phaser/v3/src/gameobjects/graphics/GraphicsWebGLRenderer.js

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var Commands = require('./Commands');
var Earcut = require('./earcut');
var pathArray = [];
var cos = Math.cos;
var sin = Math.sin;
var sqrt = Math.sqrt;
var Point = function (x, y)
{
this.x = x;
this.y = y;
};
var Path = function (x, y)
{
this.points = [];
this.pointsLength = 1;
this.points[0] = new Point(x, y);
};
var lerp = function (norm, min, max)
{
return (max - min) * norm + min;
};
var renderLine = function (
/* start and end of line */
ax, ay, bx, by,
/* buffers */
vertexBufferF32, vertexBufferU32, vertexDataBuffer,
/* camera scroll */
cameraScrollX, cameraScrollY,
/* Camera transform */
a, b, c, d, e, f,
/* line properties */
lineColor, lineAlpha, lineWidth,
/* vertex count and limits */
vertexCount, maxVertices,
/* batch */
shapeBatch,
/* Game Object transform */
srcX, srcY, srcScaleX, srcScaleY, srcRotation
)
{
if (vertexCount + 6 > maxVertices)
{
shapeBatch.flush();
vertexCount = 0;
}
shapeBatch.vertexCount = vertexCount + 6;
ax -= cameraScrollX;
bx -= cameraScrollX;
ay -= cameraScrollY;
by -= cameraScrollY;
var vertexOffset = vertexDataBuffer.allocate(9 * 6);
var dx = bx - ax;
var dy = by - ay;
var len = sqrt(dx * dx + dy * dy);
var l0 = lineWidth * (by - ay) / len;
var l1 = lineWidth * (ax - bx) / len;
var lx0 = bx - l0;
var ly0 = by - l1;
var lx1 = ax - l0;
var ly1 = ay - l1;
var lx2 = bx + l0;
var ly2 = by + l1;
var lx3 = ax + l0;
var ly3 = ay + l1;
var x0 = lx0 * a + ly0 * c + e;
var y0 = lx0 * b + ly0 * d + f;
var x1 = lx1 * a + ly1 * c + e;
var y1 = lx1 * b + ly1 * d + f;
var x2 = lx2 * a + ly2 * c + e;
var y2 = lx2 * b + ly2 * d + f;
var x3 = lx3 * a + ly3 * c + e;
var y3 = lx3 * b + ly3 * d + f;
vertexBufferF32[vertexOffset++] = x0;
vertexBufferF32[vertexOffset++] = y0;
vertexBufferU32[vertexOffset++] = lineColor;
vertexBufferF32[vertexOffset++] = lineAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexBufferF32[vertexOffset++] = x1;
vertexBufferF32[vertexOffset++] = y1;
vertexBufferU32[vertexOffset++] = lineColor;
vertexBufferF32[vertexOffset++] = lineAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexBufferF32[vertexOffset++] = x2;
vertexBufferF32[vertexOffset++] = y2;
vertexBufferU32[vertexOffset++] = lineColor;
vertexBufferF32[vertexOffset++] = lineAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexBufferF32[vertexOffset++] = x1;
vertexBufferF32[vertexOffset++] = y1;
vertexBufferU32[vertexOffset++] = lineColor;
vertexBufferF32[vertexOffset++] = lineAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexBufferF32[vertexOffset++] = x3;
vertexBufferF32[vertexOffset++] = y3;
vertexBufferU32[vertexOffset++] = lineColor;
vertexBufferF32[vertexOffset++] = lineAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexBufferF32[vertexOffset++] = x2;
vertexBufferF32[vertexOffset++] = y2;
vertexBufferU32[vertexOffset++] = lineColor;
vertexBufferF32[vertexOffset++] = lineAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
return [
x0, y0,
x1, y1,
x2, y2,
x3, y3
];
};
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var GraphicsWebGLRenderer = function (renderer, src, interpolationPercentage, camera)
{
if (this.renderMask !== this.renderFlags)
{
return;
}
var shapeBatch = renderer.shapeBatch;
var vertexDataBuffer = shapeBatch.vertexDataBuffer;
var vertexBufferF32 = vertexDataBuffer.floatView;
var vertexBufferU32 = vertexDataBuffer.uintView;
var vertexOffset = 0;
var cameraScrollX = camera.scrollX;
var cameraScrollY = camera.scrollY;
var srcX = src.x;
var srcY = src.y;
var srcScaleX = src.scaleX;
var srcScaleY = src.scaleY;
var srcRotation = src.rotation;
var commandBuffer = src.commandBuffer;
var value;
var lineAlpha = 1.0;
var fillAlpha = 1.0;
var lineColor = 0;
