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

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var Class = require('../../../utils/Class');
var WebGLPipeline = require('../WebGLPipeline');
var Utils = require('../Utils');
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var ShaderSourceVS = require('../shaders/TextureTint.vert');
var ShaderSourceFS = require('../shaders/TextureTint.frag');
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var TextureTintPipeline = new Class({
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Extends: WebGLPipeline,
initialize:
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function TextureTintPipeline(game, gl, renderer)
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{
WebGLPipeline.call(this, {
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name: 'TextureTintPipeline',
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game: game,
gl: gl,
renderer: renderer,
topology: gl.TRIANGLES,
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vertShader: ShaderSourceVS,
fragShader: ShaderSourceFS,
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vertexCapacity: 12000,
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
}
]
});
this.orthoViewMatrix = new Float32Array([
+2.0 / this.width,
+0.0,
+0.0,
+0.0,
+0.0,
-2.0 / this.height,
+0.0,
+0.0,
+0.0,
+0.0,
+1.0,
+1.0,
-1.0,
+1.0,
+0.0,
+0.0
]);
this.vertexViewF32 = new Float32Array(this.vertexData);
this.vertexViewU32 = new Uint32Array(this.vertexData);
},
resize: function (width, height, resolution)
{
WebGLPipeline.prototype.resize.call(this, width, height, resolution);
var orthoViewMatrix = this.orthoViewMatrix;
orthoViewMatrix[0] = +2.0 / this.width;
orthoViewMatrix[5] = -2.0 / this.height;
this.renderer.setMatrix4(this.currentProgram, 'uOrthoMatrix', false, orthoViewMatrix);
return this;
},
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 list = blitter.getRenderList();
var length = list.length;
var cameraMatrix = camera.matrix.matrix;
var cameraWidth = camera.width + 50;
var cameraHeight = camera.height + 50;
var cameraX = -50;
var cameraY = -50;
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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 / 2000);
var batchOffset = 0;
var blitterX = blitter.x;
var blitterY = blitter.y;
for (var batchIndex = 0; batchIndex < batchCount; ++batchIndex)
{
var batchSize = Math.min(length, 2000);
var vertexOffset = 0;
var vertexCount = 0;
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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 - cameraScrollX + (width * ((flipX) ? 1.0 : 0.0));
var y = blitterY + bob.y + frame.y - cameraScrollY + (height * ((flipY) ? 1.0 : 0.0));
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;
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// Bind Texture if texture wasn't bound.
// This needs to be here because of multiple
// texture atlas.
renderer.setTexture2D(frame.texture.source[frame.sourceIndex].glTexture, 0);
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;
vertexOffset += 30;
vertexCount += 6;
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}
batchOffset += batchSize;
length -= batchSize;
if (vertexCount <= this.vertexCapacity)
{
this.vertexCount = vertexCount;
this.flush();
}
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}
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},
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batchTexture: function (
texture,
dstX, dstY,
scaleX, scaleY,
rotation,
flipX, flipY,
scrollFactorX, scrollFactorY,
displayOriginX, displayOriginY,
frameX, frameY, frameWidth, frameHeight,
tintTL, tintTR, tintBL, tintBR,
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 cameraMatrix = camera.matrix.matrix;
var cameraWidth = camera.width + 50;
var cameraHeight = camera.height + 50;
var cameraX = -50;
var cameraY = -50;
var width = frameWidth * (flipX ? -1.0 : 1.0);
var height = frameHeight * (flipY ? -1.0 : 1.0);
var x = -displayOriginX + frameX + ((frameWidth) * (flipX ? 1.0 : 0.0));
var y = -displayOriginY + frameY + ((frameHeight) * (flipY ? 1.0 : 0.0));
var xw = x + width;
var yh = y + height;
var translateX = dstX - camera.scrollX * scrollFactorX;
var translateY = dstY - 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 / texture.width;
var v0 = frameY / texture.height;
var u1 = frameX / texture.width;
var v1 = (frameY + frameHeight) / texture.height;
var u2 = (frameX + frameWidth) / texture.width;
var v2 = (frameY + frameHeight) / texture.height;
var u3 = (frameX + frameWidth) / texture.width;
var v3 = frameY / texture.height;
renderer.setTexture2D(texture, 0);
vertexOffset = this.vertexCount * this.vertexComponentCount;
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] = u1;
vertexViewF32[vertexOffset + 8] = v1;
vertexViewU32[vertexOffset + 9] = tintTR;
vertexViewF32[vertexOffset + 10] = tx2;
vertexViewF32[vertexOffset + 11] = ty2;
vertexViewF32[vertexOffset + 12] = u2;
vertexViewF32[vertexOffset + 13] = v2;
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] = u2;
vertexViewF32[vertexOffset + 23] = v2;
vertexViewU32[vertexOffset + 24] = tintBL;
vertexViewF32[vertexOffset + 25] = tx3;
vertexViewF32[vertexOffset + 26] = ty3;
vertexViewF32[vertexOffset + 27] = u3;
vertexViewF32[vertexOffset + 28] = v3;
vertexViewU32[vertexOffset + 29] = tintBR;
this.vertexCount += 6;
},
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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;
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var cameraMatrix = camera.matrix.matrix;
var cameraWidth = camera.width + 50;
var cameraHeight = camera.height + 50;
var cameraX = -50;
var cameraY = -50;
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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;
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renderer.setTexture2D(texture, 0);
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vertexOffset = this.vertexCount * this.vertexComponentCount;
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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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},
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 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;
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renderer.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;
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;
},
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 cameraMatrix = camera.matrix.matrix;
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;
renderer.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;
glyphW = glyph.width;
glyphH = glyph.height;
x = (indexCount + glyph.xOffset + xAdvance) * scale;
y = (glyph.yOffset + yAdvance) * scale;
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;
}
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;
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;
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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}
});
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module.exports = TextureTintPipeline;