Adding in more renderer game objects.

This commit is contained in:
Richard Davey 2016-10-04 22:36:07 +01:00
parent 482bb96056
commit 28eb7a5f40
19 changed files with 522 additions and 40 deletions

View file

@ -136,7 +136,10 @@ EOL;
<script src="$path/src/renderer/canvas/CanvasRenderer.js"></script>
<script src="$path/src/renderer/canvas/gameobjects/Container.js"></script>
<script src="$path/src/renderer/canvas/gameobjects/Sprite.js"></script>
<script src="$path/src/renderer/canvas/gameobjects/Graphics.js"></script>
<script src="$path/src/renderer/canvas/gameobjects/SpriteBatch.js"></script>
<script src="$path/src/renderer/canvas/gameobjects/Stage.js"></script>
<script src="$path/src/renderer/canvas/gameobjects/Text.js"></script>
<script src="$path/src/renderer/webgl/WebGLRenderer.js"></script>
<script src="$path/src/renderer/webgl/ShaderManager.js"></script>
@ -147,6 +150,9 @@ EOL;
<script src="$path/src/renderer/webgl/shaders/PrimitiveGraphics.js"></script>
<script src="$path/src/renderer/webgl/gameobjects/Container.js"></script>
<script src="$path/src/renderer/webgl/gameobjects/Sprite.js"></script>
<script src="$path/src/renderer/webgl/gameobjects/Stage.js"></script>
<script src="$path/src/renderer/webgl/gameobjects/Text.js"></script>
<script src="$path/src/renderer/webgl/gameobjects/Graphics.js"></script>
EOL;

View file

@ -291,6 +291,15 @@ Phaser.Group = function (game, parent, name, addToStage, enableBody, physicsBody
*/
this._sortProperty = 'z';
if (this.game.renderType === Phaser.CANVAS)
{
this.render = Phaser.Renderer.Canvas.GameObjects.Container.render;
}
else
{
this.render = Phaser.Renderer.WebGL.GameObjects.Container.render;
}
};
Phaser.Group.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);

View file

@ -93,6 +93,15 @@ Phaser.Stage = function (game) {
this.parseConfig(game.config);
}
if (this.game.renderType === Phaser.CANVAS)
{
this.render = Phaser.Renderer.Canvas.GameObjects.Stage.render;
}
else
{
this.render = Phaser.Renderer.WebGL.GameObjects.Stage.render;
}
};
Phaser.Stage.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);

View file

@ -201,6 +201,15 @@ Phaser.Graphics = function (game, x, y) {
Phaser.Component.Core.init.call(this, game, x, y, '', null);
if (this.game.renderType === Phaser.CANVAS)
{
this.render = Phaser.Renderer.Canvas.GameObjects.Graphics.render;
}
else
{
this.render = Phaser.Renderer.WebGL.GameObjects.Graphics.render;
}
};
Phaser.Graphics.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
@ -1513,6 +1522,30 @@ Phaser.Graphics.prototype.drawShape = function (shape) {
};
Phaser.Graphics.prototype.updateGraphicsTint = function () {
if (this.tint === 0xFFFFFF)
{
return;
}
var tintR = (this.tint >> 16 & 0xFF) / 255;
var tintG = (this.tint >> 8 & 0xFF) / 255;
var tintB = (this.tint & 0xFF) / 255;
for (var i = 0; i < this.graphicsData.length; i++)
{
var data = this.graphicsData[i];
var fillColor = data.fillColor | 0;
var lineColor = data.lineColor | 0;
data._fillTint = (((fillColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((fillColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (fillColor & 0xFF) / 255 * tintB * 255);
data._lineTint = (((lineColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((lineColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (lineColor & 0xFF) / 255 * tintB * 255);
}
};
/**
* When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.
* This is useful if your graphics element does not change often, as it will speed up the rendering of the object in exchange for taking up texture memory.

View file

@ -50,6 +50,15 @@ Phaser.Image = function (game, x, y, key, frame) {
Phaser.Component.Core.init.call(this, game, x, y, key, frame);
if (this.game.renderType === Phaser.CANVAS)
{
this.render = Phaser.Renderer.Canvas.GameObjects.Sprite.render;
}
else
{
this.render = Phaser.Renderer.WebGL.GameObjects.Sprite.render;
}
};
Phaser.Image.prototype = Object.create(PIXI.Sprite.prototype);

View file

@ -64,6 +64,15 @@ Phaser.Sprite = function (game, x, y, key, frame) {
Phaser.Component.Core.init.call(this, game, x, y, key, frame);
if (this.game.renderType === Phaser.CANVAS)
{
this.render = Phaser.Renderer.Canvas.GameObjects.Sprite.render;
}
else
{
this.render = Phaser.Renderer.WebGL.GameObjects.Sprite.render;
}
};
Phaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype);

