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https://github.com/photonstorm/phaser
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Added new renderDirect
hook which RenderTexture can use. Fix #5431
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297c44595a
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3 changed files with 146 additions and 5 deletions
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@ -6,10 +6,12 @@
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var renderWebGL = require('../../../../src/utils/NOOP');
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var renderCanvas = require('../../../../src/utils/NOOP');
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var renderDirect = require('../../../../src/utils/NOOP');
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if (typeof WEBGL_RENDERER)
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{
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renderWebGL = require('./SpineGameObjectWebGLRenderer');
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renderDirect = require('./SpineGameObjectWebGLDirect');
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}
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if (typeof CANVAS_RENDERER)
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@ -20,6 +22,7 @@ if (typeof CANVAS_RENDERER)
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module.exports = {
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renderWebGL: renderWebGL,
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renderCanvas: renderCanvas
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renderCanvas: renderCanvas,
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renderDirect: renderDirect
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};
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131
plugins/spine/src/gameobject/SpineGameObjectWebGLDirect.js
Normal file
131
plugins/spine/src/gameobject/SpineGameObjectWebGLDirect.js
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@ -0,0 +1,131 @@
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var Clamp = require('../../../../src/math/Clamp');
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var CounterClockwise = require('../../../../src/math/angle/CounterClockwise');
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var GetCalcMatrix = require('../../../../src/gameobjects/GetCalcMatrix');
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var RadToDeg = require('../../../../src/math/RadToDeg');
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var Wrap = require('../../../../src/math/Wrap');
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/**
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* Directly renders this Game Object with the WebGL Renderer to the given Camera.
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* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
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* This method should not be called directly. It is a utility function of the Render module.
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*
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* @method SpineGameObject#renderDirect
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* @since 3.50.0
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* @private
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*
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* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
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* @param {SpineGameObject} src - The Game Object being rendered in this call.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
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* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
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* @param {SpineContainer} [container] - If this Spine object is in a Spine Container, this is a reference to it.
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*/
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var SpineGameObjectWebGLDirect = function (renderer, src, camera, parentMatrix, container)
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{
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var plugin = src.plugin;
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var skeleton = src.skeleton;
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var sceneRenderer = plugin.sceneRenderer;
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// flush + clear previous pipeline if this is a new type
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renderer.pipelines.clear();
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sceneRenderer.begin();
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var scrollFactorX = src.scrollFactorX;
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var scrollFactorY = src.scrollFactorY;
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var alpha = skeleton.color.a;
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if (container)
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{
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src.scrollFactorX = container.scrollFactorX;
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src.scrollFactorY = container.scrollFactorY;
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skeleton.color.a = Clamp(alpha * container.alpha, 0, 1);
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}
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var calcMatrix = GetCalcMatrix(src, camera, parentMatrix).calc;
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var viewportHeight = renderer.height;
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skeleton.x = calcMatrix.tx;
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skeleton.y = viewportHeight - calcMatrix.ty;
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skeleton.scaleX = calcMatrix.scaleX;
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skeleton.scaleY = calcMatrix.scaleY;
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if (src.scaleX < 0)
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{
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skeleton.scaleX *= -1;
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// -180 degrees to account for the difference in Spine vs. Phaser rotation when inversely scaled
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src.root.rotation = Wrap(RadToDeg(calcMatrix.rotationNormalized) - 180, 0, 360);
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}
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else
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{
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// +90 degrees to account for the difference in Spine vs. Phaser rotation
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src.root.rotation = Wrap(RadToDeg(CounterClockwise(calcMatrix.rotationNormalized)) + 90, 0, 360);
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}
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if (src.scaleY < 0)
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{
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skeleton.scaleY *= -1;
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if (src.scaleX < 0)
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{
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src.root.rotation -= (RadToDeg(calcMatrix.rotationNormalized) * 2);
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}
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else
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{
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src.root.rotation += (RadToDeg(calcMatrix.rotationNormalized) * 2);
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}
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}
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/*
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if (renderer.currentFramebuffer !== null)
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{
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skeleton.y = calcMatrix.ty;
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skeleton.scaleY *= -1;
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}
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*/
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skeleton.updateWorldTransform();
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// Draw the current skeleton
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sceneRenderer.drawSkeleton(skeleton, src.preMultipliedAlpha);
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if (container)
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{
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src.scrollFactorX = scrollFactorX;
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src.scrollFactorY = scrollFactorY;
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skeleton.color.a = alpha;
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}
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if (plugin.drawDebug || src.drawDebug)
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{
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// Because if we don't, the bones render positions are completely wrong (*sigh*)
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var oldX = skeleton.x;
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var oldY = skeleton.y;
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skeleton.x = 0;
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skeleton.y = 0;
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sceneRenderer.drawSkeletonDebug(skeleton, src.preMultipliedAlpha);
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skeleton.x = oldX;
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skeleton.y = oldY;
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}
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// The next object in the display list is not a Spine Game Object or Spine Container, so we end the batch
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sceneRenderer.end();
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// And rebind the previous pipeline
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renderer.pipelines.rebind();
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};
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module.exports = SpineGameObjectWebGLDirect;
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@ -597,7 +597,7 @@ var RenderTexture = new Class({
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* It can accept any of the following:
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*
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* * Any renderable Game Object, such as a Sprite, Text, Graphics or TileSprite.
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* * Dynamic and Static Tilemap Layers.
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* * Tilemap Layers.
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* * A Group. The contents of which will be iterated and drawn in turn.
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* * A Container. The contents of which will be iterated fully, and drawn in turn.
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* * A Scene's Display List. Pass in `Scene.children` to draw the whole list.
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@ -654,7 +654,7 @@ var RenderTexture = new Class({
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* It can accept any of the following:
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*
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* * Any renderable Game Object, such as a Sprite, Text, Graphics or TileSprite.
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* * Dynamic and Static Tilemap Layers.
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* * Tilemap Layers.
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* * A Group. The contents of which will be iterated and drawn in turn.
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* * A Container. The contents of which will be iterated fully, and drawn in turn.
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* * A Scene's Display List. Pass in `Scene.children` to draw the whole list.
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@ -837,7 +837,7 @@ var RenderTexture = new Class({
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* It can accept any of the following:
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*
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* * Any renderable Game Object, such as a Sprite, Text, Graphics or TileSprite.
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* * Dynamic and Static Tilemap Layers.
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* * Tilemap Layers.
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* * A Group. The contents of which will be iterated and drawn in turn.
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* * A Container. The contents of which will be iterated fully, and drawn in turn.
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* * A Scene's Display List. Pass in `Scene.children` to draw the whole list.
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@ -1157,7 +1157,14 @@ var RenderTexture = new Class({
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gameObject.setPosition(x + this.frame.cutX, y + this.frame.cutY);
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if (gameObject.renderDirect)
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{
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gameObject.renderDirect(this.renderer, gameObject, this.camera);
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}
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else
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{
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gameObject.renderWebGL(this.renderer, gameObject, this.camera);
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}
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gameObject.setPosition(prevX, prevY);
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},
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