;
var cma = cameraMatrix[0];
var cmb = cameraMatrix[1];
var cmc = cameraMatrix[2];
var cmd = cameraMatrix[3];
var cme = cameraMatrix[4];
var cmf = cameraMatrix[5];
var mva = sra * cma + srb * cmc;
var mvb = sra * cmb + srb * cmd;
var mvc = src * cma + srd * cmc;
var mvd = src * cmb + srd * cmd;
var mve = sre * cma + srf * cmc + cme;
var mvf = sre * cmb + srf * cmd + cmf;
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var vertexOffset = 0;
this.setTexture2D(texture, 0);
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vertexOffset = this.vertexCount * this.vertexComponentCount;
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for (var index = 0, index0 = 0; index < length; index += 2)
{
var x = vertices[index + 0];
var y = vertices[index + 1];
var tx = x * mva + y * mvc + mve;
var ty = x * mvb + y * mvd + mvf;
if (roundPixels)
{
tx = ((tx * resolution)|0) / resolution;
tx = ((tx * resolution)|0) / resolution;
}
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vertexViewF32[vertexOffset + 0] = tx;
vertexViewF32[vertexOffset + 1] = ty;
vertexViewF32[vertexOffset + 2] = uvs[index + 0];
vertexViewF32[vertexOffset + 3] = uvs[index + 1];
vertexViewU32[vertexOffset + 4] = getTint(colors[index0], alphas[index0]);
vertexOffset += 5;
index0 += 1;
}
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this.vertexCount += vertexCount;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.TextureTintPipeline#batchBitmapText
* @since 3.0.0
*
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* @param {Phaser.GameObjects.BitmapText} bitmapText - [description]
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* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*/
batchBitmapText: function (bitmapText, camera)
{
this.renderer.setPipeline(this);
if (this.vertexCount + 6 > this.vertexCapacity)
{
this.flush();
}
var text = bitmapText.text;
var textLength = text.length;
var getTint = Utils.getTintAppendFloatAlpha;
var vertexViewF32 = this.vertexViewF32;
var vertexViewU32 = this.vertexViewU32;
var renderer = this.renderer;
var roundPixels = camera.roundPixels;
var resolution = renderer.config.resolution;
var cameraMatrix = camera.matrix.matrix;
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var cameraWidth = camera.width + 50;
var cameraHeight = camera.height + 50;
var cameraX = -50;
var cameraY = -50;
var frame = bitmapText.frame;
var textureSource = bitmapText.texture.source[frame.sourceIndex];
var cameraScrollX = camera.scrollX * bitmapText.scrollFactorX;
var cameraScrollY = camera.scrollY * bitmapText.scrollFactorY;
var fontData = bitmapText.fontData;
var lineHeight = fontData.lineHeight;
var scale = (bitmapText.fontSize / fontData.size);
var chars = fontData.chars;
var alpha = bitmapText.alpha;
var tint0 = getTint(bitmapText._tintTL, alpha);
var tint1 = getTint(bitmapText._tintTR, alpha);
var tint2 = getTint(bitmapText._tintBL, alpha);
var tint3 = getTint(bitmapText._tintBR, alpha);
var srcX = bitmapText.x;
var srcY = bitmapText.y;
var textureX = frame.cutX;
var textureY = frame.cutY;
var textureWidth = textureSource.width;
var textureHeight = textureSource.height;
var texture = textureSource.glTexture;
var xAdvance = 0;
var yAdvance = 0;
var indexCount = 0;
var charCode = 0;
var glyph = null;
var glyphX = 0;
var glyphY = 0;
var glyphW = 0;
var glyphH = 0;
var x = 0;
var y = 0;
var xw = 0;
var yh = 0;
var umin = 0;
var umax = 0;
var vmin = 0;
var vmax = 0;
var lastGlyph = null;
var lastCharCode = 0;
var translateX = (srcX - cameraScrollX) + frame.x;
var translateY = (srcY - cameraScrollY) + frame.y;
var rotation = -bitmapText.rotation;
var scaleX = bitmapText.scaleX;
var scaleY = bitmapText.scaleY;
