mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 07:01:20 +00:00
Dynamic tilemap webgl rendering
This commit is contained in:
parent
de336e6d35
commit
25977cfc4d
32 changed files with 250 additions and 45 deletions
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@ -1,4 +1,4 @@
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var CHECKSUM = {
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build: 'a534dad0-56ea-11e7-93ca-31a05bf83d09'
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build: '0c19bd50-56f1-11e7-a796-01c1f26178a4'
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};
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module.exports = CHECKSUM;
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6
v3/src/components/ScrollFactor.js
Normal file
6
v3/src/components/ScrollFactor.js
Normal file
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@ -0,0 +1,6 @@
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var ScrollFactor = {
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scrollFactorX: 1.0,
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scrollFactorY: 1.0,
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};
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module.exports = ScrollFactor;
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@ -11,6 +11,7 @@ module.exports = {
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Origin: require('./Origin'),
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RenderTarget: require('./RenderTarget'),
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ScaleMode: require('./ScaleMode'),
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ScrollFactor: require('./ScrollFactor'),
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Size: require('./Size'),
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Texture: require('./Texture'),
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ToJSON: require('./ToJSON'),
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@ -16,6 +16,7 @@ var DynamicBitmapText = new Class({
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Components.Texture,
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Components.Transform,
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Components.Visible,
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Components.ScrollFactor,
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Render
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],
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@ -12,8 +12,8 @@ var DynamicBitmapTextCanvasRenderer = function (renderer, src, interpolationPerc
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var displayCallback = src.displayCallback;
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var cameraScrollX = camera.scrollX;
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var cameraScrollY = camera.scrollY;
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var cameraScrollX = camera.scrollX * src.scrollFactorX;
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var cameraScrollY = camera.scrollY * src.scrollFactorY;
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var chars = src.fontData.chars;
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var lineHeight = src.fontData.lineHeight;
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@ -11,8 +11,8 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, gameObject, interpolati
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var displayCallback = gameObject.displayCallback;
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var textureFrame = gameObject.frame;
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var cameraScrollX = camera.scrollX;
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var cameraScrollY = camera.scrollY;
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var cameraScrollX = camera.scrollX * gameObject.scrollFactorX;
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var cameraScrollY = camera.scrollY * gameObject.scrollFactorY;
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var text = gameObject.text;
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var textLength = text.length;
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var chars = gameObject.fontData.chars;
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@ -19,6 +19,7 @@ var BitmapText = new Class({
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Components.Texture,
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Components.Transform,
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Components.Visible,
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Components.ScrollFactor,
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Render
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],
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@ -10,8 +10,8 @@ var BitmapTextCanvasRenderer = function (renderer, src, interpolationPercentage,
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var textureFrame = src.frame;
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var cameraScrollX = camera.scrollX;
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var cameraScrollY = camera.scrollY;
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var cameraScrollX = camera.scrollX * src.scrollFactorX;
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var cameraScrollY = camera.scrollY * src.scrollFactorY;
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var chars = src.fontData.chars;
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var lineHeight = src.fontData.lineHeight;
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@ -9,8 +9,8 @@ var BitmapTextWebGLRenderer = function (renderer, gameObject, interpolationPerce
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}
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var textureFrame = gameObject.frame;
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var cameraScrollX = camera.scrollX;
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var cameraScrollY = camera.scrollY;
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var cameraScrollX = camera.scrollX * gameObject.scrollFactorX;
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var cameraScrollY = camera.scrollY * gameObject.scrollFactorY;
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var text = gameObject.text;
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var textLength = text.length;
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var chars = gameObject.fontData.chars;
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@ -36,6 +36,7 @@ var Blitter = new Class({
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Components.Texture,
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Components.Transform,
