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https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
Added offset vector back in.
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parent
ef5e23abad
commit
4af0fb3247
2 changed files with 14 additions and 29 deletions
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@ -65,31 +65,7 @@ Phaser.Renderer.WebGL.BatchManager = function (renderer)
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*
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* @property defaultVertexSrc
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* @type String
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this.multivertexSrc = [
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'attribute vec2 aVertexPosition;',
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'attribute vec2 aTextureCoord;',
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'attribute vec4 aColor;',
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'attribute float aTextureIndex;',
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'uniform vec2 projectionVector;',
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'uniform vec2 offsetVector;',
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'varying vec2 vTextureCoord;',
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'varying vec4 vColor;',
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'varying float vTextureIndex;',
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'const vec2 center = vec2(-1.0, 1.0);',
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'void main(void) {',
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' if (aTextureIndex > 0.0) gl_Position = vec4(0.0);',
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' gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center, 0.0, 1.0);',
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' vTextureCoord = aTextureCoord;',
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' vColor = vec4(aColor.rgb * aColor.a, aColor.a);',
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' vTextureIndex = aTextureIndex;',
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'}'
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];
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*/
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this.vertexSrc = [
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'attribute vec2 aVertexPosition;',
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'attribute vec2 aTextureCoord;',
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@ -98,6 +74,7 @@ Phaser.Renderer.WebGL.BatchManager = function (renderer)
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'attribute vec4 aBgColor;',
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'uniform vec2 projectionVector;',
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'uniform vec2 offsetVector;',
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'varying vec2 vTextureCoord;',
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'varying vec4 vTintColor;',
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@ -107,7 +84,9 @@ Phaser.Renderer.WebGL.BatchManager = function (renderer)
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'const vec2 center = vec2(-1.0, 1.0);',
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'void main(void) {',
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' gl_Position = vec4((aVertexPosition / projectionVector) + center, 0.0, 1.0);',
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' if (aTextureIndex > 0.0) gl_Position = vec4(0.0);',
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// ' gl_Position = vec4((aVertexPosition / projectionVector) + center, 0.0, 1.0);',
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' gl_Position = vec4(((aVertexPosition + offsetVector) / projectionVector) + center, 0.0, 1.0);',
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' vTextureCoord = aTextureCoord;', // pass the texture coordinate to the fragment shader, the GPU will interpolate the points
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' vTintColor = vec4(aTintColor.rgb * aTintColor.a, aTintColor.a);',
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' vBgColor = aBgColor;',
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@ -140,9 +119,6 @@ Phaser.Renderer.WebGL.BatchManager = function (renderer)
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'}'
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];
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// @type {WebGLUniformLocation }
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// this.offsetVector;
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// @type {GLint}
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this.aVertexPosition;
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@ -163,6 +139,9 @@ Phaser.Renderer.WebGL.BatchManager = function (renderer)
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// @type {WebGLUniformLocation }
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this.projectionVector;
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// @type {WebGLUniformLocation }
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this.offsetVector;
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};
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Phaser.Renderer.WebGL.BatchManager.prototype.constructor = Phaser.Renderer.WebGL.BatchManager;
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@ -272,7 +251,8 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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// The projection vector (middle of the game world)
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this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
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// this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
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// The offset vector
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this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
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this.program = program;
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},
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@ -467,6 +447,9 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
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// I.e. if the world is 800x600 then the projection vector is 400 x -300
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gl.uniform2f(this.projectionVector, this.renderer.projection.x, this.renderer.projection.y);
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// Set the offset vector.
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gl.uniform2f(this.offsetVector, this.renderer.offset.x, this.renderer.offset.y);
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// The Vertex Position (x/y)
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// 2 FLOATS, 2 * 4 = 8 bytes. Index pos: 0 to 7
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// final argument = the offset within the vertex input
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@ -428,6 +428,8 @@ Phaser.Renderer.WebGL.prototype = {
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this.setBlendMode(this.blendModes.NORMAL);
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*/
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// this.offset.x = this.game.camera._shake.x;
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// this.offset.y = this.game.camera._shake.y;
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this.offset.x = 0;
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this.offset.y = 0;
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