var sr = Math.sin(rotation);
var cr = Math.cos(rotation);
var sra = cr * scaleX;
var srb = -sr * scaleX;
var src = sr * scaleY;
var srd = cr * scaleY;
var sre = translateX;
var srf = translateY;
var cma = cameraMatrix[0];
var cmb = cameraMatrix[1];
var cmc = cameraMatrix[2];
var cmd = cameraMatrix[3];
var cme = cameraMatrix[4];
var cmf = cameraMatrix[5];
var mva = sra * cma + srb * cmc;
var mvb = sra * cmb + srb * cmd;
var mvc = src * cma + srd * cmc;
var mvd = src * cmb + srd * cmd;
var mve = sre * cma + srf * cmc + cme;
var mvf = sre * cmb + srf * cmd + cmf;
var vertexOffset = 0;
this.setTexture2D(texture, 0);
for (var index = 0; index < textLength; ++index)
{
charCode = text.charCodeAt(index);
if (charCode === 10)
{
xAdvance = 0;
indexCount = 0;
yAdvance += lineHeight;
lastGlyph = null;
continue;
}
glyph = chars[charCode];
if (!glyph)
{
continue;
}
glyphX = textureX + glyph.x;
glyphY = textureY + glyph.y;
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glyphW = glyph.width;
glyphH = glyph.height;
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x = (indexCount + glyph.xOffset + xAdvance) * scale;
y = (glyph.yOffset + yAdvance) * scale;
if (lastGlyph !== null)
{
var kerningOffset = glyph.kerning[lastCharCode];
x += (kerningOffset !== undefined) ? kerningOffset : 0;
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}
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xAdvance += glyph.xAdvance;
indexCount += 1;
lastGlyph = glyph;
lastCharCode = charCode;
// Nothing to render or a space? Then skip to the next glyph
if (glyphW === 0 || glyphH === 0 || charCode === 32)
{
continue;
}
xw = x + glyphW * scale;
yh = y + glyphH * scale;
tx0 = x * mva + y * mvc + mve;
ty0 = x * mvb + y * mvd + mvf;
tx1 = x * mva + yh * mvc + mve;
ty1 = x * mvb + yh * mvd + mvf;
tx2 = xw * mva + yh * mvc + mve;
ty2 = xw * mvb + yh * mvd + mvf;
tx3 = xw * mva + y * mvc + mve;
ty3 = xw * mvb + y * mvd + mvf;
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umin = glyphX / textureWidth;
umax = (glyphX + glyphW) / textureWidth;
vmin = glyphY / textureHeight;
vmax = (glyphY + glyphH) / textureHeight;
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if ((tx0 < cameraX || tx0 > cameraWidth || ty0 < cameraY || ty0 > cameraHeight) &&
(tx1 < cameraX || tx1 > cameraWidth || ty1 < cameraY || ty1 > cameraHeight) &&
(tx2 < cameraX || tx2 > cameraWidth || ty2 < cameraY || ty2 > cameraHeight) &&
(tx3 < cameraX || tx3 > cameraWidth || ty3 < cameraY || ty3 > cameraHeight))
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{
continue;
}
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if (this.vertexCount + 6 > this.vertexCapacity)
{
this.flush();
}
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vertexOffset = this.vertexCount * this.vertexComponentCount;
if (roundPixels)
{
tx0 = ((tx0 * resolution)|0) / resolution;
ty0 = ((ty0 * resolution)|0) / resolution;
tx1 = ((tx1 * resolution)|0) / resolution;
ty1 = ((ty1 * resolution)|0) / resolution;
tx2 = ((tx2 * resolution)|0) / resolution;
ty2 = ((ty2 * resolution)|0) / resolution;
tx3 = ((tx3 * resolution)|0) / resolution;
ty3 = ((ty3 * resolution)|0) / resolution;
}
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vertexViewF32[vertexOffset + 0] = tx0;
vertexViewF32[vertexOffset + 1] = ty0;
vertexViewF32[vertexOffset + 2] = umin;
vertexViewF32[vertexOffset + 3] = vmin;
vertexViewU32[vertexOffset + 4] = tint0;
vertexViewF32[vertexOffset + 5] = tx1;
vertexViewF32[vertexOffset + 6] = ty1;
vertexViewF32[vertexOffset + 7] = umin;
vertexViewF32[vertexOffset + 8] = vmax;
vertexViewU32[vertexOffset + 9] = tint1;
vertexViewF32[vertexOffset + 10] = tx2;
