mirror of
https://github.com/photonstorm/phaser
synced 2025-01-05 09:48:49 +00:00
Static BitmapText rendering. Added rect culling to TextureTintPipeline
This commit is contained in:
parent
dd9cef61cf
commit
502ce8ddea
4 changed files with 284 additions and 231 deletions
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@ -12,178 +12,7 @@ var BitmapTextWebGLRenderer = function (renderer, gameObject, interpolationPerce
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return;
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return;
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}
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}
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var textureFrame = gameObject.frame;
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renderer.pipelines.TextureTintPipeline.batchBitmapText(this, camera);
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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 chars = gameObject.fontData.chars;
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var lineHeight = gameObject.fontData.lineHeight;
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var spriteBatch = renderer.spriteBatch;
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var alpha = gameObject.alpha;
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var tintTL = gameObject._tintTL;
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var tintTR = gameObject._tintTR;
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var tintBL = gameObject._tintBL;
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var tintBR = gameObject._tintBR;
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var vertexDataBuffer = spriteBatch.vertexDataBuffer;
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var vertexBuffer = vertexDataBuffer.floatView;
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var vertexBufferU32 = vertexDataBuffer.uintView;
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var vertexOffset = 0;
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var srcX = gameObject.x;
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var srcY = gameObject.y;
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var textureData = gameObject.texture.source[textureFrame.sourceIndex];
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var textureX = textureFrame.cutX;
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var textureY = textureFrame.cutY;
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var textureWidth = textureData.width;
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var textureHeight = textureData.height;
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var texture = textureData.glTexture;
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var xAdvance = 0;
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var yAdvance = 0;
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var indexCount = 0;
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var charCode = 0;
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var glyph = null;
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var glyphX = 0;
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var glyphY = 0;
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var glyphW = 0;
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var glyphH = 0;
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var x = 0;
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var y = 0;
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var xw = 0;
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var yh = 0;
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var umin = 0;
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var umax = 0;
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var vmin = 0;
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var vmax = 0;
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var lastGlyph = null;
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var lastCharCode = 0;
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var tempMatrixMatrix = tempMatrix.matrix;
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var cameraMatrix = camera.matrix.matrix;
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var mva, mvb, mvc, mvd, mve, mvf, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3;
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var sra, srb, src, srd, sre, srf, cma, cmb, cmc, cmd, cme, cmf;
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var scale = (gameObject.fontSize / gameObject.fontData.size);
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var renderTarget = gameObject.renderTarget;
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tempMatrix.applyITRS(
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(srcX - cameraScrollX) + textureFrame.x, (srcY - cameraScrollY) + textureFrame.y,
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-gameObject.rotation,
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gameObject.scaleX, gameObject.scaleY
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);
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sra = tempMatrixMatrix[0];
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srb = tempMatrixMatrix[1];
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src = tempMatrixMatrix[2];
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srd = tempMatrixMatrix[3];
