2016-12-07 02:28:22 +00:00
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2017-02-21 00:38:22 +00:00
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var ImageWebGLRenderer = function (renderer, src, interpolationPercentage, camera)
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2016-12-07 02:28:22 +00:00
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{
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2017-02-21 19:21:03 +00:00
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//--------------------
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// Inlined quad push
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//--------------------
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2016-12-07 02:28:22 +00:00
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var frame = src.frame;
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2017-01-31 17:04:31 +00:00
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var alpha = 16777216;
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2017-01-31 21:40:29 +00:00
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var spriteBatch = renderer.spriteBatch;
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var anchorX = src.anchorX;
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var anchorY = src.anchorY;
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2017-02-22 16:44:14 +00:00
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//var vertexColor = src.color._glTint;
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2017-01-31 21:40:29 +00:00
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var vertexDataBuffer = spriteBatch.vertexDataBuffer;
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var vertexBufferF32 = vertexDataBuffer.floatView;
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var vertexBufferU32 = vertexDataBuffer.uintView;
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2017-02-21 19:21:03 +00:00
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var vertexOffset = 0;
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2017-01-31 21:40:29 +00:00
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var uvs = frame.uvs;
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var width = frame.width;
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var height = frame.height;
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2017-02-22 16:44:14 +00:00
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var translateX = src.x - camera.scrollX;
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var translateY = src.y - camera.scrollY;
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var scaleX = src.scaleX;
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var scaleY = src.scaleY;
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var rotation = src.rotation;
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2017-02-21 00:38:22 +00:00
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var cameraMatrix = camera.matrix.matrix;
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var a = cameraMatrix[0];
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var b = cameraMatrix[1];
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var c = cameraMatrix[2];
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var d = cameraMatrix[3];
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var e = cameraMatrix[4];
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var f = cameraMatrix[5];
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2017-01-31 21:40:29 +00:00
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var x = width * -anchorX + frame.x;
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var y = height * -anchorY + frame.y;
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var xw = x + width;
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var yh = y + height;
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2017-02-21 00:38:22 +00:00
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var tx = x * a + y * c + e;
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var ty = x * b + y * d + f;
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var txw = xw * a + yh * c + e;
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var tyh = xw * b + yh * d + f;
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2017-02-22 16:44:14 +00:00
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if (!src.visible)
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{
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return;
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}
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2017-02-21 00:38:22 +00:00
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renderer.setBatch(spriteBatch, frame.texture.source[frame.sourceIndex].glTexture);
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2017-02-21 19:21:03 +00:00
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vertexOffset = vertexDataBuffer.allocate(40);
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spriteBatch.elementCount += 6;
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2017-01-31 21:40:29 +00:00
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vertexBufferF32[vertexOffset++] = tx;
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vertexBufferF32[vertexOffset++] = ty;
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2017-02-21 00:38:22 +00:00
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vertexBufferF32[vertexOffset++] = uvs.x0;
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vertexBufferF32[vertexOffset++] = uvs.y0;
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vertexBufferF32[vertexOffset++] = translateX;
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vertexBufferF32[vertexOffset++] = translateY;
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vertexBufferF32[vertexOffset++] = scaleX;
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vertexBufferF32[vertexOffset++] = scaleY;
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vertexBufferF32[vertexOffset++] = rotation;
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2017-02-22 16:44:14 +00:00
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vertexBufferU32[vertexOffset++] = 0xFFFFFF; //vertexColor.topLeft;
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2017-02-21 00:38:22 +00:00
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vertexBufferF32[vertexOffset++] = tx;
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vertexBufferF32[vertexOffset++] = tyh;
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2017-01-31 21:40:29 +00:00
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vertexBufferF32[vertexOffset++] = uvs.x1;
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vertexBufferF32[vertexOffset++] = uvs.y1;
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2017-02-21 00:38:22 +00:00
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vertexBufferF32[vertexOffset++] = translateX;
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vertexBufferF32[vertexOffset++] = translateY;
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vertexBufferF32[vertexOffset++] = scaleX;
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vertexBufferF32[vertexOffset++] = scaleY;
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vertexBufferF32[vertexOffset++] = rotation;
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2017-02-22 16:44:14 +00:00
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vertexBufferU32[vertexOffset++] = 0xFFFFFF; //vertexColor.bottomLeft;
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2017-02-21 00:38:22 +00:00
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vertexBufferF32[vertexOffset++] = txw;
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vertexBufferF32[vertexOffset++] = tyh;
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2017-01-31 21:40:29 +00:00
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vertexBufferF32[vertexOffset++] = uvs.x2;
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vertexBufferF32[vertexOffset++] = uvs.y2;
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2017-02-21 00:38:22 +00:00
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vertexBufferF32[vertexOffset++] = translateX;
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vertexBufferF32[vertexOffset++] = translateY;
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vertexBufferF32[vertexOffset++] = scaleX;
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vertexBufferF32[vertexOffset++] = scaleY;
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vertexBufferF32[vertexOffset++] = rotation;
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2017-02-22 16:44:14 +00:00
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vertexBufferU32[vertexOffset++] = 0xFFFFFF; //vertexColor.bottomRight;
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2017-02-21 00:38:22 +00:00
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vertexBufferF32[vertexOffset++] = txw;
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vertexBufferF32[vertexOffset++] = ty;
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2017-01-31 21:40:29 +00:00
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vertexBufferF32[vertexOffset++] = uvs.x3;
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vertexBufferF32[vertexOffset++] = uvs.y3;
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2017-02-21 00:38:22 +00:00
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vertexBufferF32[vertexOffset++] = translateX;
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vertexBufferF32[vertexOffset++] = translateY;
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vertexBufferF32[vertexOffset++] = scaleX;
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vertexBufferF32[vertexOffset++] = scaleY;
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vertexBufferF32[vertexOffset++] = rotation;
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2017-02-22 16:44:14 +00:00
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vertexBufferU32[vertexOffset++] = 0xFFFFFF; //vertexColor.topRight;
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2016-12-07 02:28:22 +00:00
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};
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module.exports = ImageWebGLRenderer;
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