mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 13:43:26 +00:00
Now render from the correct list array.
This commit is contained in:
parent
93665ff80a
commit
0d4b36f368
2 changed files with 2 additions and 147 deletions
|
@ -2,7 +2,7 @@ var GameObject = require('../GameObject');
|
|||
|
||||
var ParticleManagerCanvasRenderer = function (renderer, emitterManager, interpolationPercentage, camera)
|
||||
{
|
||||
var emitters = emitterManager.emitters;
|
||||
var emitters = emitterManager.emitters.list;
|
||||
|
||||
if (emitters.length === 0 || GameObject.RENDER_MASK !== emitterManager.renderFlags || (emitterManager.cameraFilter > 0 && (emitterManager.cameraFilter & camera._id)))
|
||||
{
|
||||
|
|
|
@ -170,155 +170,13 @@ var ParticleRenderer = new Class({
|
|||
);
|
||||
},
|
||||
|
||||
/*
|
||||
renderEmitter: function (emitter, camera)
|
||||
{
|
||||
var particles = emitter.alive;
|
||||
var length = particles.length;
|
||||
|
||||
if (length === 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (emitter.blendMode !== this.manager.blendMode)
|
||||
{
|
||||
this.manager.setBlendMode(emitter.blendMode);
|
||||
}
|
||||
|
||||
var data = this.vertexDataBuffer;
|
||||
var vbF32 = data.floatView;
|
||||
var vbU32 = data.uintView;
|
||||
var vtxOffset = 0;
|
||||
|
||||
var cameraMatrix = camera.matrix.matrix;
|
||||
var cma = cameraMatrix[0];
|
||||
var cmb = cameraMatrix[1];
|
||||
var cmc = cameraMatrix[2];
|
||||
var cmd = cameraMatrix[3];
|
||||
var cme = cameraMatrix[4];
|
||||
var cmf = cameraMatrix[5];
|
||||
|
||||
var elementCount = this.elementCount;
|
||||
|
||||
var particleCount = 0;
|
||||
var batchCount = Math.ceil(length / CONST.MAX);
|
||||
|
||||
var renderTarget = emitter.renderTarget;
|
||||
|
||||
var tempMatrix = this.tempMatrix;
|
||||
var tempMatrixMatrix = tempMatrix.matrix;
|
||||
|
||||
var particleOffset = 0;
|
||||
|
||||
var cameraScrollX = camera.scrollX * emitter.scrollFactorX;
|
||||
var cameraScrollY = camera.scrollY * emitter.scrollFactorY;
|
||||
|
||||
this.manager.setRenderer(this, emitter.defaultFrame.source.glTexture, renderTarget);
|
||||
|
||||
// If there are more particles than fit into a single batch (16000) then it flushes after each one
|
||||
for (var batchIndex = 0; batchIndex < batchCount; ++batchIndex)
|
||||
{
|
||||
var batchSize = Math.min(length, CONST.MAX);
|
||||
|
||||
for (var index = 0; index < batchSize; index++)
|
||||
{
|
||||
var particle = particles[particleOffset + index];
|
||||
|
||||
var frame = particle.frame;
|
||||
var uvs = frame.uvs;
|
||||
|
||||
var x = -(frame.halfWidth);
|
||||
var y = -(frame.halfHeight);
|
||||
|
||||
var color = particle.color;
|
||||
|
||||
var xw = x + frame.width;
|
||||
var yh = y + frame.height;
|
||||
|
||||
tempMatrix.applyITRS(
|
||||
particle.x - cameraScrollX * particle.scrollFactorX,
|
||||
particle.y - cameraScrollY * particle.scrollFactorY,