View file

@ -44,6 +44,15 @@ Phaser.SpriteBatch = function (game, parent, name, addToStage) {
*/
this.ready = false;
if (this.game.renderType === Phaser.CANVAS)
{
this.render = Phaser.Renderer.Canvas.GameObjects.SpriteBatch.render;
}
else
{
this.render = Phaser.Renderer.WebGL.GameObjects.SpriteBatch.render;
}
};
Phaser.SpriteBatch.prototype = Object.create(Phaser.Group.prototype);

View file

@ -190,6 +190,15 @@ Phaser.Text = function (game, x, y, text, style) {
this.updateText();
}
if (this.game.renderType === Phaser.CANVAS)
{
this.render = Phaser.Renderer.Canvas.GameObjects.Text.render;
}
else
{
this.render = Phaser.Renderer.WebGL.GameObjects.Text.render;
}
};
Phaser.Text.prototype = Object.create(Phaser.Sprite.prototype);

View file

@ -34,9 +34,6 @@ PIXI.DisplayObjectContainer = function () {
*/
this.ignoreChildInput = false;
// this.render = Phaser.Renderer.Canvas.GameObjects.Container.render;
this.render = Phaser.Renderer.WebGL.GameObjects.Container.render;
};
PIXI.DisplayObjectContainer.prototype = Object.create( PIXI.DisplayObject.prototype );

View file

@ -116,9 +116,6 @@ PIXI.Sprite = function (texture) {
this.renderable = true;
// this.render = Phaser.Renderer.Canvas.GameObjects.Sprite.render;
this.render = Phaser.Renderer.WebGL.GameObjects.Sprite.render;
};
// constructor

View file

@ -104,9 +104,7 @@ Phaser.Renderer.Canvas = function (game)
};
Phaser.Renderer.Canvas.GameObjects = {
// Populated by the GameObjects classes
};
Phaser.Renderer.Canvas.GameObjects = {};
Phaser.Renderer.Canvas.prototype.constructor = Phaser.Renderer.Canvas;

View file

@ -8,10 +8,12 @@ Phaser.Renderer.Canvas.GameObjects.Graphics = {
render: function (renderer)
{
var context = renderer.context;
var local = Phaser.Renderer.Canvas.GameObjects.Graphics;
if (this.dirty)
{
this.updateGraphicsTint();
this.dirty = false;
}
@ -24,23 +26,23 @@ Phaser.Renderer.Canvas.GameObjects.Graphics = {
switch (data.type)
{
case Phaser.RECTANGLE:
this.drawRectangle(data, context);
local.drawRectangle(data, context);
break;
case Phaser.CIRCLE:
this.drawCircle(data, context);
local.drawCircle(data, context);
break;
case Phaser.POLYGON:
this.drawPolygon(data, context);
local.drawPolygon(data, context);
break;
case Phaser.ELLIPSE:
this.drawEllipse(data, context);
local.drawEllipse(data, context);
break;
case Phaser.ROUNDEDRECTANGLE:
this.drawRoundedRectangle(data, context);
local.drawRoundedRectangle(data, context);
break;
}
}
@ -218,30 +220,6 @@ Phaser.Renderer.Canvas.GameObjects.Graphics = {
context.stroke();
}
},
updateGraphicsTint: function ()
{
if (this.tint === 0xFFFFFF)
{
return;
}
var tintR = (this.tint >> 16 & 0xFF) / 255;
var tintG = (this.tint >> 8 & 0xFF) / 255;
var tintB = (this.tint & 0xFF) / 255;
for (var i = 0; i < this.graphicsData.length; i++)
{
var data = this.graphicsData[i];
var fillColor = data.fillColor | 0;
var lineColor = data.lineColor | 0;
data._fillTint = (((fillColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((fillColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (fillColor & 0xFF) / 255 * tintB * 255);
data._lineTint = (((lineColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((lineColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (lineColor & 0xFF) / 255 * tintB * 255);
}
}
};

View file

@ -3,7 +3,7 @@
* For example the Group, Stage, Sprite, etc. because the render function
* here is mapped to the prototype for the game object.
*/
Phaser.Renderer.Canvas.GameObjects.Container = {
Phaser.Renderer.Canvas.GameObjects.SpriteBatch = {
render: function (renderer)
{

View file

@ -0,0 +1,34 @@
/**
* Note that 'this' in all functions here refer to the owning object.
* For example the Group, Stage, Sprite, etc. because the render function
* here is mapped to the prototype for the game object.
*/
Phaser.Renderer.Canvas.GameObjects.Stage = {
render: function (renderer)
{
if (this.visible === false || this.alpha === 0)
{
return;
}
if (this._mask)
{
renderer.pushMask(this._mask);
}
for (var i = 0; i < this.children.length; i++)
{
var child = this.children[i];
child.render(renderer, child);
}
if (this._mask)
{
renderer.popMask();
}
}
};