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sre = tempMatrixMatrix[4];
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srf = tempMatrixMatrix[5];
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cma = cameraMatrix[0];
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cmb = cameraMatrix[1];
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cmc = cameraMatrix[2];
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cmd = cameraMatrix[3];
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cme = cameraMatrix[4];
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cmf = cameraMatrix[5];
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mva = sra * cma + srb * cmc;
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mvb = sra * cmb + srb * cmd;
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mvc = src * cma + srd * cmc;
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mvd = src * cmb + srd * cmd;
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mve = sre * cma + srf * cmc + cme;
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mvf = sre * cmb + srf * cmd + cmf;
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for (var index = 0; index < textLength; ++index)
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{
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charCode = text.charCodeAt(index);
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if (charCode === 10)
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{
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xAdvance = 0;
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indexCount = 0;
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yAdvance += lineHeight;
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lastGlyph = null;
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continue;
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}
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glyph = chars[charCode];
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if (!glyph)
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{
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continue;
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}
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glyphX = textureX + glyph.x;
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glyphY = textureY + glyph.y;
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glyphW = glyph.width;
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glyphH = glyph.height;
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x = (indexCount + glyph.xOffset + xAdvance) * scale;
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y = (glyph.yOffset + yAdvance) * scale;
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if (lastGlyph !== null)
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{
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var kerningOffset = glyph.kerning[lastCharCode];
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x += (kerningOffset !== undefined) ? kerningOffset : 0;
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}
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xAdvance += glyph.xAdvance;
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indexCount += 1;
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lastGlyph = glyph;
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lastCharCode = charCode;
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// Nothing to render or a space? Then skip to the next glyph
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if (glyphW === 0 || glyphH === 0 || charCode === 32)
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{
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continue;
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}
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xw = x + glyphW * scale;
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yh = y + glyphH * scale;
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tx0 = x * mva + y * mvc + mve;
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ty0 = x * mvb + y * mvd + mvf;
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tx1 = x * mva + yh * mvc + mve;
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ty1 = x * mvb + yh * mvd + mvf;
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tx2 = xw * mva + yh * mvc + mve;
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ty2 = xw * mvb + yh * mvd + mvf;
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tx3 = xw * mva + y * mvc + mve;
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ty3 = xw * mvb + y * mvd + mvf;
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umin = glyphX / textureWidth;
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umax = (glyphX + glyphW) / textureWidth;
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vmin = glyphY / textureHeight;
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vmax = (glyphY + glyphH) / textureHeight;
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if (spriteBatch.elementCount >= spriteBatch.maxParticles)
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{
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spriteBatch.flush();
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}
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renderer.setRenderer(spriteBatch, texture, renderTarget);
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vertexOffset = vertexDataBuffer.allocate(24);