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Components.Visible,
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Components.ScrollFactor,
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BlitterRender
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],
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@ -14,8 +14,8 @@ var BlitterWebGLRenderer = function (renderer, src, interpolationPercentage, cam
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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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var cameraScrollX = camera.scrollX * src.scrollFactorX;
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var cameraScrollY = camera.scrollY * src.scrollFactorY;
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var renderTarget = src.renderTarget;
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// Render bobs
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@ -23,6 +23,7 @@ var EffectLayer = new Class({
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Components.Size,
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Components.Transform,
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Components.Visible,
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Components.ScrollFactor,
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Render
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],
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@ -18,6 +18,7 @@ var Graphics = new Class({
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Components.Transform,
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Components.RenderTarget,
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Components.Visible,
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Components.ScrollFactor,
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Render
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],
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@ -8,8 +8,8 @@ var GraphicsCanvasRenderer = function (renderer, src, interpolationPercentage, c
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return;
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}
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var cameraScrollX = camera.scrollX;
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var cameraScrollY = camera.scrollY;
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var cameraScrollX = camera.scrollX * src.scrollFactorX;
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var cameraScrollY = camera.scrollY * src.scrollFactorY;
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var srcX = src.x;
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var srcY = src.y;
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var srcScaleX = src.scaleX;
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@ -38,8 +38,8 @@ var GraphicsWebGLRenderer = function (renderer, gameObject, interpolationPercent
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var vertexBufferF32 = vertexDataBuffer.floatView;
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var vertexBufferU32 = vertexDataBuffer.uintView;
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var vertexOffset = 0;
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var cameraScrollX = camera.scrollX;
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var cameraScrollY = camera.scrollY;
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var cameraScrollX = camera.scrollX * gameObject.scrollFactorX;
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var cameraScrollY = camera.scrollY * gameObject.scrollFactorY;
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const srcX = gameObject.x - cameraScrollX;
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const srcY = gameObject.y - cameraScrollY;
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const srcScaleX = gameObject.scaleX;
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@ -20,6 +20,7 @@ var Image = new Class({
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Components.Texture,
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Components.Transform,
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Components.Visible,
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Components.ScrollFactor,
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ImageRender
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],
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@ -20,6 +20,7 @@ var Mesh = new Class({
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Components.Texture,
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Components.Transform,
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Components.Visible,
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Components.ScrollFactor,
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MeshRender
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],
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@ -26,6 +26,7 @@ var RenderPass = new Class({
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Components.Size,
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Components.Transform,
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Components.Visible,
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Components.ScrollFactor,
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Render
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],
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@ -20,6 +20,7 @@ var Sprite = new Class({
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Components.Texture,
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Components.Transform,
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Components.Visible,
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Components.ScrollFactor,
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SpriteRender
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],
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@ -21,6 +21,7 @@ var Text = new Class({
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Components.Transform,
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Components.Visible,
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Components.Flip,
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Components.ScrollFactor,
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TextRender
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],
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@ -30,7 +30,7 @@ var TextCanvasRenderer = function (renderer, src, interpolationPercentage, camer
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var canvas = src.canvas;
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ctx.save();
