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https://github.com/photonstorm/phaser
synced 2024-11-30 16:39:34 +00:00
Cameras working with BlitterBatch
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fbb591fd94
commit
1a0f4119c6
5 changed files with 73 additions and 135 deletions
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@ -1,4 +1,4 @@
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var CHECKSUM = {
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build: '2d175030-f855-11e6-8baa-a7d5f1237a30'
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build: '9824f700-f86a-11e6-b8eb-f13c1d2880b2'
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};
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module.exports = CHECKSUM;
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@ -1,8 +1,17 @@
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var BlitterWebGLRenderer = function (renderer, src, interpolationPercentage)
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var BlitterWebGLRenderer = function (renderer, src, interpolationPercentage, camera)
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{
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var worldAlpha = src.color.worldAlpha;
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var list = src.getRenderList();
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var blitterBatch = renderer.blitterBatch;
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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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var cameraScrollX = camera.scrollX;
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var cameraScrollY = camera.scrollY;
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// Skip rendering?
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if (src.skipRender || !src.visible || worldAlpha === 0 || list.length === 0)
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@ -12,11 +21,57 @@ var BlitterWebGLRenderer = function (renderer, src, interpolationPercentage)
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// Render bobs
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for (var i = 0; i < list.length; i++)
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for (var i = 0, l = list.length; i < l; i++)
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{
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var bob = list[i];
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var frame = bob.frame;
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var alpha = bob.alpha;
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var vertexDataBuffer = blitterBatch.vertexDataBuffer;
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var vertexBuffer = vertexDataBuffer.floatView;
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var vertexOffset = 0;
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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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var x = bob.x + frame.x - cameraScrollX;
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var y = bob.y + frame.y - cameraScrollY;
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var xw = x + width;
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var yh = y + height;
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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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renderer.blitterBatch.add(bob.x, bob.y, bob.frame, bob.alpha);
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if (blitterBatch.elementCount >= blitterBatch.maxParticles)
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{
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blitterBatch.flush();
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}
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renderer.setBatch(blitterBatch, frame.texture.source[frame.sourceIndex].glTexture);
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vertexOffset = vertexDataBuffer.allocate(20);
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blitterBatch.elementCount += 6;
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x += frame.x;
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y += frame.y;
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vertexBuffer[vertexOffset++] = tx;
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vertexBuffer[vertexOffset++] = ty;
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vertexBuffer[vertexOffset++] = uvs.x0;
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vertexBuffer[vertexOffset++] = uvs.y0;
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vertexBuffer[vertexOffset++] = alpha;
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vertexBuffer[vertexOffset++] = tx;
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vertexBuffer[vertexOffset++] = tyh;
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vertexBuffer[vertexOffset++] = uvs.x1;
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vertexBuffer[vertexOffset++] = uvs.y1;
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vertexBuffer[vertexOffset++] = alpha;
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vertexBuffer[vertexOffset++] = txw;
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vertexBuffer[vertexOffset++] = tyh;
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vertexBuffer[vertexOffset++] = uvs.x2;
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vertexBuffer[vertexOffset++] = uvs.y2;
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vertexBuffer[vertexOffset++] = alpha;
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vertexBuffer[vertexOffset++] = txw;
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vertexBuffer[vertexOffset++] = ty;
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vertexBuffer[vertexOffset++] = uvs.x3;
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vertexBuffer[vertexOffset++] = uvs.y3;
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vertexBuffer[vertexOffset++] = alpha;
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}
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};
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@ -1,6 +1,10 @@
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var ImageWebGLRenderer = function (renderer, src, interpolationPercentage, camera)
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{
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//--------------------
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// Inlined quad push
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//--------------------
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var frame = src.frame;
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var alpha = 16777216;
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var transform2D = src.transform;
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@ -11,7 +15,7 @@ var ImageWebGLRenderer = function (renderer, src, interpolationPercentage, camer
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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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var vertexOffset = vertexDataBuffer.allocate(40);
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var vertexOffset = 0;
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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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@ -37,6 +41,8 @@ var ImageWebGLRenderer = function (renderer, src, interpolationPercentage, camer
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var tyh = xw * b + yh * d + f;
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renderer.setBatch(spriteBatch, frame.texture.source[frame.sourceIndex].glTexture);
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vertexOffset = vertexDataBuffer.allocate(40);
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spriteBatch.elementCount += 6;
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vertexBufferF32[vertexOffset++] = tx;
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vertexBufferF32[vertexOffset++] = ty;
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@ -78,8 +84,6 @@ var ImageWebGLRenderer = function (renderer, src, interpolationPercentage, camer
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vertexBufferF32[vertexOffset++] = scaleY;
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vertexBufferF32[vertexOffset++] = rotation;
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vertexBufferU32[vertexOffset++] = vertexColor.topRight;
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spriteBatch.elementCount += 6;
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};
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module.exports = ImageWebGLRenderer;
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@ -112,52 +112,6 @@ BlitterBatch.prototype = {