vertexViewF32[vertexOffset + 11] = ty2;
vertexViewF32[vertexOffset + 12] = umax;
vertexViewF32[vertexOffset + 13] = vmax;
vertexViewU32[vertexOffset + 14] = tint2;
vertexViewF32[vertexOffset + 15] = tx0;
vertexViewF32[vertexOffset + 16] = ty0;
vertexViewF32[vertexOffset + 17] = umin;
vertexViewF32[vertexOffset + 18] = vmin;
vertexViewU32[vertexOffset + 19] = tint0;
vertexViewF32[vertexOffset + 20] = tx2;
vertexViewF32[vertexOffset + 21] = ty2;
vertexViewF32[vertexOffset + 22] = umax;
vertexViewF32[vertexOffset + 23] = vmax;
vertexViewU32[vertexOffset + 24] = tint2;
vertexViewF32[vertexOffset + 25] = tx3;
vertexViewF32[vertexOffset + 26] = ty3;
vertexViewF32[vertexOffset + 27] = umax;
vertexViewF32[vertexOffset + 28] = vmin;
vertexViewU32[vertexOffset + 29] = tint3;
this.vertexCount += 6;
}
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.TextureTintPipeline#batchDynamicBitmapText
* @since 3.0.0
*
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* @param {Phaser.GameObjects.DynamicBitmapText} bitmapText - [description]
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* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*/
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batchDynamicBitmapText: function (bitmapText, camera)
{
this.renderer.setPipeline(this);
if (this.vertexCount + 6 > this.vertexCapacity)
{
this.flush();
}
var displayCallback = bitmapText.displayCallback;
var text = bitmapText.text;
var textLength = text.length;
var getTint = Utils.getTintAppendFloatAlpha;
var vertexViewF32 = this.vertexViewF32;
var vertexViewU32 = this.vertexViewU32;
var renderer = this.renderer;
var roundPixels = camera.roundPixels;
var resolution = renderer.config.resolution;
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var cameraMatrix = camera.matrix.matrix;
var frame = bitmapText.frame;
var textureSource = bitmapText.texture.source[frame.sourceIndex];
var cameraScrollX = camera.scrollX * bitmapText.scrollFactorX;
var cameraScrollY = camera.scrollY * bitmapText.scrollFactorY;
var scrollX = bitmapText.scrollX;
var scrollY = bitmapText.scrollY;
var fontData = bitmapText.fontData;
var lineHeight = fontData.lineHeight;
var scale = (bitmapText.fontSize / fontData.size);
var chars = fontData.chars;
var alpha = bitmapText.alpha;
var tint0 = getTint(bitmapText._tintTL, alpha);
var tint1 = getTint(bitmapText._tintTR, alpha);
var tint2 = getTint(bitmapText._tintBL, alpha);
var tint3 = getTint(bitmapText._tintBR, alpha);
var srcX = bitmapText.x;
var srcY = bitmapText.y;
var textureX = frame.cutX;
var textureY = frame.cutY;
var textureWidth = textureSource.width;
var textureHeight = textureSource.height;
var texture = textureSource.glTexture;
var xAdvance = 0;
var yAdvance = 0;
var indexCount = 0;
var charCode = 0;
var glyph = null;
var glyphX = 0;
var glyphY = 0;
var glyphW = 0;
var glyphH = 0;
var x = 0;
var y = 0;
var xw = 0;
var yh = 0;
var umin = 0;
var umax = 0;
var vmin = 0;
var vmax = 0;
var lastGlyph = null;
var lastCharCode = 0;
var translateX = srcX + frame.x;
var translateY = srcY + frame.y;
var rotation = -bitmapText.rotation;
var scaleX = bitmapText.scaleX;
var scaleY = bitmapText.scaleY;
var sr = Math.sin(rotation);
var cr = Math.cos(rotation);
var sra = cr * scaleX;
var srb = -sr * scaleX;
var src = sr * scaleY;
var srd = cr * scaleY;
var sre = translateX;
var srf = translateY;
var cma = cameraMatrix[0];
var cmb = cameraMatrix[1];
var cmc = cameraMatrix[2];
var cmd = cameraMatrix[3];
var cme = cameraMatrix[4];
var cmf = cameraMatrix[5];
var mva = sra * cma + srb * cmc;
var mvb = sra * cmb + srb * cmd;
var mvc = src * cma + srd * cmc;
var mvd = src * cmb + srd * cmd;
var mve = sre * cma + srf * cmc + cme;