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ctx.translate(src.x - camera.scrollX, src.y - camera.scrollY);
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ctx.translate(src.x - camera.scrollX * src.scrollFactorX, src.y - camera.scrollY * src.scrollFactorY);
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ctx.rotate(src.rotation);
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ctx.scale(src.scaleX, src.scaleY);
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ctx.translate(canvas.width * (src.flipX ? 1 : 0), canvas.height * (src.flipY ? 1 : 0));
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@ -1,14 +1,36 @@
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function Tile(properties)
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{
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this.index = properties.index;
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this.id = properties.id;
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this.x = properties.x;
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this.y = properties.y;
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this.width = properties.width;
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this.height = properties.height;
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this.frame = properties.frame;
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this.frameX = properties.frameX;
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this.frameY = properties.frameY;
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this.frameWidth = properties.frameWidth;
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this.frameHeight = properties.frameHeight;
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this.alpha = 1.0;
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this.tint = 0xFFFFFF;
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this.visible = false;
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this.visible = true;
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this.textureWidth = properties.textureWidth;
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this.textureHeight = properties.textureHeight;
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}
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Tile.prototype.setId = function (id)
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{
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var tileId = this.id = id;
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var tileWidth = this.width;
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var tileHeight = this.height;
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var setWidth = this.textureWidth / tileWidth;
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var halfTileWidth = (tileWidth) * 0.5;
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var halfTileHeight = (tileHeight) * 0.5;
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var rectx = (((tileId % setWidth)|0) * tileWidth) + halfTileWidth;
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var recty = (((tileId / setWidth)|0) * tileHeight) + halfTileHeight;
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this.frameX = rectx;
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this.frameY = recty;
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};
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module.exports = Tile;
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@ -21,6 +21,7 @@ var Tilemap = new Class({
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Components.Texture,
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Components.Transform,
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Components.Visible,
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Components.ScrollFactor,
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TilemapRender
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],
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@ -30,7 +31,7 @@ var Tilemap = new Class({
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{
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GameObject.call(this, state, 'Tilemap');
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this.mapData = mapData;
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this.mapData = mapData !== null ? new Uint32Array(mapData) : new Uint32Array(mapWidth * mapHeight);
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this.tileWidth = tileWidth;
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this.tileHeight = tileHeight;
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this.mapWidth = mapWidth;
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this.buildTilemap();
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},
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getTotalTileCount: function ()
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{
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return this.tileArray.length;
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},
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getVisibleTileCount: function (camera)
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{
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return this.cull(camera).length;
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},
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buildTilemap: function ()
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{
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var tileArray = this.tileArray;
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for (var x = 0; x < mapWidth; ++x)
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{
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var tileId = mapData[y * mapWidth + x];
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var rectx = ((tileId % setWidth)|0) * tileWidth;
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var recty = ((tileId / setWidth)|0) * tileHeight;
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var halfTileWidth = (tileWidth) * 0.5;
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var halfTileHeight = (tileHeight) * 0.5;
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var rectx = (((tileId % setWidth)|0) * tileWidth) + halfTileWidth;
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var recty = (((tileId / setWidth)|0) * tileHeight) + halfTileHeight;
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var tx = x * tileWidth;
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var ty = y * tileHeight;
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tileArray.push(new Tile({
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index: x + y,
