phaser/v3/src/gameobjects/image/ImageWebGLRenderer.js

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var ImageWebGLRenderer = function (renderer, src, interpolationPercentage, camera)
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{
if (this.renderMask !== this.renderFlags)
{
return;
}
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//--------------------
// Inlined quad push
//--------------------
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var frame = src.frame;
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var alpha = 16777216;
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var spriteBatch = renderer.spriteBatch;
// var anchorX = src.anchorX;
// var anchorY = src.anchorY;
//var vertexColor = src.color._glTint;
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var vertexDataBuffer = spriteBatch.vertexDataBuffer;
var vertexBufferF32 = vertexDataBuffer.floatView;
var vertexBufferU32 = vertexDataBuffer.uintView;
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var vertexOffset = 0;
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var uvs = frame.uvs;
var width = frame.width;
var height = frame.height;
var translateX = src.x - camera.scrollX;
var translateY = src.y - camera.scrollY;
var scaleX = src.scaleX;
var scaleY = src.scaleY;
var rotation = src.rotation;
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 x = translateX//-src.originX + frame.x;
var y = translateY//-src.originY + frame.y;
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var xw = x + width;
var yh = y + height;
var tx = x * a + y * c + e;
var ty = x * b + y * d + f;
var txw = xw * a + yh * c + e;
var tyh = xw * b + yh * d + f;
renderer.setBatch(spriteBatch, frame.texture.source[frame.sourceIndex].glTexture);
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vertexOffset = vertexDataBuffer.allocate(40);
spriteBatch.elementCount += 6;
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vertexBufferF32[vertexOffset++] = tx;
vertexBufferF32[vertexOffset++] = ty;
vertexBufferF32[vertexOffset++] = uvs.x0;
vertexBufferF32[vertexOffset++] = uvs.y0;
vertexBufferF32[vertexOffset++] = translateX;
vertexBufferF32[vertexOffset++] = translateY;
vertexBufferF32[vertexOffset++] = scaleX;
vertexBufferF32[vertexOffset++] = scaleY;
vertexBufferF32[vertexOffset++] = rotation;
vertexBufferU32[vertexOffset++] = 0xFFFFFF; //vertexColor.topLeft;
vertexBufferF32[vertexOffset++] = tx;
vertexBufferF32[vertexOffset++] = tyh;
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vertexBufferF32[vertexOffset++] = uvs.x1;
vertexBufferF32[vertexOffset++] = uvs.y1;
vertexBufferF32[vertexOffset++] = translateX;
vertexBufferF32[vertexOffset++] = translateY;
vertexBufferF32[vertexOffset++] = scaleX;
vertexBufferF32[vertexOffset++] = scaleY;
vertexBufferF32[vertexOffset++] = rotation;
vertexBufferU32[vertexOffset++] = 0xFFFFFF; //vertexColor.bottomLeft;
vertexBufferF32[vertexOffset++] = txw;
vertexBufferF32[vertexOffset++] = tyh;
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vertexBufferF32[vertexOffset++] = uvs.x2;
vertexBufferF32[vertexOffset++] = uvs.y2;
vertexBufferF32[vertexOffset++] = translateX;
vertexBufferF32[vertexOffset++] = translateY;
vertexBufferF32[vertexOffset++] = scaleX;
vertexBufferF32[vertexOffset++] = scaleY;
vertexBufferF32[vertexOffset++] = rotation;
vertexBufferU32[vertexOffset++] = 0xFFFFFF; //vertexColor.bottomRight;
vertexBufferF32[vertexOffset++] = txw;
vertexBufferF32[vertexOffset++] = ty;
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vertexBufferF32[vertexOffset++] = uvs.x3;
vertexBufferF32[vertexOffset++] = uvs.y3;
vertexBufferF32[vertexOffset++] = translateX;
vertexBufferF32[vertexOffset++] = translateY;
vertexBufferF32[vertexOffset++] = scaleX;
vertexBufferF32[vertexOffset++] = scaleY;
vertexBufferF32[vertexOffset++] = rotation;
vertexBufferU32[vertexOffset++] = 0xFFFFFF; //vertexColor.topRight;
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};
module.exports = ImageWebGLRenderer;