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spriteBatch.elementCount += 6;
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vertexBuffer[vertexOffset++] = tx0;
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vertexBuffer[vertexOffset++] = ty0;
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vertexBuffer[vertexOffset++] = umin;
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vertexBuffer[vertexOffset++] = vmin;
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vertexBufferU32[vertexOffset++] = tintTL;
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vertexBuffer[vertexOffset++] = alpha;
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vertexBuffer[vertexOffset++] = tx1;
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vertexBuffer[vertexOffset++] = ty1;
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vertexBuffer[vertexOffset++] = umin;
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vertexBuffer[vertexOffset++] = vmax;
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vertexBufferU32[vertexOffset++] = tintBL;
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vertexBuffer[vertexOffset++] = alpha;
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vertexBuffer[vertexOffset++] = tx2;
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vertexBuffer[vertexOffset++] = ty2;
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vertexBuffer[vertexOffset++] = umax;
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vertexBuffer[vertexOffset++] = vmax;
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vertexBufferU32[vertexOffset++] = tintTR;
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vertexBuffer[vertexOffset++] = alpha;
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vertexBuffer[vertexOffset++] = tx3;
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vertexBuffer[vertexOffset++] = ty3;
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vertexBuffer[vertexOffset++] = umax;
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vertexBuffer[vertexOffset++] = vmin;
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vertexBufferU32[vertexOffset++] = tintBR;
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vertexBuffer[vertexOffset++] = alpha;
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}
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};
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};
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module.exports = BitmapTextWebGLRenderer;
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module.exports = BitmapTextWebGLRenderer;
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@ -11,7 +11,7 @@ var GameObjects = {
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Components: require('./components'),
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Components: require('./components'),
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//BitmapText: require('./bitmaptext/static/BitmapText'),
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BitmapText: require('./bitmaptext/static/BitmapText'),
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Blitter: require('./blitter/Blitter'),
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Blitter: require('./blitter/Blitter'),
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//Container: require('./container/Container'),
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//Container: require('./container/Container'),
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//DynamicBitmapText: require('./bitmaptext/dynamic/DynamicBitmapText'),
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//DynamicBitmapText: require('./bitmaptext/dynamic/DynamicBitmapText'),
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@ -44,7 +44,7 @@ var GameObjects = {
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//PathFollower: require('./pathfollower/PathFollowerFactory'),
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//PathFollower: require('./pathfollower/PathFollowerFactory'),
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Sprite: require('./sprite/SpriteFactory'),
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Sprite: require('./sprite/SpriteFactory'),
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//Sprite3D: require('./sprite3d/Sprite3DFactory'),
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//Sprite3D: require('./sprite3d/Sprite3DFactory'),
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//StaticBitmapText: require('./bitmaptext/static/BitmapTextFactory'),
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StaticBitmapText: require('./bitmaptext/static/BitmapTextFactory'),
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//Text: require('./text/static/TextFactory'),
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//Text: require('./text/static/TextFactory'),
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//Tilemap: require('./tilemap/TilemapFactory'),
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//Tilemap: require('./tilemap/TilemapFactory'),
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//TileSprite: require('./tilesprite/TileSpriteFactory'),
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//TileSprite: require('./tilesprite/TileSpriteFactory'),
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@ -61,7 +61,7 @@ var GameObjects = {