var mvf = sre * cmb + srf * cmd + cmf;
var crop = (bitmapText.cropWidth > 0 || bitmapText.cropHeight > 0);
var uta, utb, utc, utd, ute, utf;
var vertexOffset = 0;
this.setTexture2D(texture, 0);
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if (crop)
{
renderer.pushScissor(
bitmapText.x,
bitmapText.y,
bitmapText.cropWidth * bitmapText.scaleX,
bitmapText.cropHeight * bitmapText.scaleY
);
}
for (var index = 0; index < textLength; ++index)
{
scale = (bitmapText.fontSize / bitmapText.fontData.size);
rotation = 0;
charCode = text.charCodeAt(index);
if (charCode === 10)
{
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xAdvance = 0;
indexCount = 0;
yAdvance += lineHeight;
lastGlyph = null;
continue;
}
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glyph = chars[charCode];
if (!glyph)
{
continue;
}
glyphX = textureX + glyph.x;
glyphY = textureY + glyph.y;
glyphW = glyph.width;
glyphH = glyph.height;
x = (indexCount + glyph.xOffset + xAdvance) - scrollX;
y = (glyph.yOffset + yAdvance) - scrollY;
if (lastGlyph !== null)
{
var kerningOffset = glyph.kerning[lastCharCode];
x += (kerningOffset !== undefined) ? kerningOffset : 0;
}
xAdvance += glyph.xAdvance;
indexCount += 1;
lastGlyph = glyph;
lastCharCode = charCode;
// Nothing to render or a space? Then skip to the next glyph
if (glyphW === 0 || glyphH === 0 || charCode === 32)
{
continue;
}
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if (displayCallback)
{
var output = displayCallback({
color: 0,
tint: {
topLeft: tint0,
topRight: tint1,
bottomLeft: tint2,
bottomRight: tint3
},
index: index,
charCode: charCode,
x: x,
y: y,
scale: scale,
rotation: 0,
data: glyph.data
});
x = output.x;
y = output.y;
scale = output.scale;
rotation = output.rotation;
if (output.color)
{
tint0 = output.color;
tint1 = output.color;
tint2 = output.color;
tint3 = output.color;
}
else
{
tint0 = output.tint.topLeft;
tint1 = output.tint.topRight;
tint2 = output.tint.bottomLeft;
tint3 = output.tint.bottomRight;
}
tint0 = getTint(tint0, alpha);
tint1 = getTint(tint1, alpha);
tint2 = getTint(tint2, alpha);
tint3 = getTint(tint3, alpha);
}
x *= scale;
y *= scale;
x -= cameraScrollX;
y -= cameraScrollY;
sr = Math.sin(-rotation);
cr = Math.cos(-rotation);
uta = cr * scale;
utb = -sr * scale;
utc = sr * scale;
utd = cr * scale;
ute = x;
utf = y;
sra = uta * mva + utb * mvc;
srb = uta * mvb + utb * mvd;
src = utc * mva + utd * mvc;
srd = utc * mvb + utd * mvd;
sre = ute * mva + utf * mvc + mve;
srf = ute * mvb + utf * mvd + mvf;
xw = glyphW;
yh = glyphH;
tx0 = sre;
ty0 = srf;
tx1 = yh * src + sre;
ty1 = yh * srd + srf;
tx2 = xw * sra + yh * src + sre;
ty2 = xw * srb + yh * srd + srf;
tx3 = xw * sra + sre;
ty3 = xw * srb + srf;
umin = glyphX / textureWidth;
umax = (glyphX + glyphW) / textureWidth;
vmin = glyphY / textureHeight;
vmax = (glyphY + glyphH) / textureHeight;
if (this.vertexCount + 6 > this.vertexCapacity)
{
this.flush();
}
vertexOffset = this.vertexCount * this.vertexComponentCount;
if (roundPixels)
{
tx0 = ((tx0 * resolution)|0) / resolution;
ty0 = ((ty0 * resolution)|0) / resolution;
tx1 = ((tx1 * resolution)|0) / resolution;
ty1 = ((ty1 * resolution)|0) / resolution;
tx2 = ((tx2 * resolution)|0) / resolution;
ty2 = ((ty2 * resolution)|0) / resolution;
tx3 = ((tx3 * resolution)|0) / resolution;
ty3 = ((ty3 * resolution)|0) / resolution;
}
vertexViewF32[vertexOffset + 0] = tx0;
vertexViewF32[vertexOffset + 1] = ty0;
vertexViewF32[vertexOffset + 2] = umin;
vertexViewF32[vertexOffset + 3] = vmin;
vertexViewU32[vertexOffset + 4] = tint0;
vertexViewF32[vertexOffset + 5] = tx1;
vertexViewF32[vertexOffset + 6] = ty1;
vertexViewF32[vertexOffset + 7] = umin;