|
||||
particle.rotation,
|
||||
particle.scaleX,
|
||||
particle.scaleY
|
||||
);
|
||||
|
||||
var sra = tempMatrixMatrix[0];
|
||||
var srb = tempMatrixMatrix[1];
|
||||
var src = tempMatrixMatrix[2];
|
||||
var srd = tempMatrixMatrix[3];
|
||||
var sre = tempMatrixMatrix[4];
|
||||
var srf = tempMatrixMatrix[5];
|
||||
|
||||
var mva = sra * cma + srb * cmc;
|
||||
var mvb = sra * cmb + srb * cmd;
|
||||
var mvc = src * cma + srd * cmc;
|
||||
var mvd = src * cmb + srd * cmd;
|
||||
var mve = sre * cma + srf * cmc + cme;
|
||||
var mvf = sre * cmb + srf * cmd + cmf;
|
||||
|
||||
var tx0 = x * mva + y * mvc + mve;
|
||||
var ty0 = x * mvb + y * mvd + mvf;
|
||||
var tx1 = x * mva + yh * mvc + mve;
|
||||
var ty1 = x * mvb + yh * mvd + mvf;
|
||||
var tx2 = xw * mva + yh * mvc + mve;
|
||||
var ty2 = xw * mvb + yh * mvd + mvf;
|
||||
var tx3 = xw * mva + y * mvc + mve;
|
||||
var ty3 = xw * mvb + y * mvd + mvf;
|
||||
|
||||
vtxOffset = data.allocate(20);
|
||||
elementCount += 6;
|
||||
|
||||
// Top Left
|
||||
vbF32[vtxOffset++] = tx0;
|
||||
vbF32[vtxOffset++] = ty0;
|
||||
vbF32[vtxOffset++] = uvs.x0;
|
||||
vbF32[vtxOffset++] = uvs.y0;
|
||||
vbU32[vtxOffset++] = color;
|
||||
|
||||
// Bottom Left
|
||||
vbF32[vtxOffset++] = tx1;
|
||||
vbF32[vtxOffset++] = ty1;
|
||||
vbF32[vtxOffset++] = uvs.x1;
|
||||
vbF32[vtxOffset++] = uvs.y1;
|
||||
vbU32[vtxOffset++] = color;
|
||||
|
||||
// Bottom Right
|
||||
vbF32[vtxOffset++] = tx2;
|
||||
vbF32[vtxOffset++] = ty2;
|
||||
vbF32[vtxOffset++] = uvs.x2;
|
||||
vbF32[vtxOffset++] = uvs.y2;
|
||||
vbU32[vtxOffset++] = color;
|
||||
|
||||
// Top Right
|
||||
vbF32[vtxOffset++] = tx3;
|
||||
vbF32[vtxOffset++] = ty3;
|
||||
vbF32[vtxOffset++] = uvs.x3;
|
||||
vbF32[vtxOffset++] = uvs.y3;
|
||||
vbU32[vtxOffset++] = color;
|
||||
}
|
||||
|
||||
particleOffset += batchSize;
|
||||
|
||||
length -= batchSize;
|
||||
|
||||
this.elementCount = elementCount;
|
||||
|
||||
this.flush(undefined, renderTarget);
|
||||
|
||||
elementCount = 0;
|
||||
}
|
||||
},
|
||||
*/
|
||||
|
||||
renderEmitterManager: function (emitterManager, camera)
|
||||
{
|
||||
var renderTarget = emitterManager.renderTarget;
|
||||
|
||||
this.manager.setRenderer(this, emitterManager.defaultFrame.source.glTexture, renderTarget);
|
||||
|
||||
var emitters = emitterManager.emitters;
|
||||
var emitters = emitterManager.emitters.list;
|
||||
|
||||
for (var i = 0; i < emitters.length; i++)
|
||||
{
|
||||
|
@ -351,11 +209,8 @@ var ParticleRenderer = new Class({
|
|||
|
||||
var elementCount = this.elementCount;
|
||||
|
||||
var particleCount = 0;
|
||||
var batchCount = Math.ceil(length / CONST.MAX);
|
||||
|
||||
// var renderTarget = emitter.renderTarget;
|
||||
|
||||
var tempMatrix = this.tempMatrix;
|
||||
var tempMatrixMatrix = tempMatrix.matrix;
|
||||
|
||||
|
|
Loading…
Reference in a new issue