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//Particles: require('./particles/ParticleManagerCreator'),
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//Particles: require('./particles/ParticleManagerCreator'),
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Sprite: require('./sprite/SpriteCreator'),
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Sprite: require('./sprite/SpriteCreator'),
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//Sprite3D: require('./sprite3d/Sprite3DCreator'),
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//Sprite3D: require('./sprite3d/Sprite3DCreator'),
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//StaticBitmapText: require('./bitmaptext/static/BitmapTextCreator'),
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StaticBitmapText: require('./bitmaptext/static/BitmapTextCreator'),
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//Text: require('./text/static/TextCreator'),
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//Text: require('./text/static/TextCreator'),
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//Tilemap: require('./tilemap/TilemapCreator'),
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//Tilemap: require('./tilemap/TilemapCreator'),
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//TileSprite: require('./tilesprite/TileSpriteCreator'),
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//TileSprite: require('./tilesprite/TileSpriteCreator'),
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@ -204,6 +204,40 @@ var WebGLRenderer = new Class({
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return this;
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return this;
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},
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},
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beginScissor: function (x, y, width, height)
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{
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var gl = this.gl;
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var scissorState = this.currentScissorState;
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if (!x !== 0 || y !== 0 || width !== gl.canvas.width || height !== gl.canvas.height)
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{
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return;
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}
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if (!scissorState.enabled)
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{
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gl.enable(gl.SCISSOR_TEST);
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scissorState.enabled = true;
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}
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scissorState.x = x;
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scissorState.y = gl.drawingBufferHeight - y - height;
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scissorState.width = width;
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scissorState.height = height;
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gl.scissor(scissorState.x, scissorState.y, scissorState.width, scissorState.height);
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},
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endScissor: function ()
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{
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var gl = this.gl;
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var scissorState = this.currentScissorState;
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if (scissorState.enabled)
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{
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gl.disable(gl.SCISSOR_TEST);
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}
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},
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setPipeline: function (pipelineInstance, overrideProgram)
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setPipeline: function (pipelineInstance, overrideProgram)
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{
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{
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if (this.currentPipeline !== pipelineInstance)
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if (this.currentPipeline !== pipelineInstance)
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@ -511,21 +545,8 @@ var WebGLRenderer = new Class({
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var gl = this.gl;
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var gl = this.gl;
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var list = children.list;
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var list = children.list;
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var childCount = list.length;
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var childCount = list.length;
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var scissorEnabled = (camera.x !== 0 || camera.y !== 0 || camera.width !== gl.canvas.width || camera.height !== gl.canvas.height);
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var pipeline = null;
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this.currentScissorState.enabled = scissorEnabled;