vertexViewF32[vertexOffset + 8] = vmax;
vertexViewU32[vertexOffset + 9] = tint1;
vertexViewF32[vertexOffset + 10] = tx2;
vertexViewF32[vertexOffset + 11] = ty2;
vertexViewF32[vertexOffset + 12] = umax;
vertexViewF32[vertexOffset + 13] = vmax;
vertexViewU32[vertexOffset + 14] = tint2;
vertexViewF32[vertexOffset + 15] = tx0;
vertexViewF32[vertexOffset + 16] = ty0;
vertexViewF32[vertexOffset + 17] = umin;
vertexViewF32[vertexOffset + 18] = vmin;
vertexViewU32[vertexOffset + 19] = tint0;
vertexViewF32[vertexOffset + 20] = tx2;
vertexViewF32[vertexOffset + 21] = ty2;
vertexViewF32[vertexOffset + 22] = umax;
vertexViewF32[vertexOffset + 23] = vmax;
vertexViewU32[vertexOffset + 24] = tint2;
vertexViewF32[vertexOffset + 25] = tx3;
vertexViewF32[vertexOffset + 26] = ty3;
vertexViewF32[vertexOffset + 27] = umax;
vertexViewF32[vertexOffset + 28] = vmin;
vertexViewU32[vertexOffset + 29] = tint3;
this.vertexCount += 6;
}
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if (crop)
{
renderer.popScissor();
}
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},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.TextureTintPipeline#batchText
* @since 3.0.0
*
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* @param {Phaser.GameObjects.Text} text - [description]
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* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*/
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batchText: function (text, camera)
{
var getTint = Utils.getTintAppendFloatAlpha;
this.batchTexture(
text,
text.canvasTexture,
text.canvasTexture.width, text.canvasTexture.height,
text.x, text.y,
text.canvasTexture.width, text.canvasTexture.height,
text.scaleX, text.scaleY,
text.rotation,
text.flipX, text.flipY,
text.scrollFactorX, text.scrollFactorY,
text.displayOriginX, text.displayOriginY,
0, 0, text.canvasTexture.width, text.canvasTexture.height,
getTint(text._tintTL, text._alphaTL),
getTint(text._tintTR, text._alphaTR),
getTint(text._tintBL, text._alphaBL),
getTint(text._tintBR, text._alphaBR),
0, 0,
camera
);
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.TextureTintPipeline#batchDynamicTilemapLayer
* @since 3.0.0
*
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* @param {Phaser.Tilemaps.DynamicTilemapLayer} tilemapLayer - [description]
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* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*/
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batchDynamicTilemapLayer: function (tilemapLayer, camera)
{
var renderTiles = tilemapLayer.culledTiles;
var length = renderTiles.length;
var texture = tilemapLayer.tileset.image.get().source.glTexture;
var tileset = tilemapLayer.tileset;
var scrollFactorX = tilemapLayer.scrollFactorX;
var scrollFactorY = tilemapLayer.scrollFactorY;
var alpha = tilemapLayer.alpha;
var x = tilemapLayer.x;
var y = tilemapLayer.y;
var sx = tilemapLayer.scaleX;
var sy = tilemapLayer.scaleY;
var getTint = Utils.getTintAppendFloatAlpha;
for (var index = 0; index < length; ++index)
{
var tile = renderTiles[index];
var tileTexCoords = tileset.getTileTextureCoordinates(tile.index);
if (tileTexCoords === null) { continue; }
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var frameWidth = tile.width;
var frameHeight = tile.height;
var frameX = tileTexCoords.x;
var frameY = tileTexCoords.y;
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var tint = getTint(tile.tint, alpha * tile.alpha);
this.batchTexture(
tilemapLayer,
texture,
texture.width, texture.height,
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(tile.width / 2) + x + tile.pixelX * sx, (tile.height / 2) + y + tile.pixelY * sy,
