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https://github.com/photonstorm/phaser
synced 2024-11-10 15:14:47 +00:00
Updated to use MultiPipeline
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parent
5f1ecfe073
commit
0dd07333af
9 changed files with 35 additions and 34 deletions
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@ -301,7 +301,7 @@ var Fade = new Class({
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* @method Phaser.Cameras.Scene2D.Effects.Fade#postRenderWebGL
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* @since 3.5.0
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*
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* @param {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline} pipeline - The WebGL Pipeline to render to.
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* @param {Phaser.Renderer.WebGL.Pipelines.MultiPipeline} pipeline - The WebGL Pipeline to render to. Must provide the `drawFillRect` method.
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* @param {function} getTintFunction - A function that will return the gl safe tint colors.
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*
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* @return {boolean} `true` if the effect drew to the renderer, otherwise `false`.
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@ -269,7 +269,7 @@ var Flash = new Class({
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* @method Phaser.Cameras.Scene2D.Effects.Flash#postRenderWebGL
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* @since 3.5.0
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*
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* @param {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline} pipeline - The WebGL Pipeline to render to.
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* @param {Phaser.Renderer.WebGL.Pipelines.MultiPipeline} pipeline - The WebGL Pipeline to render to. Must provide the `drawFillRect` method.
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* @param {function} getTintFunction - A function that will return the gl safe tint colors.
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*
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* @return {boolean} `true` if the effect drew to the renderer, otherwise `false`.
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@ -38,19 +38,20 @@ var Pipeline = {
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/**
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* Sets the initial WebGL Pipeline of this Game Object.
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*
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* This should only be called during the instantiation of the Game Object.
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*
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* @method Phaser.GameObjects.Components.Pipeline#initPipeline
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* @webglOnly
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* @since 3.0.0
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*
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* @param {string} [pipelineName=TextureTintPipeline] - The name of the pipeline to set on this Game Object. Defaults to the Texture Tint Pipeline.
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* @param {string} [pipelineName=MultiPipeline] - The name of the pipeline to set on this Game Object. Defaults to the Multi Pipeline.
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*
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* @return {boolean} `true` if the pipeline was set successfully, otherwise `false`.
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*/
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initPipeline: function (pipelineName)
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{
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if (pipelineName === undefined) { pipelineName = 'TextureTintPipeline'; }
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if (pipelineName === undefined) { pipelineName = 'MultiPipeline'; }
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var renderer = this.scene.sys.game.renderer;
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@ -132,7 +132,7 @@ var MatterImage = new Class({
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this.setPosition(x, y);
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this.initPipeline('TextureTintPipeline');
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this.initPipeline('MultiPipeline');
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}
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});
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@ -138,7 +138,7 @@ var MatterSprite = new Class({
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this.setPosition(x, y);
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this.initPipeline('TextureTintPipeline');
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this.initPipeline('MultiPipeline');
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}
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});
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@ -2188,7 +2188,7 @@ var WebGLRenderer = new Class({
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var cw = camera._cw;
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var ch = camera._ch;
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var TextureTintPipeline = this.pipelines.TextureTintPipeline;
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var MultiPipeline = this.pipelines.MultiPipeline;
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var color = camera.backgroundColor;
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@ -2206,7 +2206,7 @@ var WebGLRenderer = new Class({
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gl.clear(gl.COLOR_BUFFER_BIT);
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ProjectOrtho(TextureTintPipeline, cx, cw + cx, cy, ch + cy, -1000, 1000);
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ProjectOrtho(MultiPipeline, cx, cw + cx, cy, ch + cy, -1000, 1000);
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if (camera.mask)
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{
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@ -2218,7 +2218,7 @@ var WebGLRenderer = new Class({
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if (color.alphaGL > 0)
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{
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TextureTintPipeline.drawFillRect(
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MultiPipeline.drawFillRect(
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cx, cy, cw + cx, ch + cy,
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Utils.getTintFromFloats(color.redGL, color.greenGL, color.blueGL, 1),
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color.alphaGL
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@ -2241,7 +2241,7 @@ var WebGLRenderer = new Class({
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if (color.alphaGL > 0)
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{
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TextureTintPipeline.drawFillRect(
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MultiPipeline.drawFillRect(
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cx, cy, cw , ch,
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Utils.getTintFromFloats(color.redGL, color.greenGL, color.blueGL, 1),
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color.alphaGL
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@ -2286,12 +2286,12 @@ var WebGLRenderer = new Class({
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*/
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postRenderCamera: function (camera)
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{
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this.setPipeline(this.pipelines.TextureTintPipeline);
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this.setPipeline(this.pipelines.MultiPipeline);
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var TextureTintPipeline = this.pipelines.TextureTintPipeline;
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var MultiPipeline = this.pipelines.MultiPipeline;
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camera.flashEffect.postRenderWebGL(TextureTintPipeline, Utils.getTintFromFloats);
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camera.fadeEffect.postRenderWebGL(TextureTintPipeline, Utils.getTintFromFloats);
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camera.flashEffect.postRenderWebGL(MultiPipeline, Utils.getTintFromFloats);
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camera.fadeEffect.postRenderWebGL(MultiPipeline, Utils.getTintFromFloats);
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camera.dirty = false;
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@ -2299,7 +2299,7 @@ var WebGLRenderer = new Class({
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if (camera.renderToTexture)
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{
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TextureTintPipeline.flush();
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MultiPipeline.flush();
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this.setFramebuffer(null);
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@ -2307,11 +2307,11 @@ var WebGLRenderer = new Class({
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if (camera.renderToGame)
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{
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ProjectOrtho(TextureTintPipeline, 0, TextureTintPipeline.width, TextureTintPipeline.height, 0, -1000.0, 1000.0);
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ProjectOrtho(MultiPipeline, 0, MultiPipeline.width, MultiPipeline.height, 0, -1000.0, 1000.0);
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var getTint = Utils.getTintAppendFloatAlpha;
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var pipeline = (camera.pipeline) ? camera.pipeline : TextureTintPipeline;
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var pipeline = (camera.pipeline) ? camera.pipeline : MultiPipeline;
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pipeline.batchTexture(
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camera,
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@ -2397,7 +2397,7 @@ var WebGLRenderer = new Class({
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this.textureFlush = 0;
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this.setPipeline(this.pipelines.TextureTintPipeline);
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this.setPipeline(this.pipelines.MultiPipeline);
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},
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/**
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@ -107,7 +107,7 @@ var BitmapMaskPipeline = new Class({
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* Sets the shader program, vertex buffer and other resources.
