phaser/src/gameobjects/lights/PointLight.js

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2020-10-13 17:17:30 +00:00
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../utils/Class');
var Components = require('../components');
var GameObject = require('../GameObject');
var IntegerToRGB = require('../../display/color/IntegerToRGB');
var RGB = require('../../display/RGB');
/**
* @classdesc
* An Image Game Object.
*
* An Image is a light-weight Game Object useful for the display of static images in your game,
* such as logos, backgrounds, scenery or other non-animated elements. Images can have input
* events and physics bodies, or be tweened, tinted or scrolled. The main difference between an
* Image and a Sprite is that you cannot animate an Image as they do not have the Animation component.
*
* @class PointLight
* @extends Phaser.GameObjects.GameObject
* @memberof Phaser.GameObjects
* @constructor
* @since 3.50.0
*
* @extends Phaser.GameObjects.Components.AlphaSingle
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.Depth
* @extends Phaser.GameObjects.Components.GetBounds
* @extends Phaser.GameObjects.Components.Mask
* @extends Phaser.GameObjects.Components.Pipeline
* @extends Phaser.GameObjects.Components.ScrollFactor
* @extends Phaser.GameObjects.Components.Transform
* @extends Phaser.GameObjects.Components.Visible
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
*/
var PointLight = new Class({
Extends: GameObject,
Mixins: [
Components.AlphaSingle,
Components.BlendMode,
Components.Depth,
Components.GetBounds,
Components.Mask,
Components.Pipeline,
Components.ScrollFactor,
Components.Transform,
Components.Visible
],
initialize:
function PointLight (scene, x, y, color, radius, intensity)
{
if (color === undefined) { color = 0xffffff; }
if (radius === undefined) { radius = 128; }
if (intensity === undefined) { intensity = 10; }
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GameObject.call(this, scene, 'PointLight');
this.initPipeline('Light2D');
this.setPosition(x, y);
var rgb = IntegerToRGB(color);
this.color = new RGB(
rgb.r / 255,
rgb.g / 255,
rgb.b / 255
);
this.intensity = intensity;
// read only:
this.width = radius * 2;
this.height = radius * 2;
// private
this._radius = radius;
},
radius: {
get: function ()
{
return this._radius;
},
set: function (value)
{
this._radius = value;
this.width = value * 2;
this.height = value * 2;
}
},
/**
* Internal value to allow Containers to be used for input and physics.
* Do not change this value. It has no effect other than to break things.
*
* @name Phaser.GameObjects.Container#originX
* @type {number}
* @readonly
* @since 3.4.0
*/
originX: {
get: function ()
{
return 0.5;
}
},
/**
* Internal value to allow Containers to be used for input and physics.
* Do not change this value. It has no effect other than to break things.
*
* @name Phaser.GameObjects.Container#originY
* @type {number}
* @readonly
* @since 3.4.0
*/
originY: {
get: function ()
{
return 0.5;
}
},
/**
* Internal value to allow Containers to be used for input and physics.
* Do not change this value. It has no effect other than to break things.
*
* @name Phaser.GameObjects.Container#displayOriginX
* @type {number}
* @readonly
* @since 3.4.0
*/
displayOriginX: {
get: function ()
{
return this._radius;
}
},
/**
* Internal value to allow Containers to be used for input and physics.
* Do not change this value. It has no effect other than to break things.
*
* @name Phaser.GameObjects.Container#displayOriginY
* @type {number}
* @readonly
* @since 3.4.0
*/
displayOriginY: {
get: function ()
{
return this._radius;
}
},
renderWebGL: function (renderer, src, camera, parentTransformMatrix)
{
renderer.pipelines.set(src.pipeline);
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console.warn('temps removed');
var camMatrix = renderer._tempMatrix1;
var lightMatrix = renderer._tempMatrix2;
var calcMatrix = renderer._tempMatrix3;
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var width = src.width;
var height = src.height;
var x = -src.radius;
var y = -src.radius;
var xw = x + width;
var yh = y + height;
lightMatrix.applyITRS(src.x, src.y, src.rotation, src.scaleX, src.scaleY);
camMatrix.copyFrom(camera.matrix);
if (parentTransformMatrix)
{
// Multiply the camera by the parent matrix
camMatrix.multiplyWithOffset(parentTransformMatrix, -camera.scrollX * src.scrollFactorX, -camera.scrollY * src.scrollFactorY);
// Undo the camera scroll
lightMatrix.e = src.x;
lightMatrix.f = src.y;
}
else
{
lightMatrix.e -= camera.scrollX * src.scrollFactorX;
lightMatrix.f -= camera.scrollY * src.scrollFactorY;
}
// Multiply by the Sprite matrix, store result in calcMatrix
camMatrix.multiply(lightMatrix, calcMatrix);
var lightX = calcMatrix.getX(0, 0);
var lightY = calcMatrix.getY(0, 0);
var tx0 = calcMatrix.getX(x, y);
var ty0 = calcMatrix.getY(x, y);
var tx1 = calcMatrix.getX(x, yh);
var ty1 = calcMatrix.getY(x, yh);
var tx2 = calcMatrix.getX(xw, yh);
var ty2 = calcMatrix.getY(xw, yh);
var tx3 = calcMatrix.getX(xw, y);
var ty3 = calcMatrix.getY(xw, y);
this.pipeline.batchLight(src, camera, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, lightX, lightY);
}
});
module.exports = PointLight;