2016-10-07 01:09:12 +00:00
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Phaser.Renderer.WebGL.GameObjects.TileSprite = {
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TYPES: [
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2016-10-09 21:27:58 +00:00
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Phaser.GameObject.TileSprite.prototype
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2016-10-07 01:09:12 +00:00
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],
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render: function (renderer, src)
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{
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2016-10-07 01:31:35 +00:00
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if (src.visible === false || src.alpha === 0 || src.renderable === false)
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2016-10-07 01:09:12 +00:00
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{
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return;
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}
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if (src._mask)
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{
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renderer.spriteBatch.stop();
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renderer.pushMask(src.mask);
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renderer.spriteBatch.start();
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}
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if (src._filters)
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{
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if (!src._mask)
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{
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// Don't need to do this again if we've already flushed for a mask
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renderer.spriteBatch.flush();
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}
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renderer.filterManager.pushFilter(src._filterBlock);
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}
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if (src.refreshTexture)
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{
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src.generateTilingTexture(true, renderer);
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if (src.tilingTexture)
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{
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if (src.tilingTexture.needsUpdate)
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{
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src.tilingTexture.baseTexture.textureIndex = src.texture.baseTexture.textureIndex;
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renderer.updateTexture(src.tilingTexture.baseTexture);
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src.tilingTexture.needsUpdate = false;
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}
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}
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else
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{
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return;
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}
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}
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2016-10-07 01:31:35 +00:00
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Phaser.Renderer.WebGL.GameObjects.TileSprite.batchRender(renderer, src);
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2016-10-07 01:09:12 +00:00
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// Render children!
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for (i = 0; i < src.children.length; i++)
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{
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var child = src.children[i];
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child.render(renderer, child);
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}
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var restartBatch = false;
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if (src._filters)
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{
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restartBatch = true;
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renderer.spriteBatch.stop();
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renderer.filterManager.popFilter();
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}
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if (src._mask)
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{
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if (!restartBatch)
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{
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renderer.spriteBatch.stop();
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}
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renderer.popMask(src._mask);
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}
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if (restartBatch)
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{
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renderer.spriteBatch.start();
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}
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},
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batchRender: function (renderer, src)
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{
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var gl = renderer.gl;
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var batch = renderer.spriteBatch;
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var texture = src.tilingTexture;
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var baseTexture = texture.baseTexture;
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var textureIndex = src.texture.baseTexture.textureIndex;
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if (renderer.textureArray[textureIndex] !== baseTexture)
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{
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batch.flush();
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gl.activeTexture(gl.TEXTURE0 + textureIndex);
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gl.bindTexture(gl.TEXTURE_2D, baseTexture._glTextures);
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renderer.textureArray[textureIndex] = baseTexture;
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}
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// Check texture
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if (batch.currentBatchSize >= batch.size)
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{
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batch.flush();
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batch.currentBaseTexture = texture.baseTexture;
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}
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// Set the textures UVs temporarily
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if (!src._uvs)
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{
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src._uvs = new PIXI.TextureUvs();
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}
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var uvs = src._uvs;
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var w = texture.baseTexture.width;
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var h = texture.baseTexture.height;
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src.tilePosition.x %= w * src.tileScaleOffset.x;
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src.tilePosition.y %= h * src.tileScaleOffset.y;
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var offsetX = src.tilePosition.x / (w * src.tileScaleOffset.x);
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var offsetY = src.tilePosition.y / (h * src.tileScaleOffset.y);
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var scaleX = (src.width / w) / (src.tileScale.x * src.tileScaleOffset.x);
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var scaleY = (src.height / h) / (src.tileScale.y * src.tileScaleOffset.y);
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uvs.x0 = 0 - offsetX;
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uvs.y0 = 0 - offsetY;
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uvs.x1 = (1 * scaleX) - offsetX;
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uvs.y1 = 0 - offsetY;
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uvs.x2 = (1 * scaleX) - offsetX;
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uvs.y2 = (1 * scaleY) - offsetY;
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uvs.x3 = 0 - offsetX;
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uvs.y3 = (1 * scaleY) - offsetY;
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// Get the srcs current alpha and tint and combine them into a single color
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var tint = src.tint;
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var color = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16) + (src.worldAlpha * 255 << 24);
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var positions = batch.positions;
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var colors = batch.colors;
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var width = src.width;
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var height = src.height;
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var aX = src.anchor.x;
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var aY = src.anchor.y;
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var w0 = width * (1 - aX);
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var w1 = width * -aX;
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var h0 = height * (1 - aY);
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var h1 = height * -aY;
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var i = batch.currentBatchSize * batch.vertexSize;
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var resolution = texture.baseTexture.resolution;
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var wt = src.worldTransform;
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var a = wt.a / resolution;
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var b = wt.b / resolution;
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var c = wt.c / resolution;
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var d = wt.d / resolution;
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var tx = wt.tx;
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var ty = wt.ty;
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// xy
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positions[i++] = a * w1 + c * h1 + tx;
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positions[i++] = d * h1 + b * w1 + ty;
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// uv
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positions[i++] = uvs.x0;
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positions[i++] = uvs.y0;
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// color
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colors[i++] = color;
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// texture index
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positions[i++] = textureIndex;
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// xy
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positions[i++] = (a * w0 + c * h1 + tx);
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positions[i++] = d * h1 + b * w0 + ty;
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// uv
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positions[i++] = uvs.x1;
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positions[i++] = uvs.y1;
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// color
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colors[i++] = color;
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// texture index
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positions[i++] = textureIndex;
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// xy
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positions[i++] = a * w0 + c * h0 + tx;
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positions[i++] = d * h0 + b * w0 + ty;
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// uv
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positions[i++] = uvs.x2;
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positions[i++] = uvs.y2;
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// color
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colors[i++] = color;
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// texture index
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positions[i++] = textureIndex;
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// xy
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positions[i++] = a * w1 + c * h0 + tx;
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positions[i++] = d * h0 + b * w1 + ty;
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// uv
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positions[i++] = uvs.x3;
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positions[i++] = uvs.y3;
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// color
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colors[i++] = color;
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// texture index
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positions[i++] = textureIndex;
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// increment the batchsize
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batch.sprites[batch.currentBatchSize++] = src;
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}
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};
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