View file

@ -0,0 +1,127 @@
/**
* Note that 'this' in all functions here refer to the owning object.
* For example the Group, Stage, Sprite, etc. because the render function
* here is mapped to the prototype for the game object.
*/
Phaser.Renderer.Canvas.GameObjects.Text = {
render: function (renderer)
{
// If the sprite is not visible or the alpha is 0 then no need to render this element
if (!this.visible || this.alpha === 0 || !this.renderable)
{
return;
}
// Add back in: || src.texture.crop.width <= 0 || src.texture.crop.height <= 0
var wt = this.worldTransform;
if (this.blendMode !== renderer.currentBlendMode)
{
renderer.currentBlendMode = this.blendMode;
renderer.context.globalCompositeOperation = Phaser.blendModesCanvas[renderer.currentBlendMode];
}
// Check if the texture can be rendered
if (this._mask)
{
renderer.pushMask(this._mask);
}
var resolution = this.texture.baseTexture.resolution / renderer.game.resolution;
renderer.context.globalAlpha = this.worldAlpha;
// If smoothingEnabled is supported and we need to change the smoothing property for src texture
if (renderer.smoothProperty && renderer.currentScaleMode !== this.texture.baseTexture.scaleMode)
{
renderer.currentScaleMode = this.texture.baseTexture.scaleMode;
renderer.context[renderer.smoothProperty] = (renderer.currentScaleMode === Phaser.scaleModes.LINEAR);
}
// If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions
var dx = (this.texture.trim) ? this.texture.trim.x - this.anchor.x * this.texture.trim.width : this.anchor.x * -this.texture.frame.width;
var dy = (this.texture.trim) ? this.texture.trim.y - this.anchor.y * this.texture.trim.height : this.anchor.y * -this.texture.frame.height;
var tx = (wt.tx * renderer.game.resolution) + renderer.game.camera._shake.x;
var ty = (wt.ty * renderer.game.resolution) + renderer.game.camera._shake.y;
var cw = this.texture.crop.width;
var ch = this.texture.crop.height;
if (this.texture.rotated)
{
var a = wt.a;
var b = wt.b;
var c = wt.c;
var d = wt.d;
var e = cw;
// Offset before rotating
tx = wt.c * ch + tx;
ty = wt.d * ch + ty;
// Rotate matrix by 90 degrees
// We use precalculated values for sine and cosine of rad(90)
wt.a = a * 6.123233995736766e-17 + -c;
wt.b = b * 6.123233995736766e-17 + -d;
wt.c = a + c * 6.123233995736766e-17;
wt.d = b + d * 6.123233995736766e-17;
// Update cropping dimensions.
cw = ch;
ch = e;
}
// Allow for pixel rounding
if (renderer.roundPixels)
{
renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx | 0, ty | 0);
dx |= 0;
dy |= 0;
}
else
{
renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx, ty);
}
dx /= resolution;
dy /= resolution;
if (this.tint !== 0xFFFFFF)
{
if (this.texture.requiresReTint || this.cachedTint !== this.tint)
{
this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint);
this.cachedTint = this.tint;
this.texture.requiresReTint = false;
}
renderer.context.drawImage(this.tintedTexture, 0, 0, cw, ch, dx, dy, cw / resolution, ch / resolution);
}
else
{
var cx = this.texture.crop.x;
var cy = this.texture.crop.y;
renderer.context.drawImage(this.texture.baseTexture.source, cx, cy, cw, ch, dx, dy, cw / resolution, ch / resolution);
}
for (var i = 0; i < this.children.length; i++)
{
var child = this.children[i];
child.render(renderer, child);
}
if (this._mask)
{
renderer.popMask();
}
}
};