var fillColor = 0;
var lineWidth = 1.0;
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 lastPath = null;
var iteration = 0;
var iterStep = 0.01;
var tx = 0;
var ty = 0;
var ta = 0;
var x, y, radius, startAngle, endAngle, anticlockwise;
var width, height, txw, tyh;
var vertexCount = shapeBatch.vertexCount;
var polygon = [];
var x0, y0, x1, y1, x2, y2;
var tx0, ty0, tx1, ty1, tx2, ty2;
var v0, v1, v2;
var polygonIndex;
var path;
var pathLength;
var point;
var maxVertices = shapeBatch.maxVertices;
renderer.setBatch(shapeBatch, null);
for (var cmdIndex = 0, cmdLength = commandBuffer.length; cmdIndex < cmdLength; ++cmdIndex)
{
var cmd = commandBuffer[cmdIndex];
switch(cmd)
{
case Commands.ARC:
x = commandBuffer[cmdIndex + 1];
y = commandBuffer[cmdIndex + 2];
radius = commandBuffer[cmdIndex + 3];
startAngle = commandBuffer[cmdIndex + 4];
endAngle = commandBuffer[cmdIndex + 5];
anticlockwise = commandBuffer[cmdIndex + 6];
while (iteration < 1)
{
ta = lerp(iteration, startAngle, endAngle);
tx = x + cos(ta) * radius;
ty = y + sin(ta) * radius;
if (iteration === 0)
{
lastPath = new Path(tx, ty);
pathArray.push(lastPath);
}
else
{
lastPath.points.push(new Point(tx, ty));
}
iteration += iterStep;
}
cmdIndex += 6;
break;
case Commands.LINE_STYLE:
lineWidth = commandBuffer[cmdIndex + 1];
lineColor = commandBuffer[cmdIndex + 2];
lineAlpha = commandBuffer[cmdIndex + 3];
cmdIndex += 3;
break;
case Commands.FILL_STYLE:
fillColor = commandBuffer[cmdIndex + 1];
fillAlpha = commandBuffer[cmdIndex + 2];
cmdIndex += 2;
break;
case Commands.BEGIN_PATH:
pathArray.length = 0;
break;
case Commands.CLOSE_PATH:
if (lastPath !== null && lastPath.points.length > 0)
{
var firstPoint = lastPath.points[0];
// var lastPoint = lastPath.points[lastPath.points.length - 1];
lastPath.points.push(firstPoint);
lastPath = new Path(x, y);
pathArray.push(lastPath);
}
break;
case Commands.FILL_PATH:
for (var pathArrayIndex = 0, pathArrayLength = pathArray.length;
pathArrayIndex < pathArrayLength;
++pathArrayIndex)
{
path = pathArray[pathArrayIndex].points;
pathLength = path.length;
for (var pathIndex = 0;
pathIndex < pathLength;
++pathIndex)
{
point = path[pathIndex];
polygon.push(point.x, point.y);
}
polygonIndex = Earcut(polygon);
for (var index = 0, length = polygonIndex.length; index < length; index += 3)
{
v0 = polygonIndex[index + 0] * 2;
v1 = polygonIndex[index + 1] * 2;
v2 = polygonIndex[index + 2] * 2;
if (vertexCount + 3 > maxVertices)
{
shapeBatch.flush();
vertexCount = 0;
}
vertexOffset = vertexDataBuffer.allocate(9 * 3);
vertexCount += 3;
x0 = polygon[v0 + 0] - cameraScrollX;
y0 = polygon[v0 + 1] - cameraScrollY;
x1 = polygon[v1 + 0] - cameraScrollX;
y1 = polygon[v1 + 1] - cameraScrollY;
x2 = polygon[v2 + 0] - cameraScrollX;
y2 = polygon[v2 + 1] - cameraScrollY;
tx0 = x0 * a + y0 * c + e;
ty0 = x0 * b + y0 * d + f;
tx1 = x1 * a + y1 * c + e;
ty1 = x1 * b + y1 * d + f;
tx2 = x2 * a + y2 * c + e;
ty2 = x2 * b + y2 * d + f;
vertexBufferF32[vertexOffset++] = tx0;
vertexBufferF32[vertexOffset++] = ty0;
vertexBufferU32[vertexOffset++] = fillColor;
vertexBufferF32[vertexOffset++] = fillAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexBufferF32[vertexOffset++] = tx1;
vertexBufferF32[vertexOffset++] = ty1;
vertexBufferU32[vertexOffset++] = fillColor;
vertexBufferF32[vertexOffset++] = fillAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexBufferF32[vertexOffset++] = tx2;
vertexBufferF32[vertexOffset++] = ty2;
vertexBufferU32[vertexOffset++] = fillColor;
vertexBufferF32[vertexOffset++] = fillAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
}
polygon.length = 0;
}
break;
case Commands.STROKE_PATH:
// All of these vars are already defined (except polylines, last, curr, point0 and point1)
var pathArrayLength = pathArray.length;
