Added new renderDirect hook which RenderTexture can use. Fix #5431

This commit is contained in:
Richard Davey 2020-12-11 13:40:53 +00:00
parent 297c44595a
commit 1a65f50a25
3 changed files with 146 additions and 5 deletions

View file

@ -6,10 +6,12 @@
var renderWebGL = require('../../../../src/utils/NOOP');
var renderCanvas = require('../../../../src/utils/NOOP');
var renderDirect = require('../../../../src/utils/NOOP');
if (typeof WEBGL_RENDERER)
{
renderWebGL = require('./SpineGameObjectWebGLRenderer');
renderDirect = require('./SpineGameObjectWebGLDirect');
}
if (typeof CANVAS_RENDERER)
@ -20,6 +22,7 @@ if (typeof CANVAS_RENDERER)
module.exports = {
renderWebGL: renderWebGL,
renderCanvas: renderCanvas
renderCanvas: renderCanvas,
renderDirect: renderDirect
};

View file

@ -0,0 +1,131 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Clamp = require('../../../../src/math/Clamp');
var CounterClockwise = require('../../../../src/math/angle/CounterClockwise');
var GetCalcMatrix = require('../../../../src/gameobjects/GetCalcMatrix');
var RadToDeg = require('../../../../src/math/RadToDeg');
var Wrap = require('../../../../src/math/Wrap');
/**
* Directly renders this Game Object with the WebGL Renderer to the given Camera.
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* @method SpineGameObject#renderDirect
* @since 3.50.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {SpineGameObject} src - The Game Object being rendered in this call.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
* @param {SpineContainer} [container] - If this Spine object is in a Spine Container, this is a reference to it.
*/
var SpineGameObjectWebGLDirect = function (renderer, src, camera, parentMatrix, container)
{
var plugin = src.plugin;
var skeleton = src.skeleton;
var sceneRenderer = plugin.sceneRenderer;
// flush + clear previous pipeline if this is a new type
renderer.pipelines.clear();
sceneRenderer.begin();
var scrollFactorX = src.scrollFactorX;
var scrollFactorY = src.scrollFactorY;
var alpha = skeleton.color.a;
if (container)
{
src.scrollFactorX = container.scrollFactorX;
src.scrollFactorY = container.scrollFactorY;
skeleton.color.a = Clamp(alpha * container.alpha, 0, 1);
}
var calcMatrix = GetCalcMatrix(src, camera, parentMatrix).calc;
var viewportHeight = renderer.height;
skeleton.x = calcMatrix.tx;
skeleton.y = viewportHeight - calcMatrix.ty;
skeleton.scaleX = calcMatrix.scaleX;
skeleton.scaleY = calcMatrix.scaleY;
if (src.scaleX < 0)
{
skeleton.scaleX *= -1;
// -180 degrees to account for the difference in Spine vs. Phaser rotation when inversely scaled
src.root.rotation = Wrap(RadToDeg(calcMatrix.rotationNormalized) - 180, 0, 360);
}
else
{
// +90 degrees to account for the difference in Spine vs. Phaser rotation
src.root.rotation = Wrap(RadToDeg(CounterClockwise(calcMatrix.rotationNormalized)) + 90, 0, 360);
}
if (src.scaleY < 0)
{
skeleton.scaleY *= -1;
if (src.scaleX < 0)
{
src.root.rotation -= (RadToDeg(calcMatrix.rotationNormalized) * 2);
}
else
{
src.root.rotation += (RadToDeg(calcMatrix.rotationNormalized) * 2);
}
}
/*
if (renderer.currentFramebuffer !== null)
{
skeleton.y = calcMatrix.ty;
skeleton.scaleY *= -1;
}
*/
skeleton.updateWorldTransform();
// Draw the current skeleton
sceneRenderer.drawSkeleton(skeleton, src.preMultipliedAlpha);
if (container)
{
src.scrollFactorX = scrollFactorX;
src.scrollFactorY = scrollFactorY;
skeleton.color.a = alpha;
}
if (plugin.drawDebug || src.drawDebug)
{
// Because if we don't, the bones render positions are completely wrong (*sigh*)
var oldX = skeleton.x;
var oldY = skeleton.y;
skeleton.x = 0;
skeleton.y = 0;
sceneRenderer.drawSkeletonDebug(skeleton, src.preMultipliedAlpha);
skeleton.x = oldX;
skeleton.y = oldY;
}
// The next object in the display list is not a Spine Game Object or Spine Container, so we end the batch
sceneRenderer.end();
// And rebind the previous pipeline
renderer.pipelines.rebind();
};
module.exports = SpineGameObjectWebGLDirect;

View file

@ -597,7 +597,7 @@ var RenderTexture = new Class({
* It can accept any of the following:
*
* * Any renderable Game Object, such as a Sprite, Text, Graphics or TileSprite.
* * Dynamic and Static Tilemap Layers.
* * Tilemap Layers.
* * A Group. The contents of which will be iterated and drawn in turn.
* * A Container. The contents of which will be iterated fully, and drawn in turn.
* * A Scene's Display List. Pass in `Scene.children` to draw the whole list.
@ -654,7 +654,7 @@ var RenderTexture = new Class({
* It can accept any of the following:
*
* * Any renderable Game Object, such as a Sprite, Text, Graphics or TileSprite.
* * Dynamic and Static Tilemap Layers.
* * Tilemap Layers.
* * A Group. The contents of which will be iterated and drawn in turn.
* * A Container. The contents of which will be iterated fully, and drawn in turn.
* * A Scene's Display List. Pass in `Scene.children` to draw the whole list.
@ -837,7 +837,7 @@ var RenderTexture = new Class({
* It can accept any of the following:
*
* * Any renderable Game Object, such as a Sprite, Text, Graphics or TileSprite.
* * Dynamic and Static Tilemap Layers.
* * Tilemap Layers.
* * A Group. The contents of which will be iterated and drawn in turn.
* * A Container. The contents of which will be iterated fully, and drawn in turn.
* * A Scene's Display List. Pass in `Scene.children` to draw the whole list.
@ -1157,7 +1157,14 @@ var RenderTexture = new Class({
gameObject.setPosition(x + this.frame.cutX, y + this.frame.cutY);
gameObject.renderWebGL(this.renderer, gameObject, this.camera);
if (gameObject.renderDirect)
{
gameObject.renderDirect(this.renderer, gameObject, this.camera);
}
else
{
gameObject.renderWebGL(this.renderer, gameObject, this.camera);
}
gameObject.setPosition(prevX, prevY);
},