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https://github.com/photonstorm/phaser
synced 2024-11-26 22:52:14 +00:00
Removed WebGL Tilemap renderer, has moved to its own branch to be part of 2.5.0.
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5 changed files with 0 additions and 1429 deletions
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@ -64,7 +64,6 @@
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<script src="$path/src/pixi/renderers/webgl/shaders/StripShader.js"></script>
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<script src="$path/src/pixi/renderers/webgl/shaders/PrimitiveShader.js"></script>
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<script src="$path/src/pixi/renderers/webgl/shaders/ComplexPrimitiveShader.js"></script>
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<script src="$path/src/pixi/renderers/webgl/shaders/TilemapShader.js"></script>
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<script src="$path/src/pixi/renderers/webgl/utils/WebGLGraphics.js"></script>
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<script src="$path/src/pixi/renderers/webgl/WebGLRenderer.js"></script>
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<script src="$path/src/pixi/renderers/webgl/utils/WebGLBlendModeManager.js"></script>
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@ -85,9 +84,6 @@
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<script src="$path/src/pixi/primitives/Graphics.js"></script>
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<script src="$path/src/pixi/primitives/GraphicsData.js"></script>
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<script src="$path/src/pixi/extras/Tilemap.js"></script>
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EOL;
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if ($modules['rope'])
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@ -408,7 +404,6 @@ EOL;
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<script src="$path/src/tilemap/Tile.js"></script>
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<script src="$path/src/tilemap/Tilemap.js"></script>
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<script src="$path/src/tilemap/TilemapLayer.js"></script>
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<script src="$path/src/tilemap/TilemapLayerGL.js"></script>
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<script src="$path/src/tilemap/TilemapParser.js"></script>
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<script src="$path/src/tilemap/Tileset.js"></script>
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@ -1,110 +0,0 @@
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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/**
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* @class TilemapShader
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* @constructor
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* @param gl {WebGLContext} the current WebGL drawing context
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*/
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PIXI.TilemapShader = function(gl)
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{
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/**
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* @property _UID
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* @type Number
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* @private
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*/
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this._UID = PIXI._UID++;
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/**
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* @property gl
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* @type WebGLContext
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*/
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this.gl = gl;
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/**
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* The WebGL program.
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* @property program
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* @type Any
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*/
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this.program = null;
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/**
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* The fragment shader.
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* @property fragmentSrc
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* @type Array
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*/
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this.fragmentSrc = [
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" precision mediump float;",
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" uniform sampler2D uImageSampler;",
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" varying vec2 vTexCoord;",
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" void main(void) {",
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" gl_FragColor = texture2D(uImageSampler, vTexCoord);",
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" }"
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];
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/**
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* The vertex shader.
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* @property vertexSrc
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* @type Array
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*/
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this.vertexSrc = [
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" uniform vec2 uScreenPosition;",
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" attribute vec4 aPosition;",
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" uniform mat3 uProjectionMatrix;",
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" varying vec2 vTexCoord;",
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" void main(void) {",
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" vec3 pos = uProjectionMatrix * (vec3(aPosition.xy, 1) + vec3(uScreenPosition, 0));",
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" gl_Position = vec4(pos.xy, 1, 1);",
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" vTexCoord = aPosition.zw;",
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" }"
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];
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/**
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* A local texture counter for multi-texture shaders.
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* @property textureCount
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* @type Number
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*/
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this.textureCount = 0;
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this.init();
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};
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PIXI.TilemapShader.prototype.constructor = PIXI.TilemapShader;
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/**
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* Initialises the shader.
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*
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* @method init
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*/
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PIXI.TilemapShader.prototype.init = function()
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{
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var gl = this.gl;
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var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);
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gl.useProgram(program);
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// get and store the attributes
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this.aPosition = gl.getAttribLocation(program, 'aPosition');
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this.uProjectionMatrix = gl.getUniformLocation(program, 'uProjectionMatrix');
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this.uScreenPosition = gl.getUniformLocation(program, 'uScreenPosition');
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this.uSampler = gl.getUniformLocation(program, 'uImageSampler');
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this.attributes = [this.aScreenPosition, this.aPosition, this.uProjectionMatrix, this.uSampler];
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this.program = program;
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};
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/**
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* Destroys the shader.
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*
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* @method destroy
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*/
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PIXI.TilemapShader.prototype.destroy = function()
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{
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this.gl.deleteProgram( this.program );
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this.uniforms = null;
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this.gl = null;
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this.attributes = null;
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};
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@ -67,8 +67,6 @@ PIXI.WebGLShaderManager.prototype.setContext = function(gl)
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// the next one is used for rendering triangle strips
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this.stripShader = new PIXI.StripShader(gl);
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this.tilemapShader = new PIXI.TilemapShader(gl);
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this.setShader(this.defaultShader);
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};
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@ -156,7 +154,5 @@ PIXI.WebGLShaderManager.prototype.destroy = function()
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this.stripShader.destroy();
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this.tilemapShader.destroy();
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this.gl = null;
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};
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@ -35,7 +35,6 @@ Phaser.Tilemap = function (game, key, tileWidth, tileHeight, width, height) {
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this.key = key;
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var data = Phaser.TilemapParser.parse(this.game, key, tileWidth, tileHeight, width, height);
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this.data = data;
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if (data === null)
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{
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