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id: tileId,
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x: tx,
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y: ty,
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width: tileWidth,
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height: tileHeight,
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frame: frame
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frameX: rectx,
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frameY: recty,
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frameWidth: tileWidth,
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frameHeight: tileHeight,
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textureWidth: width,
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textureHeight: height
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}));
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}
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}
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},
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cull: function (rect)
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cull: function (camera)
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{
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/* implement tilemap culling */
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var culledTiles = this.culledTiles;
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var tiles = this.tileArray;
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var length = tiles.length;
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var scrollX = camera.scrollX * this.scrollFactorX;
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var scrollY = camera.scrollY * this.scrollFactorY;
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var cameraW = camera.width;
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var cameraH = camera.height;
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culledTiles.length = 0;
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for (var index = 0; index < length; ++index)
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{
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var tile = tiles[index];
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var tileX = tile.x - scrollX;
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var tileY = tile.y - scrollY;
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var tileW = tile.width;
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var tileH = tile.height;
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var cullW = cameraW + tileW;
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var cullH = cameraH + tileH;
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if (tile.visible &&
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tileX > -tileH && tileY > -tileW &&
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tileX < cullW && tileY < cullH)
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{
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culledTiles.push(tile);
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}
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}
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return culledTiles;
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},
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forEach: function (callback)
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{
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this.tileArray.forEach(callback);
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},
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getTileAt: function (x, y)
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{
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var ix = (x|0);
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var iy = (y|0);
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var tiles = this.tileArray;
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var index = iy * this.mapWidth + ix;
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if (index < tiles.length)
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{
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return tiles[index];
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}
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return null;
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},
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getTileAtIndex: function (index)
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{
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var tiles = this.tileArray;
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if (index < tiles.length)
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{
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return tiles[index];
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}
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return null;
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}
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});
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@ -5,14 +5,34 @@ var TilemapWebGLRenderer = function (renderer, gameObject, interpolationPercenta
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return;
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}
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var renderTiles = gameObject.tileArray;
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this.cull(camera);
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var renderTiles = gameObject.culledTiles;
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var length = renderTiles.length;
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var batch = renderer.spriteBatch;
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var texture = gameObject.texture.source[0].glTexture;
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var textureWidth = texture.width;
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var textureHeight = texture.height;
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var renderTarget = gameObject.renderTarget;
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var scrollFactorX = gameObject.scrollFactorX;
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var scrollFactorY = gameObject.scrollFactorY;
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var alpha = gameObject.alpha;
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var x = gameObject.x;
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var y = gameObject.y;
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for (var index = 0; index < length; ++index)
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{