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this.beginScissor(camera.x, camera.y, camera.width, camera.height);
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if (scissorEnabled)
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{
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gl.enable(gl.SCISSOR_TEST);
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this.currentScissorState.x = camera.x;
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this.currentScissorState.y = gl.drawingBufferHeight - camera.y - camera.height;
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this.currentScissorState.width = camera.width;
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this.currentScissorState.height = camera.height;
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gl.scissor(this.currentScissorState.x, this.currentScissorState.y, this.currentScissorState.width, this.currentScissorState.height);
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}
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for (var index = 0; index < childCount; ++index)
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for (var index = 0; index < childCount; ++index)
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{
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{
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@ -552,20 +573,10 @@ var WebGLRenderer = new Class({
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{
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{
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child.mask.postRenderWebGL(this, child);
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child.mask.postRenderWebGL(this, child);
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}
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}
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pipeline = this.currentPipeline;
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}
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}
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if (pipeline && pipeline.vertexCount > 0)
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this.flush();
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{
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this.endScissor();
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pipeline.flush();
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}
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if (scissorEnabled)
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{
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gl.disable(gl.SCISSOR_TEST);
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}
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},
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},
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postRender: function ()
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postRender: function ()
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@ -102,6 +102,10 @@ var TextureTintPipeline = new Class({
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var list = blitter.getRenderList();
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var list = blitter.getRenderList();
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var length = list.length;
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var length = list.length;
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var cameraMatrix = camera.matrix.matrix;
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var cameraMatrix = camera.matrix.matrix;
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var cameraWidth = camera.width + 50;
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var cameraHeight = camera.height + 50;
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var cameraX = -50;
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var cameraY = -50;
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var a = cameraMatrix[0];
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var a = cameraMatrix[0];
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var b = cameraMatrix[1];
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var b = cameraMatrix[1];
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var c = cameraMatrix[2];
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var c = cameraMatrix[2];
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@ -119,6 +123,7 @@ var TextureTintPipeline = new Class({
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{
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{
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var batchSize = Math.min(length, 2000);
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var batchSize = Math.min(length, 2000);
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var vertexOffset = 0;
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var vertexOffset = 0;
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var vertexCount = 0;
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for (var index = 0; index < batchSize; ++index)
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for (var index = 0; index < batchSize; ++index)
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{
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{
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@ -135,60 +140,65 @@ var TextureTintPipeline = new Class({