tile.width * sx, tile.height * sy,
1, 1,
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tile.rotation,
tile.flipX, tile.flipY,
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scrollFactorX, scrollFactorY,
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(tile.width / 2), (tile.height / 2),
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frameX, frameY, frameWidth, frameHeight,
tint, tint, tint, tint,
0, 0,
camera
);
}
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.TextureTintPipeline#batchTileSprite
* @since 3.0.0
*
* @param {Phaser.GameObjects.TileSprite} tileSprite - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*/
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batchTileSprite: function (tileSprite, camera)
{
var getTint = Utils.getTintAppendFloatAlpha;
this.batchTexture(
tileSprite,
tileSprite.tileTexture,
tileSprite.frame.width, tileSprite.frame.height,
tileSprite.x, tileSprite.y,
tileSprite.width, tileSprite.height,
tileSprite.scaleX, tileSprite.scaleY,
tileSprite.rotation,
tileSprite.flipX, tileSprite.flipY,
tileSprite.scrollFactorX, tileSprite.scrollFactorY,
tileSprite.originX * tileSprite.width, tileSprite.originY * tileSprite.height,
0, 0, tileSprite.width, tileSprite.height,
getTint(tileSprite._tintTL, tileSprite._alphaTL),
getTint(tileSprite._tintTR, tileSprite._alphaTR),
getTint(tileSprite._tintBL, tileSprite._alphaBL),
getTint(tileSprite._tintBR, tileSprite._alphaBR),
tileSprite.tilePositionX / tileSprite.frame.width,
tileSprite.tilePositionY / tileSprite.frame.height,
camera
);
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.TextureTintPipeline#batchTexture
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - [description]
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* @param {WebGLTexture} texture - [description]
* @param {int} textureWidth - [description]
* @param {int} textureHeight - [description]
* @param {float} srcX - [description]
* @param {float} srcY - [description]
* @param {float} srcWidth - [description]
* @param {float} srcHeight - [description]
* @param {float} scaleX - [description]
* @param {float} scaleY - [description]
* @param {float} rotation - [description]
* @param {boolean} flipX - [description]
* @param {boolean} flipY - [description]
* @param {float} scrollFactorX - [description]
* @param {float} scrollFactorY - [description]
* @param {float} displayOriginX - [description]
* @param {float} displayOriginY - [description]
* @param {float} frameX - [description]
* @param {float} frameY - [description]
* @param {float} frameWidth - [description]
* @param {float} frameHeight - [description]
* @param {int} tintTL - [description]
* @param {int} tintTR - [description]
* @param {int} tintBL - [description]
* @param {int} tintBR - [description]
* @param {float} uOffset - [description]
* @param {float} vOffset - [description]
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* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*/
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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,
uOffset, vOffset,
camera)
{
this.renderer.setPipeline(this);
if (this.vertexCount + 6 > this.vertexCapacity)
{
this.flush();
}
flipY = flipY ^ (texture.isRenderTexture ? 1 : 0);
rotation = -rotation;
var getTint = Utils.getTintAppendFloatAlpha;
var vertexViewF32 = this.vertexViewF32;
var vertexViewU32 = this.vertexViewU32;
var renderer = this.renderer;
var roundPixels = camera.roundPixels;
var resolution = renderer.config.resolution;
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var cameraMatrix = camera.matrix.matrix;
var width = srcWidth * (flipX ? -1.0 : 1.0);
var height = srcHeight * (flipY ? -1.0 : 1.0);