var lineWidth = lineWidth * 0.5;
var pathArrayIndex, path, pathLength, pathIndex, point0, point1;
var polylines = [];
var lineColor = lineColor;
var index, length, last, curr;
var x0, y0, x1, y1, x2, y2, offset, position, color;
for (pathArrayIndex = 0; pathArrayIndex < pathArrayLength; ++pathArrayIndex)
{
path = pathArray[pathArrayIndex].points;
pathLength = path.length;
for (pathIndex = 0; pathIndex + 1 < pathLength; pathIndex += 1)
{
point0 = path[pathIndex];
point1 = path[pathIndex + 1];
polylines.push(renderLine(
point0.x, point0.y, point1.x, point1.y,
vertexBufferF32, vertexBufferU32, vertexDataBuffer,
cameraScrollX, cameraScrollY,
a, b, c, d, e, f,
lineColor, lineAlpha, lineWidth,
vertexCount, maxVertices,
shapeBatch,
srcX, srcY, srcScaleX, srcScaleY, srcRotation
));
vertexCount = shapeBatch.vertexCount;
}
if (pathArray[pathArrayIndex] === this._lastPath)
{
for (index = 1, length = polylines.length; index < length; ++index)
{
last = polylines[index - 1];
curr = polylines[index];
if (vertexCount + 6 > maxVertices)
{
shapeBatch.flush();
vertexCount = 0;
}
vertexOffset = vertexDataBuffer.allocate(9 * 6);
vertexCount += 6;
x0 = last[2 * 2 + 0] - cameraScrollX;
y0 = last[2 * 2 + 1] - cameraScrollY;
x1 = last[2 * 0 + 0] - cameraScrollX;
y1 = last[2 * 0 + 1] - cameraScrollY;
x2 = curr[2 * 3 + 0] - cameraScrollX;
y2 = curr[2 * 3 + 1] - cameraScrollY;
vertexBufferF32[vertexOffset++] = x0;
vertexBufferF32[vertexOffset++] = y0;
vertexBufferU32[vertexOffset++] = lineColor;
vertexBufferF32[vertexOffset++] = lineAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexBufferF32[vertexOffset++] = x1;
vertexBufferF32[vertexOffset++] = y1;
vertexBufferU32[vertexOffset++] = lineColor;
vertexBufferF32[vertexOffset++] = lineAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexBufferF32[vertexOffset++] = x2;
vertexBufferF32[vertexOffset++] = y2;
vertexBufferU32[vertexOffset++] = lineColor;
vertexBufferF32[vertexOffset++] = lineAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
x0 = last[2 * 0 + 0] - cameraScrollX;
y0 = last[2 * 0 + 1] - cameraScrollY;
x1 = last[2 * 2 + 0] - cameraScrollX;
y1 = last[2 * 2 + 1] - cameraScrollY;
x2 = curr[2 * 1 + 0] - cameraScrollX;
y2 = curr[2 * 1 + 1] - cameraScrollY;
vertexBufferF32[vertexOffset++] = x0;
vertexBufferF32[vertexOffset++] = y0;
vertexBufferU32[vertexOffset++] = lineColor;
vertexBufferF32[vertexOffset++] = lineAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexBufferF32[vertexOffset++] = x1;
vertexBufferF32[vertexOffset++] = y1;
vertexBufferU32[vertexOffset++] = lineColor;
vertexBufferF32[vertexOffset++] = lineAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexBufferF32[vertexOffset++] = x2;
vertexBufferF32[vertexOffset++] = y2;
vertexBufferU32[vertexOffset++] = lineColor;
vertexBufferF32[vertexOffset++] = lineAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexCount += 6;
}
}
else
{
for (index = 0, length = polylines.length; index < length; ++index)
{
last = polylines[index - 1] || polylines[polylines.length - 1];
curr = polylines[index];
if (vertexCount + 6 > maxVertices)
{
shapeBatch.flush();
vertexCount = 0;
}
vertexOffset = vertexDataBuffer.allocate(9 * 6);
vertexCount += 6;
x0 = last[2 * 2 + 0] - cameraScrollX;
y0 = last[2 * 2 + 1] - cameraScrollY;
x1 = last[2 * 0 + 0] - cameraScrollX;
y1 = last[2 * 0 + 1] - cameraScrollY;
x2 = curr[2 * 3 + 0] - cameraScrollX;
y2 = curr[2 * 3 + 1] - cameraScrollY;
vertexBufferF32[vertexOffset++] = x0;
vertexBufferF32[vertexOffset++] = y0;
vertexBufferU32[vertexOffset++] = lineColor;
vertexBufferF32[vertexOffset++] = lineAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexBufferF32[vertexOffset++] = x1;
vertexBufferF32[vertexOffset++] = y1;
vertexBufferU32[vertexOffset++] = lineColor;