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var y = blitterY + bob.y + frame.y - cameraScrollY + (height * ((flipY) ? 1.0 : 0.0));
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var y = blitterY + bob.y + frame.y - cameraScrollY + (height * ((flipY) ? 1.0 : 0.0));
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var xw = x + width;
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var xw = x + width;
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var yh = y + height;
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var yh = y + height;
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var tx = x * a + y * c + e;
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var tx0 = x * a + y * c + e;
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var ty = x * b + y * d + f;
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var ty0 = x * b + y * d + f;
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var txw = xw * a + yh * c + e;
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var tx1 = xw * a + yh * c + e;
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var tyh = xw * b + yh * d + f;
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var ty1 = xw * b + yh * d + f;
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if ((tx0 < cameraX || tx0 > cameraWidth || ty0 < cameraX || ty0 > cameraHeight) &&
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(tx1 < cameraY || tx1 > cameraWidth || ty1 < cameraY || ty1 > cameraHeight))
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{
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continue;
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}
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// Bind Texture if texture wasn't bound.
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// Bind Texture if texture wasn't bound.
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// This needs to be here because of multiple
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// This needs to be here because of multiple
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// texture atlas.
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// texture atlas.
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renderer.setTexture2D(frame.texture.source[frame.sourceIndex].glTexture, 0);
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renderer.setTexture2D(frame.texture.source[frame.sourceIndex].glTexture, 0);
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vertexViewF32[vertexOffset + 0] = tx;
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vertexViewF32[vertexOffset + 0] = tx0;
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vertexViewF32[vertexOffset + 1] = ty;
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vertexViewF32[vertexOffset + 1] = ty0;
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vertexViewF32[vertexOffset + 2] = uvs.x0;
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vertexViewF32[vertexOffset + 2] = uvs.x0;
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vertexViewF32[vertexOffset + 3] = uvs.y0;
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vertexViewF32[vertexOffset + 3] = uvs.y0;
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vertexViewU32[vertexOffset + 4] = tint;
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vertexViewU32[vertexOffset + 4] = tint;
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||||||
|
vertexViewF32[vertexOffset + 5] = tx0;
|
||||||
vertexViewF32[vertexOffset + 5] = tx;
|
vertexViewF32[vertexOffset + 6] = ty1;
|
||||||
vertexViewF32[vertexOffset + 6] = tyh;
|
|
||||||
vertexViewF32[vertexOffset + 7] = uvs.x1;
|
vertexViewF32[vertexOffset + 7] = uvs.x1;
|
||||||
vertexViewF32[vertexOffset + 8] = uvs.y1;
|
vertexViewF32[vertexOffset + 8] = uvs.y1;
|
||||||
vertexViewU32[vertexOffset + 9] = tint;
|
vertexViewU32[vertexOffset + 9] = tint;
|
||||||
|
vertexViewF32[vertexOffset + 10] = tx1;
|
||||||
vertexViewF32[vertexOffset + 10] = txw;
|
vertexViewF32[vertexOffset + 11] = ty1;
|
||||||
vertexViewF32[vertexOffset + 11] = tyh;
|
|
||||||
vertexViewF32[vertexOffset + 12] = uvs.x2;
|
vertexViewF32[vertexOffset + 12] = uvs.x2;
|
||||||
vertexViewF32[vertexOffset + 13] = uvs.y2;
|
vertexViewF32[vertexOffset + 13] = uvs.y2;
|
||||||
vertexViewU32[vertexOffset + 14] = tint;
|
vertexViewU32[vertexOffset + 14] = tint;
|
||||||
|
vertexViewF32[vertexOffset + 15] = tx0;
|
||||||
vertexViewF32[vertexOffset + 15] = tx;
|
vertexViewF32[vertexOffset + 16] = ty0;
|
||||||
vertexViewF32[vertexOffset + 16] = ty;
|
|
||||||
vertexViewF32[vertexOffset + 17] = uvs.x0;
|
vertexViewF32[vertexOffset + 17] = uvs.x0;
|
||||||
vertexViewF32[vertexOffset + 18] = uvs.y0;
|
vertexViewF32[vertexOffset + 18] = uvs.y0;
|
||||||
vertexViewU32[vertexOffset + 19] = tint;
|
vertexViewU32[vertexOffset + 19] = tint;
|
||||||
|
vertexViewF32[vertexOffset + 20] = tx1;
|
||||||
vertexViewF32[vertexOffset + 20] = txw;
|
vertexViewF32[vertexOffset + 21] = ty1;
|
||||||
vertexViewF32[vertexOffset + 21] = tyh;
|
|
||||||
vertexViewF32[vertexOffset + 22] = uvs.x2;
|
vertexViewF32[vertexOffset + 22] = uvs.x2;
|
||||||
vertexViewF32[vertexOffset + 23] = uvs.y2;
|
vertexViewF32[vertexOffset + 23] = uvs.y2;
|
||||||
vertexViewU32[vertexOffset + 24] = tint;
|
vertexViewU32[vertexOffset + 24] = tint;
|
||||||
|
vertexViewF32[vertexOffset + 25] = tx1;
|
||||||
vertexViewF32[vertexOffset + 25] = txw;
|
vertexViewF32[vertexOffset + 26] = ty0;
|
||||||