var x = -displayOriginX + ((srcWidth) * (flipX ? 1.0 : 0.0));
var y = -displayOriginY + ((srcHeight) * (flipY ? 1.0 : 0.0));
var xw = x + width;
var yh = y + height;
var translateX = srcX - camera.scrollX * scrollFactorX;
var translateY = srcY - camera.scrollY * scrollFactorY;
var sr = Math.sin(rotation);
var cr = Math.cos(rotation);
var sra = cr * scaleX;
var srb = -sr * scaleX;
var src = sr * scaleY;
var srd = cr * scaleY;
var sre = translateX;
var srf = translateY;
var cma = cameraMatrix[0];
var cmb = cameraMatrix[1];
var cmc = cameraMatrix[2];
var cmd = cameraMatrix[3];
var cme = cameraMatrix[4];
var cmf = cameraMatrix[5];
var mva = sra * cma + srb * cmc;
var mvb = sra * cmb + srb * cmd;
var mvc = src * cma + srd * cmc;
var mvd = src * cmb + srd * cmd;
var mve = sre * cma + srf * cmc + cme;
var mvf = sre * cmb + srf * cmd + cmf;
var tx0 = x * mva + y * mvc + mve;
var ty0 = x * mvb + y * mvd + mvf;
var tx1 = x * mva + yh * mvc + mve;
var ty1 = x * mvb + yh * mvd + mvf;
var tx2 = xw * mva + yh * mvc + mve;
var ty2 = xw * mvb + yh * mvd + mvf;
var tx3 = xw * mva + y * mvc + mve;
var ty3 = xw * mvb + y * mvd + mvf;
var vertexOffset = 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);
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vertexOffset = this.vertexCount * this.vertexComponentCount;
if (roundPixels)
{
tx0 = ((tx0 * resolution)|0) / resolution;
ty0 = ((ty0 * resolution)|0) / resolution;
tx1 = ((tx1 * resolution)|0) / resolution;
ty1 = ((ty1 * resolution)|0) / resolution;
tx2 = ((tx2 * resolution)|0) / resolution;
ty2 = ((ty2 * resolution)|0) / resolution;
tx3 = ((tx3 * resolution)|0) / resolution;
ty3 = ((ty3 * resolution)|0) / resolution;
}
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vertexViewF32[vertexOffset + 0] = tx0;
vertexViewF32[vertexOffset + 1] = ty0;
vertexViewF32[vertexOffset + 2] = u0;
vertexViewF32[vertexOffset + 3] = v0;
vertexViewU32[vertexOffset + 4] = tintTL;
vertexViewF32[vertexOffset + 5] = tx1;
vertexViewF32[vertexOffset + 6] = ty1;
vertexViewF32[vertexOffset + 7] = u0;
vertexViewF32[vertexOffset + 8] = v1;
vertexViewU32[vertexOffset + 9] = tintTR;
vertexViewF32[vertexOffset + 10] = tx2;
vertexViewF32[vertexOffset + 11] = ty2;
vertexViewF32[vertexOffset + 12] = u1;
vertexViewF32[vertexOffset + 13] = v1;
vertexViewU32[vertexOffset + 14] = tintBL;
vertexViewF32[vertexOffset + 15] = tx0;
vertexViewF32[vertexOffset + 16] = ty0;
vertexViewF32[vertexOffset + 17] = u0;
vertexViewF32[vertexOffset + 18] = v0;
vertexViewU32[vertexOffset + 19] = tintTL;
vertexViewF32[vertexOffset + 20] = tx2;
vertexViewF32[vertexOffset + 21] = ty2;
vertexViewF32[vertexOffset + 22] = u1;
vertexViewF32[vertexOffset + 23] = v1;
vertexViewU32[vertexOffset + 24] = tintBL;
vertexViewF32[vertexOffset + 25] = tx3;
vertexViewF32[vertexOffset + 26] = ty3;
vertexViewF32[vertexOffset + 27] = u1;
vertexViewF32[vertexOffset + 28] = v0;
vertexViewU32[vertexOffset + 29] = tintBR;
this.vertexCount += 6;
},
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/**
* [description]
*
* @method Phaser.Renderer.WebGL.TextureTintPipeline#batchGraphics
* @since 3.0.0
*
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* @param {Phaser.GameObjects.Graphics} graphics - [description]
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* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*/
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batchGraphics: function (graphics, camera)
{
// Stub
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}
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});
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module.exports = TextureTintPipeline;