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return (this.vertexDataBuffer.getByteLength() >= this.vertexDataBuffer.getByteCapacity());
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},
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add: function (x, y, frame, alpha)
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{
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this.manager.setBatch(this, frame.texture.source[frame.sourceIndex].glTexture);
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if (this.elementCount >= this.maxParticles)
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{
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this.flush();
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}
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var vertexDataBuffer = this.vertexDataBuffer;
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var vertexBuffer = vertexDataBuffer.floatView;
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var vertexOffset = vertexDataBuffer.allocate(CONST.PARTICLE_VERTEX_COMPONENT_COUNT * CONST.PARTICLE_VERTEX_COUNT);
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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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x += frame.x;
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y += frame.y;
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vertexBuffer[vertexOffset++] = x;
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vertexBuffer[vertexOffset++] = y;
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vertexBuffer[vertexOffset++] = uvs.x0;
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vertexBuffer[vertexOffset++] = uvs.y0;
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vertexBuffer[vertexOffset++] = alpha;
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vertexBuffer[vertexOffset++] = x;
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vertexBuffer[vertexOffset++] = y + height;
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vertexBuffer[vertexOffset++] = uvs.x1;
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vertexBuffer[vertexOffset++] = uvs.y1;
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vertexBuffer[vertexOffset++] = alpha;
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vertexBuffer[vertexOffset++] = x + width;
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vertexBuffer[vertexOffset++] = y + height;
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vertexBuffer[vertexOffset++] = uvs.x2;
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vertexBuffer[vertexOffset++] = uvs.y2;
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vertexBuffer[vertexOffset++] = alpha;
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vertexBuffer[vertexOffset++] = x + width;
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vertexBuffer[vertexOffset++] = y;
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vertexBuffer[vertexOffset++] = uvs.x3;
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vertexBuffer[vertexOffset++] = uvs.y3;
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vertexBuffer[vertexOffset++] = alpha;
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this.elementCount += CONST.PARTICLE_INDEX_COUNT;
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},
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bind: function ()
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{
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var gl = this.glContext;
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@ -112,86 +112,6 @@ SpriteBatch.prototype = {
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return (this.vertexDataBuffer.getByteLength() >= this.vertexDataBuffer.getByteCapacity());
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},
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add: function (frame, anchorX, anchorY, transform2D, vertexColor, camera)
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{
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this.manager.setBatch(this, frame.texture.source[frame.sourceIndex].glTexture);
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// The user must check if the buffers are full before flushing
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// this is to give freedom of when should the renderer flush. var vertexDataBuffer = this.vertexDataBuffer;
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var vertexDataBuffer = this.vertexDataBuffer;
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var vertexBufferF32 = vertexDataBuffer.floatView;
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var vertexBufferU32 = vertexDataBuffer.uintView;
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var vertexOffset = vertexDataBuffer.allocate(CONST.SPRITE_VERTEX_COMPONENT_COUNT * CONST.SPRITE_VERTEX_COUNT);
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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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var translateX = transform2D.x - camera.scrollX;
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var translateY = transform2D.y - camera.scrollY;
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var scaleX = transform2D.scaleX;
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var scaleY = transform2D.scaleY;
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var rotation = transform2D.angle;
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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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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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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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vertexBufferF32[vertexOffset++] = tx;
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vertexBufferF32[vertexOffset++] = ty;
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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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vertexBufferU32[vertexOffset++] = vertexColor.topLeft;
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vertexBufferF32[vertexOffset++] = tx;
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vertexBufferF32[vertexOffset++] = tyh;
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vertexBufferF32[vertexOffset++] = uvs.x1;
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vertexBufferF32[vertexOffset++] = uvs.y1;
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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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vertexBufferU32[vertexOffset++] = vertexColor.bottomLeft;
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vertexBufferF32[vertexOffset++] = txw;
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vertexBufferF32[vertexOffset++] = tyh;
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vertexBufferF32[vertexOffset++] = uvs.x2;
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vertexBufferF32[vertexOffset++] = uvs.y2;
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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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vertexBufferU32[vertexOffset++] = vertexColor.bottomRight;
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vertexBufferF32[vertexOffset++] = txw;
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vertexBufferF32[vertexOffset++] = ty;
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vertexBufferF32[vertexOffset++] = uvs.x3;
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vertexBufferF32[vertexOffset++] = uvs.y3;
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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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vertexBufferU32[vertexOffset++] = vertexColor.topRight;
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this.elementCount += CONST.SPRITE_INDEX_COUNT;
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},
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bind: function ()
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{
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var gl = this.glContext;
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@ -213,6 +133,11 @@ SpriteBatch.prototype = {
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flush: function ()
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{
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if (this.elementCount === 0)
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{
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return;
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}
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var gl = this.glContext;
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var vertexDataBuffer = this.vertexDataBuffer;
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