vertexBufferF32[vertexOffset++] = lineAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexBufferF32[vertexOffset++] = x2;
vertexBufferF32[vertexOffset++] = y2;
vertexBufferU32[vertexOffset++] = lineColor;
vertexBufferF32[vertexOffset++] = lineAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
x0 = last[2 * 0 + 0] - cameraScrollX;
y0 = last[2 * 0 + 1] - cameraScrollY;
x1 = last[2 * 2 + 0] - cameraScrollX;
y1 = last[2 * 2 + 1] - cameraScrollY;
x2 = curr[2 * 1 + 0] - cameraScrollX;
y2 = curr[2 * 1 + 1] - cameraScrollY;
vertexBufferF32[vertexOffset++] = x0;
vertexBufferF32[vertexOffset++] = y0;
vertexBufferU32[vertexOffset++] = lineColor;
vertexBufferF32[vertexOffset++] = lineAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexBufferF32[vertexOffset++] = x1;
vertexBufferF32[vertexOffset++] = y1;
vertexBufferU32[vertexOffset++] = lineColor;
vertexBufferF32[vertexOffset++] = lineAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexBufferF32[vertexOffset++] = x2;
vertexBufferF32[vertexOffset++] = y2;
vertexBufferU32[vertexOffset++] = lineColor;
vertexBufferF32[vertexOffset++] = lineAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexCount += 6;
}
}
polylines.length = 0;
}
break;
case Commands.FILL_RECT:
if (vertexCount + 6 > maxVertices)
{
shapeBatch.flush();
vertexCount = 0;
}
vertexOffset = vertexDataBuffer.allocate(9 * 6);
vertexCount += 6;
x = commandBuffer[cmdIndex + 1] - cameraScrollX;
y = commandBuffer[cmdIndex + 2] - cameraScrollY;
var xw = x + commandBuffer[cmdIndex + 3];
var yh = y + commandBuffer[cmdIndex + 4];
tx = x * a + y * c + e;
ty = x * b + y * d + f;
txw = xw * a + yh * c + e;
tyh = xw * b + yh * d + f;
vertexBufferF32[vertexOffset++] = tx;
vertexBufferF32[vertexOffset++] = ty;
vertexBufferU32[vertexOffset++] = fillColor;
vertexBufferF32[vertexOffset++] = fillAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexBufferF32[vertexOffset++] = tx;
vertexBufferF32[vertexOffset++] = tyh;
vertexBufferU32[vertexOffset++] = fillColor;
vertexBufferF32[vertexOffset++] = fillAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexBufferF32[vertexOffset++] = txw;
vertexBufferF32[vertexOffset++] = tyh;
vertexBufferU32[vertexOffset++] = fillColor;
vertexBufferF32[vertexOffset++] = fillAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexBufferF32[vertexOffset++] = tx;
vertexBufferF32[vertexOffset++] = ty;
vertexBufferU32[vertexOffset++] = fillColor;
vertexBufferF32[vertexOffset++] = fillAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexBufferF32[vertexOffset++] = txw;
vertexBufferF32[vertexOffset++] = tyh;
vertexBufferU32[vertexOffset++] = fillColor;
vertexBufferF32[vertexOffset++] = fillAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
vertexBufferF32[vertexOffset++] = txw;
vertexBufferF32[vertexOffset++] = ty;
vertexBufferU32[vertexOffset++] = fillColor;
vertexBufferF32[vertexOffset++] = fillAlpha;
vertexBufferF32[vertexOffset++] = srcX;
vertexBufferF32[vertexOffset++] = srcY;
vertexBufferF32[vertexOffset++] = srcScaleX;
vertexBufferF32[vertexOffset++] = srcScaleY;
vertexBufferF32[vertexOffset++] = srcRotation;
cmdIndex += 4;
break;
case Commands.LINE_TO:
if (lastPath !== null)
{
lastPath.points.push(new Point(commandBuffer[cmdIndex + 1], commandBuffer[cmdIndex + 2]));
}
else
{
lastPath = new Path(commandBuffer[cmdIndex + 1], commandBuffer[cmdIndex + 2]);
pathArray.push(lastPath);
}
cmdIndex += 2;
break;
case Commands.MOVE_TO:
lastPath = new Path(commandBuffer[cmdIndex + 1], commandBuffer[cmdIndex + 2]);
pathArray.push(lastPath);
cmdIndex += 2;
break;
default:
console.error('Phaser: Invalid Graphics Command ID ' + cmd);
break;
}
}
shapeBatch.vertexCount = vertexCount;
pathArray.length = 0;
};
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module.exports = GraphicsWebGLRenderer;