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var tile = renderTiles[index];
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batch.addTileTextureRect(
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texture,
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x + tile.x, y + tile.y, tile.width, tile.height, alpha * tile.alpha, tile.tint,
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scrollFactorX, scrollFactorY,
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textureWidth, textureHeight,
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tile.frameX, tile.frameY, tile.frameWidth, tile.frameHeight,
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camera,
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renderTarget
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);
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}
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};
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module.exports = TilemapWebGLRenderer;
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@ -21,6 +21,7 @@ var StaticTilemap = new Class({
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Components.Texture,
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Components.Transform,
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Components.Visible,
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Components.ScrollFactor,
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StaticTilemapRender
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],
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@ -42,8 +43,6 @@ var StaticTilemap = new Class({
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this.mapHeight = mapHeight;
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this.dirty = true;
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this.vertexCount = 0;
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this.scrollFactorX = 1.0;
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this.scrollFactorY = 1.0;
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this.setTexture(texture, frame);
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this.setPosition(x, y);
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this.setSizeToFrame();
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@ -11,7 +11,7 @@ var StaticTilemapWebGLRenderer = function (renderer, src, interpolationPercentag
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renderer.setRenderer(gameObject.tilemapRenderer, frame.texture.source[frame.sourceIndex].glTexture, gameObject.renderTarget);
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gameObject.tilemapRenderer.bind();
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gameObject.upload(camera.scrollX, camera.scrollY);
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gameObject.upload(camera.scrollX * src.scrollFactorX, camera.scrollY * src.scrollFactorY);
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gameObject.vbo.bind();
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gl.drawArrays(gl.TRIANGLES, 0, gameObject.vertexCount);
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};
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@ -21,6 +21,7 @@ var TileSprite = new Class({
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Components.Texture,
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Components.Transform,
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Components.Visible,
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Components.ScrollFactor,
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TileSpriteRender
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],
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@ -37,7 +37,7 @@ var TileSpriteCanvasRenderer = function (renderer, src, interpolationPercentage,
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ctx.save();
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ctx.translate(dx, dy);
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ctx.translate(src.x - camera.scrollX, src.y - camera.scrollY);
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ctx.translate(src.x - camera.scrollX * src.scrollFactorX, src.y - camera.scrollY * src.scrollFactorY);
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ctx.fillStyle = src.canvasPattern;
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ctx.translate(-this.tilePositionX, -this.tilePositionY);
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ctx.fillRect(this.tilePositionX, this.tilePositionY, src.width, src.height);
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@ -13,6 +13,7 @@ var Zone = new Class({
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Components.ScaleMode,
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Components.Size,
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Components.Transform,
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Components.ScrollFactor,
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Components.Visible
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],
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@ -174,8 +174,8 @@ EffectRenderer.prototype = {
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var vertexOffset = 0;
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var width = textureWidth * (gameObject.flipX ? -1 : 1);
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var height = textureHeight * (gameObject.flipY ? -1 : 1);
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var translateX = gameObject.x - camera.scrollX;
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var translateY = gameObject.y - camera.scrollY;
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var translateX = gameObject.x - camera.scrollX * gameObject.scrollFactorX;
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var translateY = gameObject.y - camera.scrollY * gameObject.scrollFactorY;
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var scaleX = gameObject.scaleX;
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var scaleY = gameObject.scaleY;
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var rotation = -gameObject.rotation;
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@ -101,7 +101,7 @@ SpriteBatch.prototype = {
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shouldFlush: function ()
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{
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if (this.drawIndexed != this.lastDrawIndexed || this.lastDrawingMesh !== this.drawingMesh)
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if (this.drawIndexed != this.lastDrawIndexed || this.lastDrawingMesh !== this.drawingMesh || this.isFull())