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* Should only be called when changing pipeline.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#bind
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* @method Phaser.Renderer.WebGL.Pipelines.BitmapMaskPipeline#bind
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* @since 3.50.0
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*
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* @return {this} This WebGLPipeline instance.
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@ -18,7 +18,7 @@ var TilemapComponents = require('../components');
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* A Dynamic Tilemap Layer trades some speed for being able to apply powerful effects. Unlike a
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* Static Tilemap Layer, you can apply per-tile effects like tint or alpha, and you can change the
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* tiles in a DynamicTilemapLayer.
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*
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*
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* Use this over a Static Tilemap Layer when you need those features.
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*
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* @class DynamicTilemapLayer
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@ -114,7 +114,7 @@ var DynamicTilemapLayer = new Class({
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/**
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* The Tileset/s associated with this layer.
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*
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*
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* As of Phaser 3.14 this property is now an array of Tileset objects, previously it was a single reference.
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*
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* @name Phaser.Tilemaps.DynamicTilemapLayer#tileset
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@ -211,17 +211,17 @@ var DynamicTilemapLayer = new Class({
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/**
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* The rendering (draw) order of the tiles in this layer.
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*
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*
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* The default is 0 which is 'right-down', meaning it will draw the tiles starting from the top-left,
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* drawing to the right and then moving down to the next row.
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*
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*
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* The draw orders are:
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*
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*
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* 0 = right-down
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* 1 = left-down
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* 2 = right-up
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* 3 = left-up
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*
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*
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* This can be changed via the `setRenderOrder` method.
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*
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* @name Phaser.Tilemaps.DynamicTilemapLayer#_renderOrder
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@ -247,7 +247,7 @@ var DynamicTilemapLayer = new Class({
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this.setOrigin();
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this.setSize(tilemap.tileWidth * this.layer.width, tilemap.tileHeight * this.layer.height);
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this.initPipeline('TextureTintPipeline');
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this.initPipeline('MultiPipeline');
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},
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/**
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@ -256,7 +256,7 @@ var DynamicTilemapLayer = new Class({
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* @method Phaser.Tilemaps.DynamicTilemapLayer#setTilesets
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* @private
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* @since 3.14.0
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*
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*
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* @param {(string|string[]|Phaser.Tilemaps.Tileset|Phaser.Tilemaps.Tileset[])} tileset - The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object.
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*/
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setTilesets: function (tilesets)
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@ -298,20 +298,20 @@ var DynamicTilemapLayer = new Class({
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/**
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* Sets the rendering (draw) order of the tiles in this layer.
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*
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*
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* The default is 'right-down', meaning it will order the tiles starting from the top-left,
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* drawing to the right and then moving down to the next row.
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*
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*
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* The draw orders are:
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*
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*
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* 0 = right-down
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* 1 = left-down
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* 2 = right-up
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* 3 = left-up
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*
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*
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* Setting the render order does not change the tiles or how they are stored in the layer,
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* it purely impacts the order in which they are rendered.
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*
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*
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* You can provide either an integer (0 to 3), or the string version of the order.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#setRenderOrder
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@ -451,7 +451,7 @@ var DynamicTilemapLayer = new Class({
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#destroy
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* @since 3.0.0
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*
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*
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* @param {boolean} [removeFromTilemap=true] - Remove this layer from the parent Tilemap?
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*/
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destroy: function (removeFromTilemap)
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@ -360,7 +360,7 @@ var StaticTilemapLayer = new Class({
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this.updateVBOData();
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this.initPipeline('TextureTintPipeline');
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this.initPipeline('MultiPipeline');
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this.mvpInit();
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