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https://github.com/photonstorm/phaser
synced 2024-11-28 07:31:11 +00:00
Merge branch 'master' of https://github.com/photonstorm/phaser
This commit is contained in:
commit
42738782e0
5 changed files with 45 additions and 20 deletions
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@ -162,9 +162,19 @@ var StaticTilemap = new Class({
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this.dirty = false;
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}
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this.tilemapRenderer.shader.setConstantFloat2(this.tilemapRenderer.scrollLocation, -camera.scrollX, -camera.scrollY);
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this.tilemapRenderer.shader.setConstantFloat2(this.tilemapRenderer.scrollLocation, camera.scrollX, camera.scrollY);
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this.tilemapRenderer.shader.setConstantFloat2(this.tilemapRenderer.scrollFactorLocation, this.scrollFactorX, this.scrollFactorY);
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this.tilemapRenderer.shader.setConstantFloat2(this.tilemapRenderer.tilemapPositionLocation, this.x, this.y);
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var cmat = camera.matrix.matrix;
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this.tilemapRenderer.shader.setConstantMatrix3x3(
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this.tilemapRenderer.cameraTransformLocation,
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[
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cmat[0], cmat[1], 0.0,
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cmat[2], cmat[3], 0.0,
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cmat[4], cmat[5], 1.0
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]
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);
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}
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else if (this.dirty && !this.gl)
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{
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@ -9,7 +9,7 @@ var StaticTilemapCanvasRenderer = function (renderer, gameObject, interpolationP
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gameObject.upload(camera);
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var tiles = camera.cullTilemap(gameObject);
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var tiles = gameObject.tiles;
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var tileWidth = gameObject.tileWidth;
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var tileHeight = gameObject.tileHeight;
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var frame = gameObject.frame;
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@ -180,7 +180,7 @@ var CanvasRenderer = new Class({
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if (!camera.transparent)
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{
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ctx.fillStyle = camera.backgroundColor.rgba;
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ctx.fillRect(0, 0, camera.width, camera.height);
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ctx.fillRect(camera.x, camera.y, camera.width, camera.height);
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}
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if (this.currentAlpha !== 1)
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@ -50,12 +50,14 @@ var TilemapRenderer = new Class({
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var scrollLocation = shader.getUniformLocation('u_scroll');
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var scrollFactorLocation = shader.getUniformLocation('u_scroll_factor');
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var tilemapPositionLocation = shader.getUniformLocation('u_tilemap_position');
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var cameraTransformLocation = shader.getUniformLocation('u_camera_matrix');
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this.shader = shader;
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this.viewMatrixLocation = viewMatrixLocation;
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this.scrollLocation = scrollLocation;
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this.scrollFactorLocation = scrollFactorLocation;
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this.tilemapPositionLocation = tilemapPositionLocation;
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this.cameraTransformLocation = cameraTransformLocation;
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this.resize(this.width, this.height, this.game.config.resolution);
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},
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@ -1,23 +1,36 @@
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module.exports = {
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vert: [
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'uniform mat4 u_view_matrix;',
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'uniform vec2 u_scroll;',
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'uniform vec2 u_scroll_factor;',
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'uniform vec2 u_tilemap_position;',
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'attribute vec2 a_position;',
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'attribute vec2 a_tex_coord;',
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'varying vec2 v_tex_coord;',
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'void main () {',
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' gl_Position = u_view_matrix * vec4(u_tilemap_position + a_position + (u_scroll * u_scroll_factor), 1.0, 1.0);',
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' v_tex_coord = a_tex_coord;',
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'}'
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'precision mediump float;',
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'',
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'uniform mat4 u_view_matrix;',
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'uniform mat3 u_camera_matrix;',
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'uniform vec2 u_scroll;',
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'uniform vec2 u_scroll_factor;',
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'uniform vec2 u_tilemap_position;',
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'',
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'attribute vec2 a_position;',
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'attribute vec2 a_tex_coord;',
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'varying vec2 v_tex_coord;',
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'',
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'void main()',
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'{',
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' vec2 position = u_tilemap_position + a_position;',
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' ',
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' position = position - (u_scroll * u_scroll_factor);',
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' position = (u_camera_matrix * vec3(position, 1.0)).xy;',
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' ',
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' gl_Position = u_view_matrix * vec4(position, 1.0, 1.0);',
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' v_tex_coord = a_tex_coord;',
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'}',
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''
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].join('\n'),
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frag: [
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'precision mediump float;',
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'uniform sampler2D u_sampler2D;',
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'varying vec2 v_tex_coord;',
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'void main() {',
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' gl_FragColor = texture2D(u_sampler2D, v_tex_coord);',
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'}'
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'precision mediump float;',
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'uniform sampler2D u_sampler2D;',
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'varying vec2 v_tex_coord;',
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'void main()',
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'{',
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' gl_FragColor = texture2D(u_sampler2D, v_tex_coord);',
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'}'
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].join('\n')
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};
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