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{
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this.lastDrawIndexed = this.drawIndexed;
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this.lastDrawingMesh = this.drawingMesh;
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||||
|
@ -215,8 +215,8 @@ SpriteBatch.prototype = {
|
|||
var vertexBufferObjectF32 = vertexDataBuffer.floatView;
|
||||
var vertexBufferObjectU32 = vertexDataBuffer.uintView;
|
||||
var vertexOffset = 0;
|
||||
var translateX = gameObject.x - camera.scrollX;
|
||||
var translateY = gameObject.y - camera.scrollY;
|
||||
var translateX = gameObject.x - camera.scrollX * gameObject.scrollFactorX;
|
||||
var translateY = gameObject.y - camera.scrollY * gameObject.scrollFactorY;
|
||||
var scaleX = gameObject.scaleX;
|
||||
var scaleY = gameObject.scaleY;
|
||||
var rotation = -gameObject.rotation;
|
||||
|
@ -298,8 +298,8 @@ SpriteBatch.prototype = {
|
|||
var vertexBufferObjectF32 = vertexDataBuffer.floatView;
|
||||
var vertexBufferObjectU32 = vertexDataBuffer.uintView;
|
||||
var vertexOffset = 0;
|
||||
var translateX = gameObject.x - camera.scrollX;
|
||||
var translateY = gameObject.y - camera.scrollY;
|
||||
var translateX = gameObject.x - camera.scrollX * gameObject.scrollFactorX;
|
||||
var translateY = gameObject.y - camera.scrollY * gameObject.scrollFactorY;
|
||||
var scaleX = gameObject.scaleX;
|
||||
var scaleY = gameObject.scaleY;
|
||||
var rotation = -gameObject.rotation;
|
||||
|
@ -361,6 +361,77 @@ SpriteBatch.prototype = {
|
|||
}
|
||||
},
|
||||
|
||||
addTileTextureRect: function (texture, x, y, width, height, alpha, tint, scrollFactorX, scrollFactorY, textureWidth, textureHeight, rectX, rectY, rectW, rectH, camera, renderTarget)
|
||||
{
|
||||
var vertexDataBuffer = this.vertexDataBuffer;
|
||||
var vertexBufferObjectF32 = vertexDataBuffer.floatView;
|
||||
var vertexBufferObjectU32 = vertexDataBuffer.uintView;
|
||||
var vertexOffset = 0;
|
||||
var xw = x + width;
|
||||
var yh = y + height;
|
||||
var cameraMatrix = camera.matrix.matrix;
|
||||
var mva, mvb, mvc, mvd, mve, mvf, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3;
|
||||
var sra, srb, src, srd, sre, srf, cma, cmb, cmc, cmd, cme, cmf;
|
||||
var halfTileWidth = (width) * 0.5;
|
||||
var halfTileHeight = (height) * 0.5;
|
||||
var u0 = (rectX - (halfTileWidth - 0.5)) / textureWidth;
|
||||
var v0 = (rectY - (halfTileHeight - 0.5)) / textureHeight;
|
||||
var u1 = (rectX + (halfTileWidth - 0.5)) / textureWidth;
|
||||
var v1 = (rectY + (halfTileHeight - 0.5)) / textureHeight;
|
||||
var scrollX = camera.scrollX * scrollFactorX;
|
||||
var scrollY = camera.scrollY * scrollFactorY;
|
||||
|
||||
mva = cameraMatrix[0];
|
||||
mvb = cameraMatrix[1];
|
||||
mvc = cameraMatrix[2];
|
||||
mvd = cameraMatrix[3];
|
||||
mve = cameraMatrix[4];
|
||||
mvf = cameraMatrix[5];
|
||||
|
||||
tx0 = (x * mva + y * mvc + mve) - scrollX;
|
||||
ty0 = (x * mvb + y * mvd + mvf) - scrollY;
|
||||
tx1 = (x * mva + yh * mvc + mve) - scrollX;
|
||||
ty1 = (x * mvb + yh * mvd + mvf) - scrollY;
|
||||
tx2 = (xw * mva + yh * mvc + mve) - scrollX;
|
||||
ty2 = (xw * mvb + yh * mvd + mvf) - scrollY;
|
||||
tx3 = (xw * mva + y * mvc + mve) - scrollX;
|
||||
ty3 = (xw * mvb + y * mvd + mvf) - scrollY;
|
||||
|
||||
this.manager.setRenderer(this, texture, renderTarget);
|
||||
this.drawIndexed = true;
|
||||
this.drawingMesh = false;
|
||||
this.elementCount += 6;
|
||||
vertexOffset = vertexDataBuffer.allocate(24);
|
||||
|
||||
vertexBufferObjectF32[vertexOffset++] = tx0;
|
||||
vertexBufferObjectF32[vertexOffset++] = ty0;
|
||||
vertexBufferObjectF32[vertexOffset++] = u0;
|
||||
vertexBufferObjectF32[vertexOffset++] = v0;
|
||||
vertexBufferObjectU32[vertexOffset++] = tint;
|
||||
vertexBufferObjectF32[vertexOffset++] = alpha;
|
||||
|
||||
vertexBufferObjectF32[vertexOffset++] = tx1;
|
||||
vertexBufferObjectF32[vertexOffset++] = ty1;
|
||||
vertexBufferObjectF32[vertexOffset++] = u0;
|
||||
vertexBufferObjectF32[vertexOffset++] = v1;
|
||||
vertexBufferObjectU32[vertexOffset++] = tint;
|
||||
vertexBufferObjectF32[vertexOffset++] = alpha;
|
||||
|
||||
vertexBufferObjectF32[vertexOffset++] = tx2;
|
||||
vertexBufferObjectF32[vertexOffset++] = ty2;
|
||||
vertexBufferObjectF32[vertexOffset++] = u1;
|
||||
vertexBufferObjectF32[vertexOffset++] = v1;
|
||||
vertexBufferObjectU32[vertexOffset++] = tint;
|
||||
vertexBufferObjectF32[vertexOffset++] = alpha;
|
||||
|
||||
vertexBufferObjectF32[vertexOffset++] = tx3;
|
||||
vertexBufferObjectF32[vertexOffset++] = ty3;
|
||||
vertexBufferObjectF32[vertexOffset++] = u1;
|
||||
vertexBufferObjectF32[vertexOffset++] = v0;
|
||||
vertexBufferObjectU32[vertexOffset++] = tint;
|
||||
vertexBufferObjectF32[vertexOffset++] = alpha;
|
||||
},
|
||||
|
||||
addSpriteTexture: function (gameObject, camera, texture, textureWidth, textureHeight)
|
||||
{
|
||||
var tempMatrix = this.tempMatrix;
|
||||
|
@ -371,8 +442,8 @@ SpriteBatch.prototype = {
|
|||
var vertexOffset = 0;
|
||||
var width = textureWidth * (gameObject.flipX ? -1 : 1);
|
||||
var height = textureHeight * (gameObject.flipY ? -1 : 1);
|
||||
var translateX = gameObject.x - camera.scrollX;
|
||||
var translateY = gameObject.y - camera.scrollY;
|
||||
var translateX = gameObject.x - camera.scrollX * gameObject.scrollFactorX;
|
||||
var translateY = gameObject.y - camera.scrollY * gameObject.scrollFactorY;
|
||||
var scaleX = gameObject.scaleX;
|
||||
var scaleY = gameObject.scaleY;
|
||||
var rotation = -gameObject.rotation;
|
||||
|
@ -468,8 +539,8 @@ SpriteBatch.prototype = {
|
|||
var uvs = frame.uvs;
|
||||
var width = frame.width * (flipX ? -1 : 1);
|
||||
var height = frame.height * (flipY ? -1 : 1);
|
||||
var translateX = gameObject.x - camera.scrollX;
|
||||
var translateY = gameObject.y - camera.scrollY;
|
||||
var translateX = gameObject.x - camera.scrollX * gameObject.scrollFactorX;
|
||||
var translateY = gameObject.y - camera.scrollY * gameObject.scrollFactorY;
|
||||
var scaleX = gameObject.scaleX;
|
||||
var scaleY = gameObject.scaleY;
|
||||
var rotation = -gameObject.rotation;
|
||||
|
|
|
@ -187,8 +187,8 @@ TileBatch.prototype = {
|
|||
var vertexOffset = 0;
|
||||
var width = gameObject.width * (gameObject.flipX ? -1 : 1);
|
||||
var height = gameObject.height * (gameObject.flipY ? -1 : 1);
|
||||
var translateX = gameObject.x - camera.scrollX;
|
||||
var translateY = gameObject.y - camera.scrollY;
|
||||
var translateX = gameObject.x - camera.scrollX * gameObject.scrollFactorX;
|
||||
var translateY = gameObject.y - camera.scrollY * gameObject.scrollFactorY;
|
||||
var scaleX = gameObject.scaleX;
|
||||
var scaleY = gameObject.scaleY;
|
||||
var rotation = -gameObject.rotation;
|
||||
|
|
Loading…
Reference in a new issue