vertexViewF32[vertexOffset + 26] = ty;
|
|
||||||
vertexViewF32[vertexOffset + 27] = uvs.x3;
|
vertexViewF32[vertexOffset + 27] = uvs.x3;
|
||||||
vertexViewF32[vertexOffset + 28] = uvs.y3;
|
vertexViewF32[vertexOffset + 28] = uvs.y3;
|
||||||
vertexViewU32[vertexOffset + 29] = tint;
|
vertexViewU32[vertexOffset + 29] = tint;
|
||||||
|
|
||||||
vertexOffset += 30;
|
vertexOffset += 30;
|
||||||
|
vertexCount += 6;
|
||||||
}
|
}
|
||||||
|
|
||||||
batchOffset += batchSize;
|
batchOffset += batchSize;
|
||||||
length -= batchSize;
|
length -= batchSize;
|
||||||
|
|
||||||
this.vertexCount = (batchSize * 6);
|
if (vertexCount <= this.vertexCapacity)
|
||||||
this.flush();
|
{
|
||||||
|
this.vertexCount = vertexCount;
|
||||||
|
this.flush();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
||||||
|
@ -206,12 +216,10 @@ var TextureTintPipeline = new Class({
|
||||||
var vertexViewU32 = this.vertexViewU32;
|
var vertexViewU32 = this.vertexViewU32;
|
||||||
var renderer = this.renderer;
|
var renderer = this.renderer;
|
||||||
var cameraMatrix = camera.matrix.matrix;
|
var cameraMatrix = camera.matrix.matrix;
|
||||||
var a = cameraMatrix[0];
|
var cameraWidth = camera.width + 50;
|
||||||
var b = cameraMatrix[1];
|
var cameraHeight = camera.height + 50;
|
||||||
var c = cameraMatrix[2];
|
var cameraX = -50;
|
||||||
var d = cameraMatrix[3];
|
var cameraY = -50;
|
||||||
var e = cameraMatrix[4];
|
|
||||||
var f = cameraMatrix[5];
|
|
||||||
var frame = sprite.frame;
|
var frame = sprite.frame;
|
||||||
var texture = frame.texture.source[frame.sourceIndex].glTexture;
|
var texture = frame.texture.source[frame.sourceIndex].glTexture;
|
||||||
var forceFlipY = (texture.isRenderTexture ? true : false);
|
var forceFlipY = (texture.isRenderTexture ? true : false);
|
||||||
|
@ -271,6 +279,14 @@ var TextureTintPipeline = new Class({
|
||||||
var tint3 = getTint(tintBR, alphaBR);
|
var tint3 = getTint(tintBR, alphaBR);
|
||||||
var vertexOffset = 0;
|
var vertexOffset = 0;
|
||||||
|
|
||||||
|
if ((tx0 < cameraX || tx0 > cameraWidth || ty0 < cameraY || ty0 > cameraHeight) &&
|
||||||
|
(tx1 < cameraX || tx1 > cameraWidth || ty1 < cameraY || ty1 > cameraHeight) &&
|
||||||
|
(tx2 < cameraX || tx2 > cameraWidth || ty2 < cameraY || ty2 > cameraHeight) &&
|
||||||
|
(tx3 < cameraX || tx3 > cameraWidth || ty3 < cameraY || ty3 > cameraHeight))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
renderer.setTexture2D(texture, 0);
|
renderer.setTexture2D(texture, 0);
|
||||||
|
|
||||||
vertexOffset = this.vertexCount * this.vertexComponentCount;
|
vertexOffset = this.vertexCount * this.vertexComponentCount;
|
||||||
|
@ -364,7 +380,7 @@ var TextureTintPipeline = new Class({
|
||||||
var mve = sre * cma + srf * cmc + cme;
|
var mve = sre * cma + srf * cmc + cme;
|
||||||
var mvf = sre * cmb + srf * cmd + cmf;
|
var mvf = sre * cmb + srf * cmd + cmf;
|
||||||
var vertexOffset = 0;
|
var vertexOffset = 0;
|
||||||
|
|
||||||
renderer.setTexture2D(texture, 0);
|
renderer.setTexture2D(texture, 0);
|
||||||
vertexOffset = this.vertexCount * this.vertexComponentCount;
|
vertexOffset = this.vertexCount * this.vertexComponentCount;
|
||||||
|
|
||||||
|
@ -386,6 +402,203 @@ var TextureTintPipeline = new Class({
|
||||||
}
|
}
|
||||||
|
|
||||||
this.vertexCount += vertexCount;
|
this.vertexCount += vertexCount;
|
||||||
|
},
|
||||||
|
|
||||||
|
batchBitmapText: function (bitmapText, camera)
|
||||||
|
{
|
||||||
|
this.renderer.setPipeline(this);
|
||||||
|
|
||||||
|
if (this.vertexCount + 6 > this.vertexCapacity)
|
||||||
|
{
|
||||||
|
this.flush();
|
||||||
|
}
|
||||||
|
|
||||||
|
var text = bitmapText.text;
|
||||||
|
var textLength = text.length;
|
||||||
|
var getTint = Utils.getTintAppendFloatAlpha;
|
||||||
|
var vertexViewF32 = this.vertexViewF32;
|
||||||
|
var vertexViewU32 = this.vertexViewU32;
|
||||||
|
var renderer = this.renderer;
|
||||||
|
var cameraMatrix = camera.matrix.matrix;
|
||||||
|
var cameraWidth = camera.width + 50;
|
||||||
|
var cameraHeight = camera.height + 50;
|
||||||
|
var cameraX = -50;
|
||||||
|
var cameraY = -50;
|
||||||
|
var frame = bitmapText.frame;
|
||||||
|
var textureSource = bitmapText.texture.source[frame.sourceIndex];
|
||||||
|
var cameraScrollX = camera.scrollX * bitmapText.scrollFactorX;
|
||||||
|
var cameraScrollY = camera.scrollY * bitmapText.scrollFactorY;
|
||||||
|
var fontData = bitmapText.fontData;
|
||||||
|
var lineHeight = fontData.lineHeight;
|
||||||
|
var scale = (bitmapText.fontSize / fontData.size);
|
||||||
|
var chars = fontData.chars;
|
||||||
|
var alpha = bitmapText.alpha;
|
||||||
|
var tint0 = getTint(bitmapText._tintTL, alpha);
|
||||||
|
var tint1 = getTint(bitmapText._tintTR, alpha);
|
||||||
|
var tint2 = getTint(bitmapText._tintBL, alpha);
|
||||||
|
var tint3 = getTint(bitmapText._tintBR, alpha);
|
||||||
|
var srcX = bitmapText.x;
|
||||||
|
var srcY = bitmapText.y;
|
||||||
|
var textureX = frame.cutX;
|
||||||
|
var textureY = frame.cutY;
|
||||||
|
var textureWidth = textureSource.width;
|
||||||
|
var textureHeight = textureSource.height;
|
||||||
|
var texture = textureSource.glTexture;
|
||||||
|
var xAdvance = 0;
|
||||||
|
var yAdvance = 0;
|
||||||
|
var indexCount = 0;
|
||||||
|
var charCode = 0;
|
||||||
|
var glyph = null;
|
||||||
|
var glyphX = 0;
|
||||||
|
var glyphY = 0;
|
||||||
|
var glyphW = 0;
|
||||||
|
var glyphH = 0;
|
||||||
|
var x = 0;
|
||||||
|
var y = 0;
|
||||||