View file

@ -0,0 +1,100 @@
/**
* Note that 'this' in all functions here refer to the owning object.
* For example the Group, Stage, Sprite, etc. because the render function
* here is mapped to the prototype for the game object.
*/
Phaser.Renderer.WebGL.GameObjects.Graphics = {
render: function (renderer)
{
var local = Phaser.Renderer.Canvas.GameObjects.Graphics;
if (this.visible === false || this.alpha === 0 || this.isMask === true)
{
return;
}
if (this._cacheAsBitmap)
{
if (this.dirty || this.cachedSpriteDirty)
{
this._generateCachedSprite();
// we will also need to update the texture on the gpu too!
this.updateCachedSpriteTexture();
this.cachedSpriteDirty = false;
this.dirty = false;
}
this._cachedSprite.worldAlpha = this.worldAlpha;
// PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
return;
}
else
{
renderer.spriteBatch.stop();
renderer.setBlendMode(this.blendMode);
if (this._mask)
{
renderer.pushMask(this._mask);
}
if (this._filters)
{
renderer.filterManager.pushFilter(this._filterBlock);
}
// check blend mode
if (this.blendMode !== renderer.spriteBatch.currentBlendMode)
{
renderer.spriteBatch.currentBlendMode = this.blendMode;
var blendModeWebGL = renderer.blendModes[renderer.spriteBatch.currentBlendMode];
renderer.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
}
// check if the webgl graphic needs to be updated
if (this.webGLDirty)
{
this.dirty = true;
this.webGLDirty = false;
}
// Merge with this class
// PIXI.WebGLGraphics.renderGraphics(this, renderSession);
// only render if it has children!
if (this.children.length)
{
renderer.spriteBatch.start();
for (var i = 0; i < this.children.length; i++)
{
this.children[i].render(renderer);
}
renderer.spriteBatch.stop();
}
if (this._filters)
{
renderer.filterManager.popFilter();
}
if (this._mask)
{
renderer.popMask(this.mask);
}
renderer.drawCount++;
renderer.spriteBatch.start();
}
}
};

View file

@ -67,7 +67,7 @@ Phaser.Renderer.WebGL.GameObjects.Sprite = {
// Render children!
for (i = 0; i < this.children.length; i++)
{
this.children[i].render(renderSession);
this.children[i].render(renderer);
}
}
}

View file

@ -0,0 +1,76 @@
/**
* Note that 'this' in all functions here refer to the owning object.
* For example the Group, Stage, Sprite, etc. because the render function
* here is mapped to the prototype for the game object.
*/
Phaser.Renderer.WebGL.GameObjects.Stage = {
render: function (renderer)
{
if (this.visible === false || this.alpha === 0 || this.children.length === 0)
{
return;
}
var i;
if (this._mask || this._filters)
{
// push filter first as we need to ensure the stencil buffer is correct for any masking
if (this._filters)
{
renderer.spriteBatch.flush();
renderer.filterManager.pushFilter(this._filterBlock);
}
if (this._mask)
{
renderer.spriteBatch.stop();
renderer.pushMask(this.mask);
renderer.spriteBatch.start();
}
// simple render children!
for (i = 0; i < this.children.length; i++)
{
if (!this.children[i].render)
{
console.dir(this.children[i]);
debugger;
}
this.children[i].render(renderer);
}
renderer.spriteBatch.stop();
if (this._mask)
{
renderer.popMask(this._mask);
}
if (this._filters)
{
renderer.filterManager.popFilter();
}
renderer.spriteBatch.start();
}
else
{
// simple render children!
for (i = 0; i < this.children.length; i++)
{
if (!this.children[i].render)
{
console.dir(this.children[i]);
debugger;
}
this.children[i].render(renderer);
}
}
}
};

View file

@ -0,0 +1,82 @@
/**
* Note that 'this' in all functions here refer to the owning object.
* For example the Group, Stage, Sprite, etc. because the render function
* here is mapped to the prototype for the game object.
*/
Phaser.Renderer.WebGL.GameObjects.Text = {
render: function (renderer)
{
if (this.dirty)
{
this.updateText();
this.dirty = false;
}
// If the sprite is not visible or the alpha is 0 then no need to render this element
if (!this.visible || this.alpha === 0 || !this.renderable)
{
return;
}
// Add back in: || src.texture.crop.width <= 0 || src.texture.crop.height <= 0
var i;
// Would be good to get this down to 1 check, or even none.
if (this._mask || this._filters)
{
var spriteBatch = renderer.spriteBatch;
// push filter first as we need to ensure the stencil buffer is correct for any masking
if (this._filters)
{
spriteBatch.flush();
renderer.filterManager.pushFilter(this._filterBlock);
}
if (this._mask)
{
spriteBatch.stop();
renderer.pushMask(this.mask);
spriteBatch.start();
}
// add this sprite to the batch
spriteBatch.render(this);
// now loop through the children and make sure they get rendered
for (i = 0; i < this.children.length; i++)
{
this.children[i].render(renderer);
}
// time to stop the sprite batch as either a mask element or a filter draw will happen next
spriteBatch.stop();
if (this._mask)
{
renderer.popMask(this._mask);
}
if (this._filters)
{
renderer.filterManager.popFilter();
}
spriteBatch.start();
}
else
{
renderer.spriteBatch.render(this);
// Render children!
for (i = 0; i < this.children.length; i++)
{
this.children[i].render(renderer);
}
}
}
};