|
var xw = 0;
|
||||||
|
var yh = 0;
|
||||||
|
var umin = 0;
|
||||||
|
var umax = 0;
|
||||||
|
var vmin = 0;
|
||||||
|
var vmax = 0;
|
||||||
|
var lastGlyph = null;
|
||||||
|
var lastCharCode = 0;
|
||||||
|
var translateX = (srcX - cameraScrollX) + frame.x;
|
||||||
|
var translateY = (srcY - cameraScrollY) + frame.y;
|
||||||
|
var rotation = -bitmapText.rotation;
|
||||||
|
var scaleX = bitmapText.scaleX;
|
||||||
|
var scaleY = bitmapText.scaleY;
|
||||||
|
var sr = Math.sin(rotation);
|
||||||
|
var cr = Math.cos(rotation);
|
||||||
|
var sra = cr * scaleX;
|
||||||
|
var srb = -sr * scaleX;
|
||||||
|
var src = sr * scaleY;
|
||||||
|
var srd = cr * scaleY;
|
||||||
|
var sre = translateX;
|
||||||
|
var srf = translateY;
|
||||||
|
var cma = cameraMatrix[0];
|
||||||
|
var cmb = cameraMatrix[1];
|
||||||
|
var cmc = cameraMatrix[2];
|
||||||
|
var cmd = cameraMatrix[3];
|
||||||
|
var cme = cameraMatrix[4];
|
||||||
|
var cmf = cameraMatrix[5];
|
||||||
|
var mva = sra * cma + srb * cmc;
|
||||||
|
var mvb = sra * cmb + srb * cmd;
|
||||||
|
var mvc = src * cma + srd * cmc;
|
||||||
|
var mvd = src * cmb + srd * cmd;
|
||||||
|
var mve = sre * cma + srf * cmc + cme;
|
||||||
|
var mvf = sre * cmb + srf * cmd + cmf;
|
||||||
|
var vertexOffset = 0;
|
||||||
|
|
||||||
|
renderer.setTexture2D(texture, 0);
|
||||||
|
|
||||||
|
for (var index = 0; index < textLength; ++index)
|
||||||
|
{
|
||||||
|
charCode = text.charCodeAt(index);
|
||||||
|
|
||||||
|
if (charCode === 10)
|
||||||
|
{
|
||||||
|
xAdvance = 0;
|
||||||
|
indexCount = 0;
|
||||||
|
yAdvance += lineHeight;
|
||||||
|
lastGlyph = null;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
glyph = chars[charCode];
|
||||||
|
|
||||||
|
if (!glyph)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
glyphX = textureX + glyph.x;
|
||||||
|
glyphY = textureY + glyph.y;
|
||||||
|
glyphW = glyph.width;
|
||||||
|
glyphH = glyph.height;
|
||||||
|
x = (indexCount + glyph.xOffset + xAdvance) * scale;
|
||||||
|
y = (glyph.yOffset + yAdvance) * scale;
|
||||||
|
|
||||||
|
if (lastGlyph !== null)
|
||||||
|
{
|
||||||
|
var kerningOffset = glyph.kerning[lastCharCode];
|
||||||
|
x += (kerningOffset !== undefined) ? kerningOffset : 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
xAdvance += glyph.xAdvance;
|
||||||
|
indexCount += 1;
|
||||||
|
lastGlyph = glyph;
|
||||||
|
lastCharCode = charCode;
|
||||||
|
|
||||||
|
// Nothing to render or a space? Then skip to the next glyph
|
||||||
|
if (glyphW === 0 || glyphH === 0 || charCode === 32)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
xw = x + glyphW * scale;
|
||||||
|
yh = y + glyphH * scale;
|
||||||
|
tx0 = x * mva + y * mvc + mve;
|
||||||
|
ty0 = x * mvb + y * mvd + mvf;
|
||||||
|
tx1 = x * mva + yh * mvc + mve;
|
||||||
|
ty1 = x * mvb + yh * mvd + mvf;
|
||||||
|
tx2 = xw * mva + yh * mvc + mve;
|
||||||
|
ty2 = xw * mvb + yh * mvd + mvf;
|
||||||
|
tx3 = xw * mva + y * mvc + mve;
|
||||||
|
ty3 = xw * mvb + y * mvd + mvf;
|
||||||
|
umin = glyphX / textureWidth;
|
||||||
|
umax = (glyphX + glyphW) / textureWidth;
|
||||||
|
vmin = glyphY / textureHeight;
|
||||||
|
vmax = (glyphY + glyphH) / textureHeight;
|
||||||
|
|
||||||
|
if ((tx0 < cameraX || tx0 > cameraWidth || ty0 < cameraY || ty0 > cameraHeight) &&
|
||||||
|
(tx1 < cameraX || tx1 > cameraWidth || ty1 < cameraY || ty1 > cameraHeight) &&
|
||||||
|
(tx2 < cameraX || tx2 > cameraWidth || ty2 < cameraY || ty2 > cameraHeight) &&
|
||||||
|
(tx3 < cameraX || tx3 > cameraWidth || ty3 < cameraY || ty3 > cameraHeight))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (this.vertexCount + 6 > this.vertexCapacity)
|
||||||
|
{
|
||||||
|
this.flush();
|
||||||
|
}
|
||||||
|
|
||||||
|
vertexOffset = this.vertexCount * this.vertexComponentCount;
|
||||||
|
|
||||||
|
vertexViewF32[vertexOffset + 0] = tx0;
|
||||||
|
vertexViewF32[vertexOffset + 1] = ty0;
|
||||||
|
vertexViewF32[vertexOffset + 2] = umin;
|
||||||
|
vertexViewF32[vertexOffset + 3] = vmin;
|
||||||
|
vertexViewU32[vertexOffset + 4] = tint0;
|
||||||
|
vertexViewF32[vertexOffset + 5] = tx1;
|
||||||
|
vertexViewF32[vertexOffset + 6] = ty1;
|
||||||
|
vertexViewF32[vertexOffset + 7] = umin;
|
||||||
|
vertexViewF32[vertexOffset + 8] = vmax;
|
||||||
|
vertexViewU32[vertexOffset + 9] = tint1;
|
||||||
|
vertexViewF32[vertexOffset + 10] = tx2;
|
||||||
|
vertexViewF32[vertexOffset + 11] = ty2;
|
||||||
|
vertexViewF32[vertexOffset + 12] = umax;
|
||||||
|
vertexViewF32[vertexOffset + 13] = vmax;
|
||||||
|
vertexViewU32[vertexOffset + 14] = tint2;
|
||||||
|
vertexViewF32[vertexOffset + 15] = tx0;
|
||||||
|
vertexViewF32[vertexOffset + 16] = ty0;
|
||||||
|
vertexViewF32[vertexOffset + 17] = umin;
|
||||||
|
vertexViewF32[vertexOffset + 18] = vmin;
|
||||||
|
vertexViewU32[vertexOffset + 19] = tint0;
|
||||||
|
vertexViewF32[vertexOffset + 20] = tx2;
|
||||||
|
vertexViewF32[vertexOffset + 21] = ty2;
|
||||||
|
vertexViewF32[vertexOffset + 22] = umax;
|
||||||
|
vertexViewF32[vertexOffset + 23] = vmax;
|
||||||
|
vertexViewU32[vertexOffset + 24] = tint2;
|
||||||
|
vertexViewF32[vertexOffset + 25] = tx3;
|
||||||
|
vertexViewF32[vertexOffset + 26] = ty3;
|
||||||
|
vertexViewF32[vertexOffset + 27] = umax;
|
||||||
|
vertexViewF32[vertexOffset + 28] = vmin;
|
||||||
|
vertexViewU32[vertexOffset + 29] = tint3;
|
||||||
|
|
||||||
|
this.vertexCount += 6;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue